Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
The MAYA Design Principle, or Why D&D's Future is Probably Going to Look Mostly Like Its Past
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="innerdude" data-source="post: 7612454" data-attributes="member: 85870"><p>Had to share this article, as it pretty much sums up the last 10 years of the D&D product line. In fact, the very first consumer product that came to mind when I read the MAYA principle was Dungeons and Dragons. </p><p></p><p></p><p><a href="https://getpocket.com/explore/item/the-four-letter-code-to-selling-just-about-anything" target="_blank">https://getpocket.com/explore/item/the-four-letter-code-to-selling-just-about-anything</a></p><p></p><p></p><p>In terms of product design, MAYA stands for the "Most Advanced Yet Acceptable" version of a given product, with one of the primary keys being <em>familiarity</em>. </p><p></p><p>Research suggests that we, "The Consumer," want products that are <em>familiar</em> yet contain just enough novelty to hold our attention. In this light, it's not hard to see why 5e has become the most popular version of the Dungeons and Dragons product line of all time. It hit all the right notes in mapping to the familiar 1e/2e/3e core, while providing enough novelty (adv/disadv, revised feats, revised magic) to keep things fresh.</p><p></p><p>I think for me, though, it reinforced something that the 4e "experiment" seemed to bear out. Based on the MAYA principle, the actual "D&D" product line (as opposed to one of its many OGL derivatives) is unlikely to meaningfully diverge from its current core. As a result, if at any point you're no longer a fan of the "D&D" core product as-is, you're probably better off looking for wholly different systems as an alternative, as the core is unlikely to radically change from within. </p><p></p><p>If you want a "new" or "different" "D&D", you're either going to have to kit-bash it yourself, or look elsewhere.</p><p></p><p>The other thing that was interesting from the article is that it reinforced strongly the idea that <em>exposure </em>is also key. One of the reasons it's so hard to get people off of the D&D product is that it's FAR AND AWAY the system that players are exposed to. So if you want to get your group to switch to a new system, you've got to get them actual exposure to it, probably through several different means.</p><p></p><p>Anyway, found the article interesting and thought I'd share.</p></blockquote><p></p>
[QUOTE="innerdude, post: 7612454, member: 85870"] Had to share this article, as it pretty much sums up the last 10 years of the D&D product line. In fact, the very first consumer product that came to mind when I read the MAYA principle was Dungeons and Dragons. [URL]https://getpocket.com/explore/item/the-four-letter-code-to-selling-just-about-anything[/URL] In terms of product design, MAYA stands for the "Most Advanced Yet Acceptable" version of a given product, with one of the primary keys being [I]familiarity[/I]. Research suggests that we, "The Consumer," want products that are [I]familiar[/I] yet contain just enough novelty to hold our attention. In this light, it's not hard to see why 5e has become the most popular version of the Dungeons and Dragons product line of all time. It hit all the right notes in mapping to the familiar 1e/2e/3e core, while providing enough novelty (adv/disadv, revised feats, revised magic) to keep things fresh. I think for me, though, it reinforced something that the 4e "experiment" seemed to bear out. Based on the MAYA principle, the actual "D&D" product line (as opposed to one of its many OGL derivatives) is unlikely to meaningfully diverge from its current core. As a result, if at any point you're no longer a fan of the "D&D" core product as-is, you're probably better off looking for wholly different systems as an alternative, as the core is unlikely to radically change from within. If you want a "new" or "different" "D&D", you're either going to have to kit-bash it yourself, or look elsewhere. The other thing that was interesting from the article is that it reinforced strongly the idea that [I]exposure [/I]is also key. One of the reasons it's so hard to get people off of the D&D product is that it's FAR AND AWAY the system that players are exposed to. So if you want to get your group to switch to a new system, you've got to get them actual exposure to it, probably through several different means. Anyway, found the article interesting and thought I'd share. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
The MAYA Design Principle, or Why D&D's Future is Probably Going to Look Mostly Like Its Past
Top