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What are the major challenges facing the RPG industry in the next few years?
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<blockquote data-quote="Jd Smith1" data-source="post: 8042300" data-attributes="member: 6998052"><p>So we have a couple threads going on the RPG industry, and there's a lot of points being tossed around. </p><p></p><p>But I think one question that should be raised is this: what is coming next?</p><p></p><p>When I started in gaming in '79 there were no pdfs, no internet, no remote gaming. Over the years I've seen D&D edge into mainstream awareness, the golden era of a brick & mortar FLGS, and the demise of countless FLGS.</p><p></p><p>Computer/platform games have risen, and both serve as a gateway drug, and also steal away players. File-sharing sites cut into game company margins. Internet sales of PDFs mean that anyone with knowledge of Adobe can publish a game or game supp.</p><p></p><p>What challenges does the industry face in the coming years?</p><p></p><p>My thoughts in no particular order:</p><p>1) The first generation of gamers, those of us who entered the hobby in the 70s, are starting to fade. In the next decade the industry will have to make a major effort to attract not just the usual new crop of gamers each year to make good the normal attrition, but extra players to replace those of us who are going to be reporting to a higher (lower, in some cases) table.</p><p></p><p> 2) A tougher economy. The generation mentioned in #1 is boomers, and with them goes a lot of purchasing power. The continuing economic trends, at least for the next decade, indicate that many new gamers will be entering the hobby with less disposable income.</p><p></p><p>3) Virtual reality. Computer/platform games and MMOs do broadcast the core gamer concept (which helps), but they also draw away a lot of potential gamers (which hurts). But we are poised on the brink of the true game exploitation of VR, and I think that the theater of the mind will suffer badly by comparison.</p><p></p><p>4) Changing generational expectations. Gamers who got started in the 70s, 80s, and early 90s had a greater indoctrination in internal visualization. Later gamers, especially in the last 15 years or so, have ever-increasing exposure to media approaches (HD TV, computers, phones, platforms). I believe that this is going to impact the allure that TTG has for potential gamers who are accustomed to being able to see and hear in great clarity.</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Jd Smith1, post: 8042300, member: 6998052"] So we have a couple threads going on the RPG industry, and there's a lot of points being tossed around. But I think one question that should be raised is this: what is coming next? When I started in gaming in '79 there were no pdfs, no internet, no remote gaming. Over the years I've seen D&D edge into mainstream awareness, the golden era of a brick & mortar FLGS, and the demise of countless FLGS. Computer/platform games have risen, and both serve as a gateway drug, and also steal away players. File-sharing sites cut into game company margins. Internet sales of PDFs mean that anyone with knowledge of Adobe can publish a game or game supp. What challenges does the industry face in the coming years? My thoughts in no particular order: 1) The first generation of gamers, those of us who entered the hobby in the 70s, are starting to fade. In the next decade the industry will have to make a major effort to attract not just the usual new crop of gamers each year to make good the normal attrition, but extra players to replace those of us who are going to be reporting to a higher (lower, in some cases) table. 2) A tougher economy. The generation mentioned in #1 is boomers, and with them goes a lot of purchasing power. The continuing economic trends, at least for the next decade, indicate that many new gamers will be entering the hobby with less disposable income. 3) Virtual reality. Computer/platform games and MMOs do broadcast the core gamer concept (which helps), but they also draw away a lot of potential gamers (which hurts). But we are poised on the brink of the true game exploitation of VR, and I think that the theater of the mind will suffer badly by comparison. 4) Changing generational expectations. Gamers who got started in the 70s, 80s, and early 90s had a greater indoctrination in internal visualization. Later gamers, especially in the last 15 years or so, have ever-increasing exposure to media approaches (HD TV, computers, phones, platforms). I believe that this is going to impact the allure that TTG has for potential gamers who are accustomed to being able to see and hear in great clarity. Thoughts? [/QUOTE]
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