Showing posts with label Punditry. Show all posts
Showing posts with label Punditry. Show all posts

Sunday, February 12, 2012

Here's What Happened - Part 1: New Ways to Play

D&D is pretty hard to classify. Even experts on D&D can often disagree on exactly what it is. This makes it something that is very difficult to study. As James at Grognardia and the so called OSR at large has demonstrated much of the study of the game comes through examination of rules changes and additions through its history, with very little examination of actual play. Observing actual play of D&D is a lot like studying sub-atomic particles- it takes a lot of resources to find a game that can be observed and when observed you may not see what you are looking for or not know what sort of environment you will find when you do observe. And does observing the game change it? Possibly.

So a while ago James asked “What Happened?” The question he is asking here is: Why did D&D go from a game sold in the mainstream to a game that was not? In 1983 D&D was available in grocery store toy/game aisles, department stores, and books stores. By 1985 it was pretty much only available in book stores or specialty shops (comic/game stores). I posted in the comments for the post at Grognardia that there is not a single factor that was a “smoking gun” but rather several things working in concert. In addition all these things and how they combined were obscured by the "satanic panic" of the time. The panic obscured what was going on not because it killed the sales but because of the opposite: it blew them through the roof. This record level of sales due to hype obscured the impact that business and design decisions had on game sales. The degree of the success of the game based on its own marketing and its own quality was forever obscured. Even after the smoke cleared, it was impossible to say why after the panic sales were trending downward when before they had been on a healthy trend upwards.

We can’t know for certain what happened. However there are some places we can look that might allow us to figure out why D&D came out in a decline on the other side of the panic. There are two industries that happened concurrently with the development of RPGs, and it can be surmised that all three are something that occurs as a society computerizes. Both of these other industries share two key socio-economic traits with RPGs. One is that both were connected with a social fad and another is that both had steady economic growth to a peak and then a long decline after a fad phase. The first is interactive fiction which is almost as old as D&D itself and walks hand in hand with D&D and RPGs in general and always has. It breaks into two branches- the text and the electronic. The other was “arcade video games” which were not as influenced by content and concept but do share a similar fad and economic pattern.

Interactive fiction started with computers. “The Colossal Cave Adventure” was developed in tandem with the march of computerization and the appearance of D&D. It was expanded upon and also called “Adventure.” It was followed by “Dungeon” an early version of “Zork.” These games emulated the exploratory sandbox and puzzle aspects found in D&D. “Colossal Cave Adventure” was developed between 1975 and 1976 and improved upon in 1977 and had many variants. “Zork” was developed between 1977 and 1979, with the “Dungeon” variant appearing in 1977. While the text based variation on interactive fiction known as “Choose Your Own Adventure” did have its start as an idea around 1970, it did not find a publisher until 1975, and did not break into the critical success it had until 1979. All of these things are happening at the same time that D&D and RPGs are ascendant but before the advent of the panic.

The arcade video game industry developed largely independent of D&D. In all its faddishness it shares two traits with electronic interactive fiction and “Choose Your Own Adventure.” Additionally these two traits are shared by Dungeons and Dragons. These two traits I believe are the key to why all of these pastimes experienced a slow decline and their connection to Dungeons and Dragons will become readily apparent as we examine what happened to interactive fiction.

Friday, January 20, 2012

The 1e Re-release is a Census

News that the 5th edition is in the pipe has arrived. On its heels is the news that Wizards of the Coast is releasing 1e with original interior art and new covers in a special direct to game store printing with a charitable donation to the EGG memorial fund for each copy bought.

There can be no doubt that this is absolutely directed at the OSR. Here are the reasons why:

1. There is a huge connection between the OSR and the GGMF. A quick surf around the OSR blogs will show that the GGMF is the generally the favored charity of the OSR. This can be seen in the 2011 GenCon announcement for the GGMF:
The Gygax Memorial Fund will be hanging out at the Old School Renaissance Group, booth 1541 in the exhibit hall. Gail Gygax, Gary's widow, will be there, and she will also be presenting the 2011 ENnie Awards on Friday night.

2. The sale of these things is being listed as a hobby channel exclusive.
Given this I am led to think they are tracking these sales with care. Number sold will not be simply the number sold into distribution, but the number sold to each game store.

3. Given that there is a donation attached to the sale it behooves Wizards to track sales more carefully.

4. The audience are people who would buy a 1e book. This indicates that it is someone who probably is not into the latest iteration of the game or at least would enjoy an older version of it.

5. The audience are people that actually keep up with what Wizards does, but still don't keep up with the current iteration of the game or at least enjoy an older version of it.

6. The audience is made up of people who want to patronize games stores.

I would wager this fits 90% of the OSR population.

For a long time we have had the ear of The Mearls, and at least the attention of Monte Cook. However we have not had the attention of sales and marketing. I think that this is an attempt to measure the probable size of the OSR. Its a census. The designers and developers will respect us because (generally) the OSR is kinda fun. But sales and marketing are only going to respect hard numbers that without a doubt translate to sales. The nature of this release is one that can be written off as a charity if it turns out that we are 1000 dudes with really loud keyboards. But if sales indicate that this segment is in the 10s of thousands, Wizards is going to rethink some things, I guarantee it.

I think we might be a whole lot bigger than we think we are, both in voice and in number.

Sunday, September 4, 2011

How Much Adventure in One 6 Mile Hex?

So last weekend wandering around PAX the one thing I would get excited about if I had the time would probably have been Elder Scrolls V. In my opinion the Elder Scrolls Series is the heir to whatever crown Ultima wore. Technologically it picked up where Ultima Underworld, UWII and Ultima's V, VI, and VII left off - with Ultima V being the Empire Strikes Back or the series (more on this later).

But this is not a review per se of Skyrim. Rather in reading and hearing about it I was struck with an interesting piece of info: The region of Skyrim is roughly the same size as the region covered in Oblivion, which is around 16 square miles in area. Really? 16 square miles is 4 miles on each side. My 6mi hexagon obsessed brain immediately replies: "You realise that's all on one hex." The game is supposed to be epic -and from what I can tell it is- but, the fact that the whole thing would fit in a single hex boggles my mind. So I went and got a map of Cyrodiil the land covered in Oblivion I saw once in my internet wanderings just to see how much adventure (by location) you could cram into less than 1 6mi hex. The map is below, and it is too small to see here, so I suggest looking at it here.

Places designated as cities on this map are actually more like citadels and walled towns- you can actually see their wall outline from the map. And a study of medieval settlement patterns indicates that the distances and frequencies of these in relation to each other is entirely believable. Counting each city area as a single location this map displays 89 caves, 50 forts, 15 Shrines, 16 Inns and Stables, 23 mines, 30 settlements, 31 camps, 12 cities/castles/walled towns, and 50 ruins for a total of 316 or more distinct locations. Granted many of these locations stack into way to lend verisimilitude to a quarter of a square mile. If you start walking and walk for 4 miles in the game it will take you about the same time as if you walked 4 miles in real life. Ad to it all that this is the area surrounding a major city. Also there is a representational telescopeing -a sort of illusion that tricks the video game player into feeling like there is a cast of thousands when there really is just several hundred- but my point is that when played the area seems realistic in the frequency of encounters and the amount of travel someone needs to do in an adventure.

My own stocking of a six mile hex pales in comparison. Granted I don't have buckets of money from a major video game studio and a team of people designing adventure locations- however the OPD contests and similar collaborative efforts in the OSR, not to mention the wealth of relocatable locations published in the tabletop gaming sphere (Dyson Logos alone give you a lot of maps) put similar levels of detail in the grasp of pretty much any DM.

Looking at things like google or bing mapping programs really shows how you could have several adventure locations in just one 5 or 6 mile hex and it be completely believable. This stats me wondering about the implications of a sandbox- perhaps the 1 mile hex might be more conductive. Additionally if a DM wanted to link several worlds in a setting that crosses time and space perhaps all they need do is detail the 6 mile hex around the entry point to that world. The complication arrives when the entry and exit are not in the same place. Certainly information like this makes me rethink the range that adventure needs to be epic and yet still a sandbox.