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General Tabletop Discussion
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Worlds of Design: “Old School” in RPGs and other Games – Part 1 Failure and Story
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<blockquote data-quote="Jay Verkuilen" data-source="post: 7768537" data-attributes="member: 6873517"><p>My analogy was to pornography or cinematic sex scenes, anyway, which aren't at all like the real thing. Or, if you don't want to go there, courtroom dramas versus real courtrooms. </p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>People who freak out at video game comparisons need to chill. They're valid comparison points. </p><p></p><p>It's really quite clear that WotC was looking at many different games that were selling well when they designed 4E. At the time their main parallels were miniatures games like the HeroClix family (WotC kept trying to break into that), card games most notably <em>Magic</em> (a WotC product!), and MMOs (WotC had had some very successful licensed properties). This is no different than what Gygax and crew were doing back in the late '60s and early '70s when they came up with D&D---they looked at the games they were playing or other people were playing along with fiction that was inspiring to them and their potential market and tried to make use of it. </p><p></p><p><em>Not</em> looking at other sources if you're a designer is utterly daft. Not understanding that is more about people trying to identify and protect their particular tribe than understanding what's happening. </p><p></p><p></p><p></p><p></p><p>If you want to expand your market, this is 100% what you have to do. </p><p></p><p></p><p></p><p></p><p>D&D has been trying to get to a larger market for decades. OD&D's boxed sets were exactly this. They were trying to make it in the toy store market, which understood that "games come in boxes" but didn't at all understand "games were hardback books" and had entirely different distribution networks.</p></blockquote><p></p>
[QUOTE="Jay Verkuilen, post: 7768537, member: 6873517"] My analogy was to pornography or cinematic sex scenes, anyway, which aren't at all like the real thing. Or, if you don't want to go there, courtroom dramas versus real courtrooms. People who freak out at video game comparisons need to chill. They're valid comparison points. It's really quite clear that WotC was looking at many different games that were selling well when they designed 4E. At the time their main parallels were miniatures games like the HeroClix family (WotC kept trying to break into that), card games most notably [I]Magic[/I] (a WotC product!), and MMOs (WotC had had some very successful licensed properties). This is no different than what Gygax and crew were doing back in the late '60s and early '70s when they came up with D&D---they looked at the games they were playing or other people were playing along with fiction that was inspiring to them and their potential market and tried to make use of it. [I]Not[/I] looking at other sources if you're a designer is utterly daft. Not understanding that is more about people trying to identify and protect their particular tribe than understanding what's happening. If you want to expand your market, this is 100% what you have to do. D&D has been trying to get to a larger market for decades. OD&D's boxed sets were exactly this. They were trying to make it in the toy store market, which understood that "games come in boxes" but didn't at all understand "games were hardback books" and had entirely different distribution networks. [/QUOTE]
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