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ARCHIVED
TOPIC:
[ Line of Sight ]
DATE:
June 21, 2002
The
Littlest Fish
People
in the game industry talk all the time about the "mass
market." They are (understandably) disappointed or
frustrated that hobby games -- particularly roleplaying
games -- are a small niche rather than something that could
potentially attract everyone. Or at least attract a much
larger percentage of the consumers of the world.
Everyone
likes Star Wars, they say, so why aren't more people
buying and playing the Star
Wars Roleplaying Game? Particularly with the new
movie. And speaking of movies, with Lord of the Rings
and Harry Potter still on people's minds, and Robert
Jordan always on the bestsellers list, they say, "If
Dungeons
& Dragons could just tap into that fan base,
roleplaying game sales could increase by an order of magnitude."
The
problem here is really Magic:
the Gathering. About seven or so years ago, a small
game company came out of nowhere with a hobby game that
few outside of Wizards expected to do all that well, and
instead it made hundreds of millions of dollars. Millions
of people played it. It caught the "mass market,"
or nearly did. It showed that if you do everything just
right, a niche hobby-style game can appeal to nongamers.
It can even turn them into gamers.
Then
there was Pokémon.
This craze went way beyond anything Magic ever did,
and became -- seemingly overnight -- a household name.
So,
surely, roleplaying games can achieve the same thing, right?
They're fun, imaginative, and really not all that hard once
you get over the "this is weird" hump and understand
them. I've seen numerous attempts at making roleplaying
games for everyone. Designers trying to incorporate cards
or action figures or other weird little bits to create a
synthesis of something approachable with roleplaying games.
They try to attach a roleplaying game to a mass market licensed
property, or change the focus of the game, or they try to
make it much, much simpler. (And it's not just designers
-- marketers attempt new campaigns in mass market magazines,
artists try to make the covers of the products more approachable,
sales people try to stock their games in more "normal"
outlets, retailers try to lure in more average customers,
and so on.) I'm not at all sure these efforts are in the
publishers' or the players' long-term best interests.
A
Little History
Let's
look at Dungeons & Dragons specifically. Developed
in the mid-seventies, it had a big boom in the very early
eighties. The company that developed it, TSR, was bought
out by Wizards
of the Coast, which was already large and rich from
the aforementioned Magic: the Gathering and got larger
and richer afterward thanks to Pokémon. (But
you know all that, right?)
Pity
the poor D&D game, for even after its extremely successful
relaunch in 2000 (successful by its own standards, even
compared to the boom in the eighties), its earnings remained
far below those of Magic and Pokémon.
In fact, the Pokémon wave was still going
so strong at the time that a lot of people at Wizards of
the Coast paid no attention to Dungeons & Dragons.
And why should they? It earned only a fraction of what the
other games did. It's hard to work in that sort of atmosphere
and not see D&D's success as a failure.
But
Hasbro purchases Wizards of the Coast, and soon forces begin
to come at D&D from within. "Increase sales!"
corporate high-ups demand. "Increase profitability!"
Now, just so you know, those do not mean the same thing.
Basically, sales is number of copies sold, but profitability
is how much is earned on each single unit sold. Both factors
threaten the D&D that you know and love. Here's why.
Let's
think about the things D&D would have to do to improve
sales. Face it, the game is a little on the complex side
-- and even if you don't think so, I can assure you that
some corporate executive somewhere does. That means simplifying
the game to appeal to a wider audience, reducing the complexity
down to the level of a game like Trivial Pursuit
or Monopoly. That means the game you played the other
evening would be gone. And what's more, I don't think this
drastic move would actually help sales. Call me a pessimist
(and I really don't want to be one), but I just don't think
the majority of people out there will accept an evening
of roleplaying, even if it's wrapped up in an attractive,
approachable package that they bought at Wal-Mart with extra-simple
rules and a catchy slogan. (Computer RPGs, by the way, are
a separate issue entirely.)
So then
the logical thing for a big moneymaking corporation like
Hasbro to do is to look to D&D to at least become more
profitable. If it can't generate hundreds of millions, at
least it can make its modest millions count for more by
spending very little. But what would it take to increase
profitability? Large expensive books are profitable as long
as they sell (under the current sales paradigm), so you'd
have to expect more of those. That doesn't seem so bad,
until you see the little products completely go away and
other books become artificially inflated to a larger size.
What else? Well, it takes a lot of people to put a quality
product together -- designers, developers, editors, managers,
artists, layout artists, and so on -- and that means overhead.
Cut some people (and cut the quality), and profitability
goes up.
I'm
not saying that this is happening now. I don't have any
secret insider knowledge. This isn't a dire warning of things
to come. Although with this week's news of changes at the
company, who's to say?
I am
saying it could happen, and it's far more likely
to happen with D&D in the hands of a company like Wizards/Hasbro,
where your favorite roleplaying game is the littlest fish
in the big pond.
So I'll
just come out and say it. D&D would be in better hands
if it were owned by a smaller company.
A
Smaller Pond
I'm
not saying anything against the people working on D&D.
I think they're great, and they're doing a fine job. But
a smaller company would actually let them do their jobs
better. Without the pressure of having to live up to the
earnings of games with larger profit margins that far out-earn
D&D, the creative folks overseeing the game could appreciate
it more, rather than continually scheming for a way to make
it more profitable. The game deserves the full attention
of the people in charge, and I can definitely tell you that
D&D does not have the attention of the people in charge
of Wizards right now -- not to mention Hasbro.
Take,
as just one example, the Dungeons
& Dragons website. Now, arguably, a company interested
in supporting D&D would pour money and resources into
its website. So many D&D fans are online, and every
one of us would like to see lots of new content, errata,
updates, online products, etc. That sort of marketing and
support would be tailored for the game's hard-core audience.
But most trading card game fans are not nearly as interested
in continual online content updates. So Wizards as a whole
tends to think of its website only as a secondary resource.
What a missed opportunity for D&D! At a smaller company,
you'd probably see more funding going to the site to support
the game -- because that makes sense.
Now,
the people working on the Wizards website do a wonderful
job and provide great content for D&D. They have at
least one new roleplaying update every day, which is very
cool. But think about it. Another company, with a tighter
focus, could make those people's jobs so much easier by
devoting more money and more resources to the website. The
Wizards site is great, but it could be so much more. (In
fact, its current quality attests to the fact that, with
more resources and a bigger budget, the people working on
it now could make it truly amazing.)
More
online support, I think, is just one of the somewhat ironic
changes that you'd see if D&D were in the hands of a
smaller, more focused company. You'd also see a wider range
of titles, and probably far less reliance on licensed products.
And you'd never have to fear kooky corporate-imposed licenses
like a Mr. Potato Head RPG. (Okay, that's a joke.) Seriously,
though, you'd see more decisions based on what is good for
the game overall, not what's good for the "corporate
strategy." Not every new setting would have to be a
potential TV show or movie property.
And
it's not like I have a specific smaller company in mind
that I'd like to see own D&D. In fact, just the opposite.
What would be great is if it somehow magically became its
own independent company: the "D&D Company."
One not run by someone who publishes another set of games
already, or someone with an agenda of change. D&D doesn't
need a whole new paradigm. Just more empowerment.
I'd
rather see Dungeons & Dragons allowed to be the
game that it is, rather than see it put in a position where
it must appeal to the mass market. I'd rather see its product
lines determined by what makes the game better and what
serves the audience than simply by what is most profitable.
Forcing D&D to compete with larger and more successful
(and completely different) product lines, attempting to
make it unrealistically profitable, will only hurt it in
the long run. I'd rather see the game in the hands of a
company for whom it was the primary concern, rather than
an afterthought.
Maybe
I'm wrong, and everything will be just fine. But as a D&D
player, I want what's best for the game, not necessarily
what's best for Wizards of the Coast. More than I want to
see the most profitable products, I want to see the very
best products. And so should you.
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