Lago PARANOIA wrote:Really? I'd say that the core D&D market has been attracted more towards rigor than complexity. It sounds the same, but it's not. No one really gives a shit about most of the math changes 4E brought about, even though in most cases the processes became simpler (until they inflated the game with too many bonuses, but that's another story). What people were mad about were losing things like crafting, open multiclassing, powerful magic to go along with epic-level characters, etc..
I think we're talking about the same thing, just using different words.
Now granted adding in more options and more depth will almost invariably lead to more complexity (because any amount of rules is more complex than nothing) but people aren't attracted to the complexity in of itself. No one weeps about losing random hit points or fractional BAB or spell schools.
What people don't like is
arbitrary complexity. Additional stuff to keep track of that don't really affect the game.
THAC0 is the biggest and worst example of arbitrary complexity. D20 + bonuses vs DC does exactly the same thing as THAC0, but is far easier to explain.
Stuff like losing random hitpoints is only arbitrary if you need to keep track of it, but the losses are so insignificant you might as well ignore them. Making people track the loss of 1 HP out of 400 definitely falls under arbitrary complexity.
Arbitrary complexity = stuff that you keep track off but don't add to the game.
Complexity = more stuff to do in the game.
Zinegata, that paradigm is failing. Yeah, if you believe the 3E/4E numbers the system has lost about a fourth of the players that it did at the height. But I seriously doubt that if D&D stayed the course and released an edition that stuck to 3E design principles but implemented math fixes they'd have more than 3 million fans right now.
If I was assigned to long-term care of D&D, that kind of thing would make me shit my pants and be looking for a way to attract new blood.
People have also said that boardgames and wargames are dead. From their lofty heights in the 70s, the rise of computer games and CCGs saw a rapid decrease in the number of boardgamers and wargamers.
Except neither actually ever died. In fact, boardgames have now begun to
boom. And that's not because they decided to go mainstream.
Catan is never gonna be sold like Coca-Cola. Instead, boardgame companies cleverly targeted a very specific set of players: Those who like face-to-face gameplay, with a lot of player interaction, and all without the arms-race-like cost of a CCG.
Just how big is the boardgame boom? Well, Catan alone has sold over
fifteen million copies. That's seriously more than the number of D&D players at its height (6 million). And that doesn't count other popular boardgames of the new generation yet - including stuff like Power Grid, Munchkin, Arkham Horror, and the like.
Put all of them combined, and consider that each copy of Catan or Power Grid actually supports four or more players per set, and you've got a boardgaming base close to a hundred million people worldwide, without spending a single cent on a TV ad.
Likewise, wargame companies have gone into two directions:
Firstly, they went for simpler games like Catan, and got the scraps of the boardgame market. This is how Command & Colors sold well.
Secondly, they said "fuck you" to making their games less complex. Instead, they innovated. They added new mechanics. They started using shinier pieces. They did some streamlining (removing arbitrary complexity). They even republished the old wargames. But they never betrayed the wargame ideal that a wargame is a whole-day experience with a thick rule book.
Instead, they developed closer ties with their customers. GMT pioneered what was called the "pre-order" system. They'd show their customers a set of game pitches. If enough people commit to pre-ordering a particular game, only then would they actually build the game. This was so successful almost all wargame companies are now using this model.
Sure, it'd take a long time before customers get the game - but that's part of the point. Wargamers are the patient sort. They take all day to play one game. So they'd seriously willingly wait two years to get a new game. And they'd be hugely pleased at GMT because GMT would only publish the games they really want, and they'd often be involved in the playtests (because GMT could track the people who pre-ordered).
Moreover, it also makes each copy of a GMT game very valuable - because there aren't a lot of them in the market. Given that a lot of wargamers are also big-time collectors, this fits the "wargamer" mentality" even further.
And honestly, I suspect that's why Pathfinder is selling even though the rules are shit. Paizo recognized very early on that a lot of RPG players don't just value good rules. They value companies that listen to their "needs".