Alphastream
Hero
The foreword of that book can be found here among other places, I am sure, but it raises the question, if this is the "post d20 market" as the author contends, why do the sales figures seem to indicate that d20 games are still the overwhelming dominators of the market?
I think the term d20 is really being used beyond Pathfinder and D&D to cover how the rest of the market used the OGL to create a glut of content in support of those games, plus new versions of their own games using the d20 engine. It shouldn't be surprising to still see Pathfinder and D&D use a d20... that has always been the case. Instead, we see the rest of the industry mature and realize that a d20 sticker isn't a path to riches.
Recent years see most RPGs use their own engine. We can look at how Dresden Files might perhaps have been a d20 game back then but uses the FATE engine now. We can look at L5R's return to d10 roll-and-keep. We can see new games like FIASCO gain wider play. While we have third-party products for D&D and Pathfinder, those offerings don't have nearly the volume nor prominence they once did. An RPG company today won't automatically choose d20. It isn't a free ride to riches and thus will be chosen, in general, only if it is the right tool for the job. This is a good change, resulting in more innovation.
What Shannon's numbers seem to indicate is that historically you see D&D in the lead by a fair amount, due to a number of strong releases. Then you have some competition by similar games, such as Tunnels & Trolls or Pathfinder. You also might have a Shadowrun or Traveller or similar game that contends in a non-fantasy category. But, that's about it for the top 10 games in a year. What will be interesting is whether anything changes that. EndGame's list is interesting, because it really is different from that history. But, that just may reflect EndGame's crowd, with many mature gamers. It won't likely represent the many game stores where you can't find such diversity. Will we see more diversity in the future? Will the historical pattern change?
Steel_Wind's question is also a good one. How does the online sales channel change all of this? ICv2 says stores are doing fine, and we see WotC constantly strengthening that channel (Mordenkainen's was only available through brick and mortar stores, several OP games are in-store only). But, it has to be on every RPG company's radar that going online and cutting out the middle person is more profitable. And yet, companies need a way to bring in new users. They won't just stumble onto DDI while surfing online.
Edit: Actually, I'll take a stab at it. Gaming stores are already making their money off of other things (Magic, war minis, etc.). Potentially, an RPG company needs just enough of an in-store strategy to maintain a retail presence that brings in new players. Then you take the buyer online where you make higher profit sales. You want to fine-tune this so you get enough of an in-store presence that you have some evangelists bringing in new folk. Larger companies can afford organized play, smaller companies could experiment with releasing in-stores first and other ways to keep the presence.
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