I was thinking yesterday about the state of roleplaying gaming. A friend of mine was frustrated at how a lot of companies seem to be moving either directly into computer gaming or altering their products try and piggyback off the MMO craze.
What occurred to me is that:
a) the tabletop RPG market has always suffered from oversaturation. The amount of products people are required to buy to keep companies alive is greater than the amount of products that are actually necessary to enjoy a good game. Companies keep churning out figurines, adventure modules and new editions to keep people paying, but only one person in your group needs to have the materials and even then most of the materials aren't really that important if you have a good DM.
b) Although I suspect it's going to burst eventually, MMOs (by which I mostly mean World of WarCraft) are a huge market right now that are getting a lot of people to play games that haven't played anything similar before. 4th Edition D&D is structured in such a way (I'm pretty sure intentionally) to be familiar to MMO players.
In the immediate future, this means "serious" roleplayers suddenly find themselves in a culture shock, where their beloved game is overtaken by philistines who care more about loot and stats than storyline. But in 5-10 years, I bet a lot of the people from MMO-land will have realized the massive potential that tabletop roleplaying offers - a game where you are truly limited only by your imagination instead of a computer game's rules.
Which brings us to:
c) Computer gaming has progressed at a pretty ludicrous rate. Twenty years ago, Myst was near the top of the line in terms of graphics. Now we have Crysis, rendering in realtime. The technical capabilities have also increased dramatically. And various levels of coding have been simplified and turned into editors so that average Joe can make a game with relatively little effort that would have been awesome 10 years ago.
While I was talking to my friend, all of these thoughts went through my head in the few seconds it took him to complain about RPG companies focusing on the PC world. And my response was "yeah, it kinda sucks right now, but I think in 10 years it is going to be amazing."
So basically, what do you think the ultimate form of "true" roleplaying will look like, and what technical capabilities do you think it'll have in 10 or 20 years? I'm defining roleplaying as:
1) Something that is not limited by a game's mechanics - you have the freedom that exists in modern tabletop games to change the rules on a whim and try whatever crazy action you can think of that could plausible work in a situation.
2) An industry that can sustain itself profitably, pretty much indefinitely. I'm sure there are those who argue that the version that exists now is already the "ultimate" form, wherein you don't necessarily need figures or tilesets or anything, just your imagination. But by itself that won't make money, and without companies trying to advertise it and get a profit in return, I don't think "true" roleplaying will ever gain mainstream acceptance the way computer games are (beginning) to.
What occurred to me is that:
a) the tabletop RPG market has always suffered from oversaturation. The amount of products people are required to buy to keep companies alive is greater than the amount of products that are actually necessary to enjoy a good game. Companies keep churning out figurines, adventure modules and new editions to keep people paying, but only one person in your group needs to have the materials and even then most of the materials aren't really that important if you have a good DM.
b) Although I suspect it's going to burst eventually, MMOs (by which I mostly mean World of WarCraft) are a huge market right now that are getting a lot of people to play games that haven't played anything similar before. 4th Edition D&D is structured in such a way (I'm pretty sure intentionally) to be familiar to MMO players.
In the immediate future, this means "serious" roleplayers suddenly find themselves in a culture shock, where their beloved game is overtaken by philistines who care more about loot and stats than storyline. But in 5-10 years, I bet a lot of the people from MMO-land will have realized the massive potential that tabletop roleplaying offers - a game where you are truly limited only by your imagination instead of a computer game's rules.
Which brings us to:
c) Computer gaming has progressed at a pretty ludicrous rate. Twenty years ago, Myst was near the top of the line in terms of graphics. Now we have Crysis, rendering in realtime. The technical capabilities have also increased dramatically. And various levels of coding have been simplified and turned into editors so that average Joe can make a game with relatively little effort that would have been awesome 10 years ago.
While I was talking to my friend, all of these thoughts went through my head in the few seconds it took him to complain about RPG companies focusing on the PC world. And my response was "yeah, it kinda sucks right now, but I think in 10 years it is going to be amazing."
So basically, what do you think the ultimate form of "true" roleplaying will look like, and what technical capabilities do you think it'll have in 10 or 20 years? I'm defining roleplaying as:
1) Something that is not limited by a game's mechanics - you have the freedom that exists in modern tabletop games to change the rules on a whim and try whatever crazy action you can think of that could plausible work in a situation.
2) An industry that can sustain itself profitably, pretty much indefinitely. I'm sure there are those who argue that the version that exists now is already the "ultimate" form, wherein you don't necessarily need figures or tilesets or anything, just your imagination. But by itself that won't make money, and without companies trying to advertise it and get a profit in return, I don't think "true" roleplaying will ever gain mainstream acceptance the way computer games are (beginning) to.