mearls said:
I don't think so. I've been thinking about this alot, and I think the emergence of WoW will only help D&D while harming other RPGs. MMORPGs generally stick quite close to the D&D mode of RPGs: fight monsters, grab treasure, power up, go on quests. An entire generation of games has learned that that is what you do in an RPG, whether it be Final Fantasy, WoW, KOTOR, or whatever. Whether consciously or not, back in 2000 D&D 3e captured that basic mode better than any RPG before or since. 3e empowers players. It gives them tons of options. It gives rules that force the DM to "play fair" (CRs, treasure by level, etc).
Unfortunately, MMO games are better at the "fair play" aspect than D&D is. MMO games are the ultimate in gamist fulfillment. If MMORPGs are better at the core mode of play than D&D is, then why play D&D? The answers are in the non-core aspects of D&D.
(As an aside, I still can't believe that RPG designers as a whole haven't grasped the importance and value of a CR-style system.)
Honestly? Because CR is a clunky, clunky DM's tool. CRs can be wildly off for some creatures and it's annoying to turn the CR into XP yourself. Again, MMORPGs do this all better, and can do more, from hardwiring quests to character power to zoning, camping and farming. CR is a non-automated process that does less than that and whose values are only widely corrected every several years.
One thing I'd love to see in 4e is a less awkward, more modular CR system.
There's also the factor that, back in the day, all you needed to design a game as mechanically sound as D&D was a basic understanding of RPGs. I think the number of gamers who leave D&D for other games is falling, both because D&D does a good job of meeting its goals and because the play style of D&D is so player-friendly. As a game player, why swap D&D for something that gives the DM more power over you?
I think you've become a little too enchanted with the gears behind D&D (and obviously, I can't blame you for that). I don't think adoption of other RPGs has changed, but D&D isn't abandoned any more, at least from a consumer's standpoint. In the past, there were folks who would give up on the game and get into GURPS, for instance. D&D has rebuilt itself to be good at its niche instead of being complacent, so gamers who play other games return to D&D as the best way to enjoy that play experience.
At the same time, though, I think a significant number of sales are now driven by the thing that "story-based" games were oft-accused of: reader interest instead of play interest. D&D's deign logic creates interest in its rules in abstract as well as utilitarian sense. It is pretty much impossible for a play group to utilize all of the options in extant WotC material.
(Aside number two: I think that of all the games out there, poker is a far bigger threat to D&D than WoW. Poker, like D&D, is a social game that you play while sitting around a table with your friends. I would argue that WoW helps D&D by keeping gamers who might otherwise give up RPGs (no local group, no time to game) involved in them in at least some form.)
In my experience, people have often pointed out their WoW play as a reason why continuing to play D&D was unnecessary, and people introduced to D&D from WoW find the work they have to do to play unappealing.
As an example, my stepson is what you might think is prime material for gaming. He has all the interests and plays CRPGs incessantly. But no -- he has not a bit of interest. CRPGs have an entirely different purpose for him than socializing. He's also an absolute KotoR nut and isn't the least bit interested in the SWRPG, even though he knows that's where KotoR's rules come from. His views are not uncommon and I think that when kids play computer RPGs, they aren't attaching the same values.
Plus, folks lose money at poker
In any event, this strikes me as a contradictory mission: D&D's popularity supposedly comes from hardwired balance and DM as umpire, but it is supposed to be distinct enough because it is "social." Which is it? If the game isn;t redundant for reasons irrelevant to its design advantages, that says to me that there's a problem with the design or a problem with that thesis.