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Wizards of the Coast Is Sunsetting Sigil's Active Development
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<blockquote data-quote="Clint_L" data-source="post: 9617376" data-attributes="member: 7035894"><p>To follow up on my point above: the main cost to playing D&D is time. It takes an incredible commitment from DMs, and a significant one from players. That's because it has always been designed as a kind of DIY game. Which makes it resistant to being easily monetized, IMO, for all sorts of reasons.</p><p></p><p>For example, IP. Okay, you've got the broad concept of D&D, but where are the marketable characters? Where is your Spiderman, Barbie, G.I. Joe, etc.? The main characters of D&D are unique to every campaign. Sure, you've got a few from the novels and sourcebooks that are known within serious D&D nerd circles, but ask 100 people on the street who "Drizz't" is, and you'll get 100 blank expressions. So making a D&D movie or TV show is hard, because what are you actually making? I thought <em>Honour Among Thieves</em> did a pretty great job of capturing the conceptual feel of a D&D game, and we saw how that struggled at the box office: despite great reviews and high fan appeal, it didn't break through to the muggles in a significant way.</p><p></p><p>So Hasbro has this thing that most people are broadly aware of, and that has passionate fans who are used to doing it for themselves. How do you monetize a game where the core concept has been "all you need is time, friends, and imagination"? I think the basic ethos of D&D is antithetical to significant monetization, and always has been. It's ideal for cottage industry-type entrepreneurs, not big corporate marketing campaigns.</p><p></p><p>And for video games.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9617376, member: 7035894"] To follow up on my point above: the main cost to playing D&D is time. It takes an incredible commitment from DMs, and a significant one from players. That's because it has always been designed as a kind of DIY game. Which makes it resistant to being easily monetized, IMO, for all sorts of reasons. For example, IP. Okay, you've got the broad concept of D&D, but where are the marketable characters? Where is your Spiderman, Barbie, G.I. Joe, etc.? The main characters of D&D are unique to every campaign. Sure, you've got a few from the novels and sourcebooks that are known within serious D&D nerd circles, but ask 100 people on the street who "Drizz't" is, and you'll get 100 blank expressions. So making a D&D movie or TV show is hard, because what are you actually making? I thought [I]Honour Among Thieves[/I] did a pretty great job of capturing the conceptual feel of a D&D game, and we saw how that struggled at the box office: despite great reviews and high fan appeal, it didn't break through to the muggles in a significant way. So Hasbro has this thing that most people are broadly aware of, and that has passionate fans who are used to doing it for themselves. How do you monetize a game where the core concept has been "all you need is time, friends, and imagination"? I think the basic ethos of D&D is antithetical to significant monetization, and always has been. It's ideal for cottage industry-type entrepreneurs, not big corporate marketing campaigns. And for video games. [/QUOTE]
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