Thursday, July 05, 2012
Building a Career in the Games Industry
Saturday, June 30, 2012
GenCon 2012: Why “Spouse Activities” is the Worst Thing
This is my first-ever guest column. The young lady who wrote it doesn’t have a blog of her own, but expressed her concern regarding GenCon’s off-putting programming for non-gamers, and I agreed to share her thoughts on my little corner of the web. I hope you find it as interesting and thought-provoking as I do.
So I guess I should start by introducing myself. My name is Natalie, I am 20 years old, a child and youth care worker and a nerd. I’ve attended Gen Con once, had an absolute blast and I just bought my badge for this August. There is, however, one thing that still sets me off in a red-faced rage: the “spouse activities” (SPA). Seriously, I’ve screamed in the faces of strangers about this, something I’m not too proud off. What enrages me even more is that in my courtesy Google search I found a few bloggers who were displeased by the issues, frustrated even. But not pissed off. I saw a gap and I plan on filling it.
Gen Con is amazingly diverse in its attendees and from what meager programing I attended out of the 2+ inch activity book it’s clear to me that the organizers did a damn fine job of providing for every kind of nerd. From table top gamers of all breeds to zombie lovers, anime freaks and LARPers; you name it there was a seminar, class, tournament or show about it. There was also a good selection for maturity/age level. Hit up the hentai cafe or chill with your younglings at the training grounds. No matter who you are or what you like, pull-ups to Depends Gen Con has something for you. Unless you’re female. Now, don’t get me wrong, there is good stuff for the nerd ladies, please refer to the 2+ inch program book. I’m referring to the Con Widow, the poor chick that gets dragged along by their boyfriend/husband to the biggest tabletop geekfest in North America. Upon arriving these ladies aren’t directed to Gen Con, instead they are provided with spouse activities. And what do the organizers think a non-nerd lady wants? Knitting.
The section for those, mostly female, who are not at the con for the con is full of activities like scrapbooking, beadwork, belly dancing and self-defense. Oh, and then there is “Crochet for Your Gamer” where you can “learn to crochet… so you can make fun little things for the gamer in your life.” The D 20 Girls project is running this event. They are also running “The Red Light District” and “Killer Bunnies: Quest for the Golden Carrot” among others. But not for the Widows. Rather than learning about a Dr. Who RPG (a free event, no experience required) or playing a Killer Bunnies game (always a recipe for fun times) the Widows get to crochet things for their gamer partners. Some, if not most of these events are things I can see being worked into the regular programming. They may not be inherently nerdy but as a family focused con it makes sense to have non-gamer activities for people to attend. And with some creativity any nerd can integrate their new self-defense knowledge into a RPG experience. But nope! Instead the randoms are labeled For Spouses Only and gifted to the partners of nerds in assurance that there is a space for them. A nice, safe and quite space away from all the hustle and bustle of the unwashed masses, not to mention their partners, where non-nerds can pass the days until they go back home. Which is just dumb.
So, ladies, if you’re at the con with your nerdy lad and you don’t want to game at all, have no fear for there are many other things to do. Into making or watching films? Maybe you could check out a seminar like “Film Budget and Finance” or “Trailer Park Jesus”, one of many featured films. Like anime? Learn with “The Guide to Anime Tropes” or watch with a room full of fellow fans with “Epic Battles of Amine”. Like crafty things? There are classes like “learn to make chainmail” and “21 days to a novel”. Have kids? Take them to the “Peter Pan Dress Parade” or “Create a Game” which as you may have guessed will teach your young geek how to create their very own game. Not to mention a whole butt load of child care giving you the freedom to check out all these events. And then there is the Misfit events section which has “Spot the Geek” a cosplay photo scavenger hunt and “BattleTech: Firestorm Tesla 11 Virtual Reality Cockpits”. That’s right ladies and gents, for 7 minutes you can command a battle mech on a 31st century battlefield. These are all event sections that require no playing of games and many of the events themselves involve less then nerdy things like watching movies or writing a novel. Yet none of them are marketed to Con Widows. So why have a completely different section for Widows full of non-gaming programing when there are already a few non-gaming activity sections?
If SPA was just another non-gaming category I think it would be pretty damn cool. Learning how to make your own yarn, taking a haunted walking tour of the city and learning the Thriller dance are all fun things that nerds and non-nerds can enjoy. The problem is this: the SPA is girlfriend daycare. Not to be left alone in the con to find the many non-gaming options the lowly Con Widow is dropped off at the SPA center to be entertained until the men folk return home. It is an unnecessary segregation of a group who could be having just as much if not more fun without the penned-in safe zone. There is no need for this category. It perpetuates the misconception that women lack ability or interest in gaming, and more annoyingly that they lack interest in peripheral nerdly pursuits. The insistence that women who do not want to game will be soothed by traditionally feminine hobbies is both condescending and rooted in a strange sort of sexism. For a convention that encourages families to attend it should be reaching out to those with less experience or exposure to the world of geekdom not shutting them up with zumba classes. One massively simple way to fix this would be eliminating the SPA.
It’s an easy solution; all they have to do is integrate the programming. Have an icon for non-gaming activities instead of activities for non-gamers, any overflow can go towards filling out the Misfit section. Design the programming so that gamers are invited to take part in knitting just as much as non-gamers are invited to take part in a D&D game. Don’t make it so that a person coming into the scene for the first time is shown the door to their roped in section of the party while their partner is off riding in a mech suite simulator.
Monday, June 25, 2012
The Ghost of D&D Third Edition
Wizards of the Coast announced yesterday that they were going to be re-releasing the Dungeons & Dragons Three point Five core books. I’m sure there are a lot of people who are tickled pink by the news, and as a person who sells D&D books for a living, I’m certainly not against having the version of the game people want to play on my shelf. But it seems like a strange marketing choice to me, especially with D&D Fifth Edition currently in the pipes.
When the PDF battle was at its highest pitch, I came out swinging for the minority opinion that it would be deeply silly of Wizards of the Coast to release digital copies of earlier editions of the books. There’s a pretty vocal group of people that are suggesting that it makes good business sense to have all of the various versions of D&D available at once; they’d like to be able to buy First Edition core books and modules and things, and so they assume that there is a sufficient audience to warrant those books’ continued availability. And while that might actually be true, it doesn’t address the fact that Wizards of the Coast is a company that survives primarily by publishing books you don’t own, and that to continue to be successful, they need to be able to sell new and interesting material. You’re quite a bit less likely to buy something new if you can still get the thing that is familiar to you. Pathfinder proved this in a big way, by continuing to support the most recent version of D&D while Wizards of the Coast did its best to kill it so that D&D Fourth Edition could be successful. Pathfinder is a continuous best-seller, not just in my store but in many others, while Fourth Edition languishes under poor reviews and the persistent clarion shriek that it’s “Just like World of Warcraft.”
And it’s not because D&D 3.5 is a better game than D&D Fourth. It isn’t a better game than D&D Fourth, though they are radically different in scope and tone. It’s a different game from D&D 3.5, and different isn’t something people, and gamers especially, deal with very well. This fear of change is exactly the reason that D&D Fifth is going to have the same six attributes that the game has had since the beginning of the hobby. It’s the reason Vampire the Requiem is largely vilified when it is just better at what it sets out to do than any version before it. It’s one of the big reasons RIFTS books continue to sell like crazy. People generally don’t like to do new, different, weird things, and the games we play need to account for that trend if they want to be popular.
It doesn’t take a marketing genius to see that this is a catastrophically silly move on the part of the company. All of the potential issues that come from releasing PDFs of earlier editions exist here (piracy only marginally less so), with far greater impact on future sales. At this point, putting out a 3.5 Player’s Handbook both detracts from your current line and actively supports a game that has been gnawing away at your player base. This cannot possibly be anything more than a desperate grab for popularity in a beauty pageant Wizards of the Coast has already lost. It stinks of fear and distress from a company that has made a number of critical marketing mistakes in the past few years. The small gains to be had from re-releasing a sure-seller are certain to cause problems in 2013, as the marketing machine for D&D Fifth starts rolling out in earnest.
If you absolutely must try and sell older versions of a game, it makes much more sense to at least package those older versions with the edition you’re currently trying to make a market for. Put out a new core set for all four editions of Dungeons & Dragons when Fifth Edition hits stores. When you buy a core set, you get one Fifth Edition book packaged in with it. First Edition comes with the Player’s Handbook. Second Edition comes with the DMG. Third Edition comes with the Monster Manual and Fourth Edition comes with a setting book for whatever the assumed setting of D&D Next is. At least that way, if you sell an old edition of your game to people, they’re getting the thing they want and a pretty decent incentive to give your new game a try. I mean, hey, we’ve already got one of the books, right?
Wednesday, June 20, 2012
So You Wanna Work in the Games Industry
That’s put some of my own focus on what it takes to work in the games industry. I’m pretty happy with my job as it is, and while I’m looking at moving on myself in a year or two, whatever I move on to will be involved in games and gaming. It’s an industry I know and I’m good at what I do. There are a lot of people who want to work in this industry, though, and to be perfectly honest, most of them aren’t going to and aren’t suited to it. For those of you reading who would like to work in the industry, whatever piece of the industry you’re looking at, I’ve compiled this post to aid you in that endeavour. Hopefully, it helps.
You Don’t Need a Degree, Go Work at McDonalds
The co-worker who is leaving us has a degree in English, and it serves him fairly well. I don’t have a degree in anything, and that’s served me fairly well. What we both have is experience working shitty jobs. And that’s really important, because what you’re applying for at the entry level in games is invariably a shitty job.
You’re going to be a lackey to begin with. You’re going to stock shelves or alphabetize games or dust or shrink wrap millions of books. Sometimes you’re going to have to lift heavy stuff. None of this is glamorous, none of it shows up in your school transcripts, and we can’t really tell what sort of a worker you’ll be from a blank resume.
If you want entry-level work in the games industry, you need to work shitty jobs first. Those are what we’re looking for: are you willing to do occasionally crappy work, and are you good enough at that sort of work that you can keep a job doing it for a while?
You Need to Know Your Stuff
This one should probably speak for itself, but you need to know what you’re talking about. Play games. Play a lot of games. Read gaming blogs. Keep up on news and rumours. Become involved in forums. Talk about game design. Talk about organized play. Get involved in organized play. Learn. Actively go out and learn more about what you’re aiming to do.
I’ve been working in the games industry for just over five years, but I have over twenty years of experience with hobby gaming. If you want to steal my job, you will need more than that (and you’ll need to convince my boss that you’re worth more to him than I am, and if that’s true, we can’t afford you). If you want to get a job selling Dungeons & Dragons, you need to play some Dungeons & Dragons.
Likewise, if you’re going to write dialogue trees, you should probably be a solid writer. Designing systems? Might want to know something about design. And games. And games design. And math. Programming a computer game? Best know some programming. And even selling D&D requires that you know something about sales, and specifically the sale of intangibles (because while the book itself might be an object someone can buy, what you’re really trying to sell is fun). If you want to work in a specific job, you need to know how to do most of that job.
Note that I didn’t say you need to know how to do the whole job. I didn’t know everything there was to know about being a games manager when I started being a games manager. I had to learn some stuff on the job. Merchandising, event management, ordering, these were new things to me. But I knew games and I knew how to sell stuff, and that’s the biggest part of the job. If you don’t know how to do at least the basics of the job, no one is going to hire you on.
To learn those things, sometimes you need to do stuff that isn’t directly related to the job you want to be doing. I used to sell timeshare. That was where I learned to sell stuff and got some experience under my belt.
Know Your Abilities
Not everyone is a salesman. Not everyone knows how to program. Not everyone is a writer. Not everyone is an artist. But you, you are good at something, and that something can probably translate into the games industry somehow. Find out what you’re good at, and get as good at that as you can be. Then find ways to apply that thing to the world of games.
A lot of people start out in Quality Assurance when they’re trying to break into video games. And for a lucky few, that’s a good way to break into the games industry. For a whole lot of others, it’s a lot of backbreaking labour in an industry that doesn’t care about the guys doing the backbreaking labour. When’s the last time you heard of a famous game tester? How about a famous game designer?
But Quality Assurance isn’t the only entry-level position at a game company, and if you’re not classically “entry level,” you increase your chances of getting a better job exponentially. If you’re a pretty good programmer, you should apply for programming positions. If you’re a decent writer, apply for positions in design or writing. If you’re a kick-ass salesman, sales and marketing always need more feet on the ground. And all of these positions are going to come into contact with the parts of the company you’re actually trying to break into. And if you want to break into a career in games that has a few different options going forward, why not do something that doesn’t suck as a baseline?
Know Who You’re Working For
I knew about Warp One long before I’d ever walked through the door. Back in the nineties, a friend of mine used to run a comic shop called Front Page Comics in the thriving metropolis of Stettler, Alberta. The shop did pretty well for itself, and was my first real introduction to nerd culture as a whole. When I was looking to get into the industry myself, I foolishly thought the best way to do that would be to open my own store, and I went about thrashing around like an idiot for a few months trying to do just that. When I went to Jeff for advice, he told me “If you want to make money at this, be like Warp One.”
Fast forward a whole lot of years, and I live a few blocks away from Warp One, slinging pitas at the local Pita Pit. It’s not a terrible job, and it’s a pretty great place to live, and one day my girlfriend comes into the Pit and says “Warp One is hiring. You should drop off a resume.” I’d been in there a handful of times, picking up a copy of Secrets of Xen’Drik for Eberron and a horrible 3.5 Africa-inspired rulebook, but it hadn’t even occurred to me to drop off a resume. When I finally did, I was hired on the spot.
I included a list of all the games I’ve played and/or still play on the back of my resume. It was a long list.
Be Awesome
I’m not the hiring authority at our store, but I take in a few resumes a week. Some of them get put in the File. Others get put directly into the garbage. The difference is the first impression they gave me. The ones that get put into the File are the ones that I could possibly see myself working with in the future. The ones that go into the circular file have probably failed somewhere, and it’s usually at this point.
When we keep a resume on file, by the bye, it’s kept in an enormous stack of other resumes. Sometimes for a really long time. Sometimes forever. But if you made it that far, that means that either someone who doesn’t think like me got your resume in there, or someone at our store thought you were cool enough to vet.
And if someone at our store thinks you’re cool enough to vet, other nerd locations are going to think you’re pretty cool too.
Playing Games for a Living
If you’ve got what it takes, maybe you can too.
Thursday, January 19, 2012
Con Merchandizing for Lyndsay
Scott Kurtz has been to a lot of conventions, and when he’d show up at one, he’d arrange his books on the front table in chronological order. People would buy lots of the first book and lots of the most recent, but a lot of the stuff in the middle was skipped. He figured people just wanted to start the series from the beginning or pick up the new product, but fewer people wanted to jump in during the middle and just assumed that’s how his sales would always work at conventions.
One of the many years he was placed next to the Penny Arcade booth, Robert Khoo rearranged his books. He came over from his booth on the last day of the convention and set the books up chromatically. Suddenly, books started flying off the shelves that hadn’t sold more than a couple of units at a convention. When sales started to die wind down again, Khoo came over and arranged them based on the size of the piles, making a pyramid of books. Again, there was a surge in sales. The third time he came by, Kurtz asked him “What are you going to do when I’ve only got three books left?”
“Don’t worry,” Khoo said. “I have a plan.”
When people began to filter out of the con for the final time, Khoo came over to find a smattering of books left on the shelf. He propped them up in such a way as they were facing the direction of the people leaving. When the convention was over, Scott had sold all of his books for the first time ever.*
What’s the moral of this little merchandizing fable? The key to good table marketing is to try new things.
What spurred this little storytime? The lovely GeekyLyndsay** of Dragon Chow fame is going to a convention and doesn’t want to use a table to display her dice bags. Which makes all sorts of sense because, if you’ve ever tried to find an effective merchandizing solution for dice bags, you know that tables, display cases and shelves are basically the worst possible furniture in the world. The problem comes from the nature of bags, I think. They defy shelving units, their strange shape making it damned near impossible to display the full awesomness of the bag. If the bag is lying flat, it looks boring. If you have them propped up so you can see their tops, they lose any sort of clear identifiable qualities. Nothing about this is good. So to be able to display dice bags more effectively, you need to think outside the box some.
My most fervent suggestion is to have people carry them around the con and show them off. This comes with two really key components: product champions (those people who love your stuff and want to sell it for you) and mobility (because they don’t have to be at the table when they’re showing off the bags). It gives people the opportunity to touch the bags, to interact with them, and more importantly to interact with people who like them. Each individual carrying the product provides a testimonial to your product’s awesomeness, and they can go into more detail about what makes your bags more kick-ass than the bags getting sold by Random Steampunk Booth #7. Rather than let the bags speak for themselves on a personality-free shelf, you have someone there to sell, not only the product you’ve made, but the services you’re selling (I believe Lyndsay is still doing personalized bags, for instance). Product champions are incredible people, and I think Dragon Chow has enough fans that it would be easy to convince a number of them to run around with sacks of them.
Another option: Hang them from the ceiling. Get some very long twine and some clothes pins and make a display of dice bags that can be seen from across the convention hall because it’s the only display that has a billion colors and goes all the way to the top. Color-code them so that people look over and see a blast of colors that go from floor to ceiling, and make sure you’ve got multiples of each bag hanging around at the bottom of the display so that you can sell them without having to climb an enormous ladder to get them.
Even more option: Make designs out of them on the cubicle walls of your booth. Use clothes pins to make an attractive design or pattern that will have people stopping in to at least check out what the hell it’s made out of.
Yet more option: Have people wear the bags as hats. Give a free bag to any customer who wears their bag on their head for an hour for you acting as a de facto booth bunny.
One More Option: Get a bunch of spinning racks, like the ones they use at bad jewelry stores that are made of slat-wall on a spinner. Put hooks in, and hang your bags in an easy-to-navigate pattern on the floor. This option is quite a bit more expensive, obviously, but the spinning racks would belong to you, and you could use them at other conventions in the future.
There are a lot of ways to merchandise your dice bags without putting them on a table or arranging them on a shelf. The key, though, is to keep switching things up, keep giving people something new and interesting to look at. Rearrange by color, size, shape, number of items, popularity of items, difficulty in making the product, scent or taste, whatever. Just keep giving people a reason to come back to your booth every day (or make your booth come to them) and make sure that when they do, you pounce on them like a half-starved tiger on a helpless gazelle. Because customers love the attention.
*For the record, I have no idea whether or not this story is true. I also don’t know if it was actually about the people I think its about if it is true. But it seems like a very Khoo thing to do, and I don’t at all think he’d mind if it was added to his already expansive Legendary Character.
**This article was edited to reflect the fact that I am terrible at alternate name spellings. With a name like Kristoffer, you'd think I'd be more conscious of stuff like that.
Wednesday, January 11, 2012
An Open Letter to D&D Next’s Art Department
So instead, I’m going to talk to another very important part of the Dungeons & Dragons experience. I’m going to talk about art. Which is a pretty hefty step away from what I normally look at, because there are times when I write enormous posts (like this one) that don’t even have pictures. I’m very much a wall-of-text blogger, so it might seem a little unorthodox that I would be as worried about the direction of the art as I am. But I am very, very, deeply concerned about the direction of the art in this game, and I would like to invite the art department, particularly those in decision-making positions, to pay close attention to what I am about to say next:
Dungeons & Dragons is still seen as a sexist game, and you are the only people in the world who can fix that.
It’s not just sexist, though. It’s sexist, it’s racist, and it’s ableist in its artistic representation of people. Now, I’ve heard all the arguments against having people of color and women depicted in the art of a fantasy role-playing game, and I think they’re all hooey. And to be fair, there has been headway made. I have seen progress, especially from the chainmail bikini era of game art.
And I’m not accusing anyone of purposefully excluding people of color, the differently abled or women from their depictions of heroic figures. Anyone who is actively trying to exclude or belittle people from their game is a dickbag, and it is very likely that will come through in the game itself (Byron Hall, I’m looking at you). What is happening is primarily blindness to the issue. So I am going to make a request, and it is my sincere hope that you, the art department responsible for the look and feel of D&D Next will take it under advisement.
First:
Women make up 52% of the world’s population. They can make up 50% of the people in your game’s art. Moreover, the exact number of pictures in which a woman is standing in an Impossible Position is 0. For every piece of art submitted, have the artist attempt to pose him or herself in the positions of the people depicted. If either person’s position is painful, that pose is very likely held by a female character whose breasts and buttocks are pressed out to increase her sexiness.
Wizards of the Coast has very clearly established that sexiness is not something they believe Dungeons & Dragons needs. If there were room for sex in D&D, the Book of Erotic Fantasy would have been updated to Fourth Edition. You specifically precluded the possibility of that happening in your licensing for a reason. If sexiness is a factor in how D&D art is chosen, something has gone terribly wrong.
Second:
Human skin comes in a lot of colors from black to white to yellow to red to brown. Human features come in a huge range of styles and types. I understand that we’re playing in a fantasy world where the various skin tones in reality may not be as prevalent. But I also know that in said fantasy world all of the monks look Asian. Even the elves.
Have some fun drawing black dudes in mage robes or brown chicks in plate mail. Evenly distribute the skin tones across the whole of your books, and the problem of racism mostly disappears (except, y’know, the “Goblins are evil because they’re green,” issue). And this doesn’t just go for the humans, guys. Elves obviously have some skin tone variation going on (Oh, hey Drizzt.). Dwarves can go from chestnut brown to fair skinned. I love the idea of charcoal-skinned halflings and a range of skin-tones for half-orcs from phthalo green to honeydew. All this does is make the art more interesting, and add depth that might otherwise be missing from the depiction of the game world.
Third:
Ableism is a tough thing to address in a role-playing game. I get that. It’s tough to be a bad-ass knight if you can’t walk. Being an amputee isn’t cool… Wait a fucking minute, yeah it is! Ahab lost a leg to a whale and was a total badass. Bran Stark is paralyzed from the waist down and he’s one of the most interesting characters in A Song of Ice and Fire. Rick Grimes loses a hand and goes batfuck crazy, but he’s one of the toughest assholes to survive the zombie apocalypse.
Making the differently abled a part of your game world is easier than it sounds. Hell, one of my players built a character whose hand had been cut off and some asshole was out there wearing it around his neck. It didn’t come with any penalties or anything, it was just a flavor thing that made him a total badass, and it was all description. Characters that are Big Damn Heroes despite having challenges above and beyond the norm are awesome, and should be shown to be so in game art.
Fourth:
This is sort of a minor point, but it’s one I’d like to make anyway: having characters of various sizes and shapes is not at all unrealistic, nor does it reduce the heroic aspect of the fantasy. Look at any successful fantasy series ever, and you’re going to find a bunch of different body shapes, because different body shapes are something we understand, something we _get_. Moreover, it doesn’t hurt to reduce the impact of stereotypical, hyper-sexualized imagery in the media you’re creating. Give me some pudgy mages and some scrawny fighters, please.
All I’m looking for, what I’m really asking you for, is to look critically at the message your art sends to the people who will be looking at it. ALL of the people who will be looking at it. Ask yourself, if you were in the shoes of a feminist, what would you think of this illustration? If you lived in a wheelchair, how would you feel about seeing nothing but able-bodied folk?
And you can argue, if you like, that this is just the opinion of a privileged white guy. Because, y’know, it is. I’m not a woman, I’m not a minority, and my only disability is depression. But I’m just the voice for a silent riot, guys. There are others like me, and there are some who have made a great show of picking apart the inherent sexism, racism and ableism of your art. And we’re speaking for a much larger group of people you will never hear from, but who feel uncomfortable playing your game because it depicts women, minorities and the differently abled as something less than the able-bodied white dudes on page after page.
Sincerely,
Kristoffer Hansen
Games Manager
Warp One Comics and Games
Further Reading:
Go Make Me a Sandwich
Women Fighters in Reasonable Armor
Monday, July 25, 2011
What Wizards is Doing Wrong, Part 86x10²³³
We all love to rag on Wizards of the Coast for fucking up our amazingly wonderful awesome incredible game. And to be fair, they fuck up a fair bit. Not enough that they’ve gone out of business, mind, but enough that they’re hurting us, and enough that they’re hurting their market share. According to ICv2 (which is brilliant), the good folks at Paizo are a close second in the role-playing game market, and they’re selling a game that Wizards of the Coast invented. Anyone looking at this should be able to understand the problem pretty quickly: Paizo is making nearly all of its money off of an intellectual property developed by their direct competitors, and they’re doing it legally, and it’s eating a healthy stack of Wizards’ lunch.
Most of the time, I don’t give business advice to the folks at Wizards of the Coast, because they’re supposed to know what the fuck they’re doing. These are some smart folk, the best and brightest that the gaming world has to offer. They’re supposed to understand that there is a very simple solution to this problem: they need to sell what Paizo is selling, and they can make more money selling it than Paizo can.
Back when 3rd Edition Dungeons & Dragons came out, a lot of people were pissed off that the company was replacing the best role-playing game in the world with some new, weird thing. They complained and they argued and there were some solid edition wars going on, but eventually most of the 2nd Edition folks came around to the new way of doing things. Why? Because they had no choice. It was getting harder and harder to find Dungeons & Dragons material for the edition they liked the best, and this new version was still Dungeons & Dragons, right?
This Edition War has a different flavor, though. There’s a new factor, and that factor is that you can still find material for the version of D&D you like better. You can still find 3rd Edition support from the folks at Paizo and their allies, and that means that the grognards of 3rd don’t need to eventually filter over to D&D4. I think what Wizards was hoping for was that the Dungeons & Dragons name would carry through for them, that people would rather play “Dungeons & Dragons” than “Pathfinder.” And to a degree, they’re right. I get a lot of waffling in my store. I have a set of the three core rule books for 3.5 sitting on my shelf, and it’s priced at a whopping $275. I don’t think I’m going to get that much for it. Yet. But eventually someone is going to come down to my store hoping to find some D&D3.5 core books, and I’ll say “Well, there’s Pathfinder over here…” And they’ll let me know that $275 is a steal for the Dungeons & Dragons name on the edition of the book they’re looking for. But a lot of people walk away, think about it, talk to their gaming buddies, and decide that they’d rather pick up Pathfinder than 4th Edition Dungeons & Dragons. The name means something, but if it’s the same product in a different wrapper, a lot of folks are going to buy. If it’s the same wrapper around a new, different product, they’re not so sure. Obviously, this is doing Paizo fairly well.
If Wizards wants to capitalize on this shitty situation, the solution is pretty simple. They need to open up their backlist. They need to put the entire collection of 3.5 D&D books on the idevice book apps for a dollar a piece. They need to print black-and-white perfect bound versions of the core books and put them back in circulation at a much lower price point than Pathfinder’s core book (say $25; it works for Palladium). They need to put 2nd Edition and 1rst Edition books up as .pdf files for free, and run that site on advertising packages. The most expensive part of making 3.5 D&D is paid for; all Wizards needs to pay for right now is reprinting and inventory, and both of those things are super-cheap compared to the loss of market share Paizo is currently representing.
Then they need to change how they’re doing 4th Edition entirely. Their focus is currently divided between online content and published content, and that hasn’t been doing them any favors. My coworker Ian and I were discussing the myriad ways Exalted and White Wolf have been sucking donkey balls for the past few years, and one of the ideas he put forth sort of struck home with me. Wizards of the Coast needs to put out two different versions of Dungeons & Dragons. On one side, they need printed product to support their organized play initiatives and to get most of their new playerbase involved. People become involved with D&D because someone passes them a book and says ‘This shit’s great, let’s give it a go.’ People need to have a thing in their hand before they become properly invested in the product you’re selling.
But Dungeons & Dragons isn’t a product as much as it’s an idea. It’s information, and if nothing else has been proven in the last few years of gaming, it’s a fluid idea. It’s a living idea, and the print medium is not best suited to that sort of document. Wizards should by all means continue to publish print books, but only the print books that fucking matter. Core rule-books. Setting information. Monsters. Things you need to sit down and play with your friends for a few hours.
Then they need to publish the most comprehensive online role-playing game experience ever attempted. They need to build the Google+ of role-playing games: huge online database with every word of every book, organized, searchable, integrated with a new character builder, an adventure designer, a monster-builder. Every power, every character, every dungeon tile, every sentence, all living in the cloud. The game’s errata occurs immediately. Characters are updated as the rules are. Player-built content lives side-by-side with official data so that every player can draw from every other player that uses this new set of tools. Online chat with video and audio capabilities, as well as an online table built in java allow for online play. Charge us more money for an actually robust online game, and we will gladly fucking pay it.
What problems does this solve? It means that product printed a year ago isn’t out-dated, it’s just the introductory product and it doesn’t represent the game as a whole. It means that errata can happen at the drop of a hat when something is proven to be broken. It means that you no longer have to pay scads of cash to publish high-quality book when you can pay less money by far to have a game that constantly reproduces itself, constantly updates itself, and never goes out of print. It means you stop having to deal with distributors, because you can send the logins that grant you access to this new and wonderful game to the same people running the D&D Encounters and D&D Dungeon Delve initiatives (which means that people who don’t have credit cards can still buy and enjoy your online offerings). It means you make more money, you spend less money, you increase your market share substantially, you make a lot of players much, much happier with you, you stop dividing your attention between print and online media, and you have improved the public opinion of your company with a huge division of the folks who currently hate you.
If someone at Wizards would like to hire me to fix their busted shit, they can reach me at friggert@hotmail.com. I’m not cheap.