Mord's post was a pretty weird grognardy thing, but I'm going to respond to bits of it anyway, just because.
Mord wrote:From a broader standpoint of "modern RPGs" rather than design specifically, what distinguishes modern products to me is the level of pandering to the consumer involved. I guess you could generously call that "marketing."
So, marketing and pandering are different things. Their marketing is telling people they will be pandered to, but the actual games do not deliver in the slightest. 5e, for instance, can't be giving people what they want because it's not giving them much of anything.
Products made in the OD&D to VTM era did not give a single fuck what the audience thought about weird tables and incoherent, incomprehensible writing. The AD&D-era writer had a book they wanted to write, they offered it for sale, and did not compromise with "what anyone actually wanted."
Gygax personally answered thousands of questions about his game, a huge amount of the DMG text for 1st edition is literally Q&A via snail-mail for the already-published MM and PHB. He was intimately familiar with what people wanted from D&D and the 1976 to 1979 development progress to a complete AD&D is really quite amazing given it was basically a 1-man job on primitive tech. Books for 1st edition were still written by popular demand up to 1985, where Gygax was sacked.
Lorraine Williams did not follow suit after that, explicitly rejecting customer feedback, playtesting, or anything else to do with changing or updating the basics of the game, instead literally ripping out much of the uniqueness of it to pander to religious nuts who didn't even buy it. Declining sales from there bankrupted them 10 years later.
Now you have D&D 5, one of whose major selling points is "look at how much we like the gays!"
I'll just remind everyone that denying people's existence is what Nazis do, and is bad. Companies that stop denying the existence of various people is good. The end.
VTM had an aesthetic vision rather than a mechanical one, but once again, there was no real attempt to appeal to anyone other than the writers and their circle of fuckbuddies. It just so happened that the gothic-punk aesthetic they sold caught the zeitgeist, but this was not the product of a deliberate attempt to gauge public interest - rather, what the writers wrote was in many cases actively hostile to what the broader market or even the fanbase wanted. Consider Justin Achilli's entire tenure as VTM line developer; no one at WW cared about making a product that appealed to their customers.
This is anachronistic. Compared to 1985-1996 run AD&D, VtM was completely delivering demanded content to fans. Playing as the monsters was something EGG didn't particularly want in AD&D, and Lorraine Williams tried to rip out completely to quell the religious right, despite continuous popular demand from actual players. Someone played a gods-damned Vampire in Blackmore in 1971 FFS, but it went against EGG's religious sensibilities to have redeemable (and thus playable as protagonists) monsters. They talked about it in early Dragon mags! Playable Drow only got in because R.A.Salvatore wrote a popular book about a bad guy being redeemed, and that made it cannon for the game, and still EGG talked about taking them back out.
So it was very well known there was a big market demand for exactly playing as vampires and werewolves and such, since forever, and also very well known after 1989 that D&D would not be providing it. VtM was literally targeted at unfilled market demand from day 1, and they worked hard on filling further demands thereafter, while 2nd edition AD&D continued to produce crap no one ever asked for as company policy (Williams didn't like D&D players at all, writers were forbidden from playtesting lest they become like the hated players).
Now you have the third incarnation of White Wolf presenting lavish photoshoot-quality artbooks of LARPers in the best vampire drag they can imagine specifically to sell glossy artbooks to Scandinavian LARPers. The use of high production values and full-color artwork in RPGs was a 3e thing, but it was never used so transparently to market directly to a target audience.
That's a matter of technology and local affordability. The photo-shopped real people are much cheaper than good raw artists if you get free modelling, which they seem to have done. It's not particularly high production, it's just like cheap cars now also have 11 air bags and a reversing camera, eventually things become standard.
D&D 5 has artists throughout, original art everywhere, that's the high production values these days. Very expensive, but also much cheaper that it used to be, 2e or 3e couldn't do that at a profit.
The OSR is not best understood as a return to the OD&D or AD&D era of "dear Gary here are a few hundred pages of weird shit I hammered out on a typewriter please publish it love Ed." In the time before dinosaurs, that's what creativity looked like.
It's more that that's what books look like with no layout expert, no editor, maybe a single friendly artist doing basic line-art, and a single author on a tight timeline. OSR games look like old games because they share some of the same production limitations, EGG's old wargaming friends who played in his games did most of the art for 1st edition AD&D, same dynamic at work in the OSR.
Which is to say they don't really sell enough copies to do better.
Where like forge games are all cargo-cult garbage based around a misunderstanding, and GURPS was literally a system of adding licensed game books to a common core mechanic from earlier games by SJG (it's like d20, without the open gaming license, all by contract to the company, it got big because Steve Jackson let it get big).
Then WotC bought D&D, and (before Hasbro gobbled them up and starting sacking all the good ones) managed to do massive customer surveys and a huge
REAL playtest between 1997 and 2000 and produced a set of fixes to AD&D that people actually wanted, including things like playing the monsters (VtM), having a common core mechanic (GURPS), allowing anyone to make support for the game (

) and retaining the kitchen sink fantasy including Demons and Devils and Assassins (AD&D).
4th edition is ... fuck 4th edition. So much head-up-ass.
5th edition is ... yeah, it went basically nowhere and produced almost nothing because Mearls has personally never finished anything and never will. It's just how certain people in charge of things massively trump any technical limitations, Lorraine Williams killed development for 15 years and then 3 years under Monte/Skip/Jonathon actually listened and produced the titan that was 3e. Artistically 5e is really nice, quibbles aside, but the content ... it does remind one of the problems with Iron Heroes, only Mearls has gotten worse with age.
I mean, he's a genius at internal self-promotion in the company, the press he delivers about a barely existent game is brilliantly competent. I can see why he's still there, it's just a shame for the game, which mostly isn't.
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Guts wrote:Just look at the people at, say, the RPGCodex and see how they lament the end of their golden age when devs created to their hearts content and not what company comitees demanded (not judging if it's good or bad here, just saying it's expected, I guess).
CRPGs have changed to avoid licensing fees, as have most games. The basic engines take huge crews to get functional these days and whoever owns your studio is where you get your engine to avoid the cost of using someone else's. In turn, the engines are built for sports games (or whatever the parent company's basic profit line is) and just don't work well, if at all for classic RPG concepts.
I mean, if you're basically trying to write Baldur's Gate in an emulator that runs inside a soccer game, you can see why that might not come out the same. It's hard enough for them to write a cricket game in it. The soccer game's not that great in the first place, it's just a licence to print money because they have the ip sewn up.
PC, SJW, anti-fascist, not being a dick, or working on it, he/him.