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The fragmentation of the D&D community... was it inevitable?
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<blockquote data-quote="dmccoy1693" data-source="post: 5429577" data-attributes="member: 51747"><p> <ul> <li data-xf-list-type="ul">1) Is it possible to create an edition of D&D that could largely satisfy 90% of the player base?</li> </ul><p></p><p>IMO, no. I believe they lost customers 3 years ago and are letting their current customers lapse with not releasing new (fluffy) material for them.</p><p></p><ul> <li data-xf-list-type="ul">2) If it's not possible now, was it possible in 2007, before 4e was released?</li> </ul><p></p><p>Maybe, but doubtful. If they waited a little longer, they would have had better odds. There were 2 major problems with the 4E release (3 if you count the way it felt like they were trying to push their customer base away, but we'll ignore that one for the moment). 1. They released 4E when their pocket books dictated when they should release a new edition, not when the player based had played enough of 3E and were ready for a new edition, and 2. 4E was to ambitious. It was to far of a radical shift. D&D 1E to 2E was a timid shift. 2E to 3E was an overhaul, but it still felt like the same game. 4E was a reinvention. It was largely a different game with the same IP on it. While it was smart for them to do that to cater to the next generation of gamers, they failed to do it in such a way that kept the old guard. So their decisions fractured the base. </p><p></p><p>Would it have happened regardless, possibly, but I believe their actions, their decisions made it worse than it needed to be. </p><p></p><ul> <li data-xf-list-type="ul">3) If it's not possible (now or then), what should Wizards, or whoever owns the D&D IP in the future, do about it?</li> </ul><p></p><p>1) Increase revenue streams. Start selling PDFs. License off settings that you're not going to do (dragonlance, greyhawk). Sell books that are totally fluff and minimal no crunch (they're faster to write, require less playtesting, and do not weigh down the system with excessive crunch).</p><p></p><p>2) Decrease overhead. </p><p></p><p>3) If you're going to go the MMO route, go the MMO route. Just make sure you do it well and not shoddy.</p><p></p><p>4) Expand into boardgame expansions beyond Gammaworld. THey've got a ravenloft game that sold quite well. Why not an expansion?</p></blockquote><p></p>
[QUOTE="dmccoy1693, post: 5429577, member: 51747"] [LIST] [*]1) Is it possible to create an edition of D&D that could largely satisfy 90% of the player base? [/LIST] IMO, no. I believe they lost customers 3 years ago and are letting their current customers lapse with not releasing new (fluffy) material for them. [LIST] [*]2) If it's not possible now, was it possible in 2007, before 4e was released? [/LIST] Maybe, but doubtful. If they waited a little longer, they would have had better odds. There were 2 major problems with the 4E release (3 if you count the way it felt like they were trying to push their customer base away, but we'll ignore that one for the moment). 1. They released 4E when their pocket books dictated when they should release a new edition, not when the player based had played enough of 3E and were ready for a new edition, and 2. 4E was to ambitious. It was to far of a radical shift. D&D 1E to 2E was a timid shift. 2E to 3E was an overhaul, but it still felt like the same game. 4E was a reinvention. It was largely a different game with the same IP on it. While it was smart for them to do that to cater to the next generation of gamers, they failed to do it in such a way that kept the old guard. So their decisions fractured the base. Would it have happened regardless, possibly, but I believe their actions, their decisions made it worse than it needed to be. [LIST] [*]3) If it's not possible (now or then), what should Wizards, or whoever owns the D&D IP in the future, do about it? [/LIST] 1) Increase revenue streams. Start selling PDFs. License off settings that you're not going to do (dragonlance, greyhawk). Sell books that are totally fluff and minimal no crunch (they're faster to write, require less playtesting, and do not weigh down the system with excessive crunch). 2) Decrease overhead. 3) If you're going to go the MMO route, go the MMO route. Just make sure you do it well and not shoddy. 4) Expand into boardgame expansions beyond Gammaworld. THey've got a ravenloft game that sold quite well. Why not an expansion? [/QUOTE]
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