Category Archives: Industry

State of the PDF industry

2005 was a pretty eventful year for the RPG PDF industry–it saw quite a few traditional RPG publishers wading into the PDF waters, and also witnessed a big debate over the sale of rights-protected PDFs. If that sort of thing interests you, you’ll find this State of the PDF Industry 2005 report worth reading. Nothing too earth-shattering, but there’s some good info in there about the PDF market–including some input from the people behind RPGNow and DriveThruRPG, the two heavy-hitters in this particular corner of the RPG industry.

Facebooktwitterredditpinterestlinkedinmailby feather

Remembering the Silver Princess

Here’s a fun bit of gaming history: the story of Palace of the Silver Princess, an old Dungeons and Dragons module that was recalled by the publisher on the very day of its release. (You can download the module in PDF format at the above link.) The module was recalled due to objectionable artwork. As the article above notes, the artwork sounds rather tame by today’s standards, but was considered inappropriate for a children’s game.

The module was revised rather heavily and re-released later in a much-altered form. But interestingly, the recall and revision of Palace of the Silver Princess may have saved the gaming community from more than just questionable artwork. Here’s a glimpse at some of the module’s actual content:

By revising the adventure, Moldvay spared us from some really, really lame monsters getting into the canon. There might be some adventurers who want to fight six-legged duckbill rats (“barics”) or go toe-to-toe with bubbles (they’re . . . bubbles), but the prize for true weirdness has to go to the ubues — three-headed, three-armed, oddly gendered creatures who feel as if they’ve somehow wandered out of Gamma World into D&D. Ironically only the decapus, the source of the illustration that caused all the trouble, survived (perhaps because it was featured on the color cover art!).

Duckbill rats? Bubbles? Maybe there’s a place for “oddly gendered” monsters in a roleplaying game somewhere, but I don’t think that place is in an old-school D&D dungeon-crawl.

Facebooktwitterredditpinterestlinkedinmailby feather

Is something wrong with the ESRB?

1UP has an interesting and balanced piece on the current debate over the ESRB (the organization that assigns ratings to video games). As you’re probably aware, the rather spectacular “Hot Coffee” incident, which involved the discovery of inappropriate (and inaccessible without a special hack) hidden content in Grand Theft Auto: San Andreas, kicked off an all-new wave of criticism aimed at the ESRB and the game industry. (Way to go, GTA developers.)

Personally, I tend to side with the ESRB on these issues–much of the rhetoric coming from critics betrays a certain level of ignorance about how game content and rating systems work–but I’m certainly open to earnest suggestions for making the current rating system more useful and effective. And I would wholeheartedly support efforts to instill a greater sense of social responsibility in the game industry. Preferably without government intervention, but we’ll see what happens…

Facebooktwitterredditpinterestlinkedinmailby feather

TSR, we hardly knew ye

Whatever happened to TSR? The company that was almost synonymous with Dungeons and Dragons, the company that sat atop the RPG industry for decades?

I’ve read lots of different online explanations over the years trying to pinpoint what exactly went wrong. Most of the rumors sound a bit too melodramatic to be entirely true, even if they have some basis in fact–there are reports that the company’s CEO actually hated gamers; that draconian copyright enforcement alienated its core customers; that nepotism and corruption were rampant.

Today I stumbled across an essay by Ryan Dancey (himself a bit of a controversial character) which gives as good an explanation for TSR’s failure as any. The bottom line: TSR had almost no understanding of their audience and put very little effort into maintaining a workable business model:

I walked again the long threads of decisions made by managers long gone; there are few roadmarks to tell us what was done and why in the years TSR did things like buy a needlepoint distributorship, or establish a west coast office at King Vedor’s mansion. Why had a moderate success in collectable dice triggered a million unit order? Why did I still have stacks and stacks of 1st edition rulebooks in the warehouse? Why did TSR create not once, not twice, but nearly a dozen times a variation on the same, Tolkien inspired, eurocentric fantasy theme? Why had it constantly tried to create different games, poured money into marketing those games, only to realize that nobody was buying those games?

And what was at the heart of that failed business plan? The real kiss of death for TSR was an absence of any real understanding of what their customers even wanted:

In all my research into TSR’s business, across all the ledgers, notebooks, computer files, and other sources of data, there was one thing I never found – one gaping hole in the mass of data we had available.

No customer profiling information. No feedback. No surveys. No “voice of the customer”. TSR, it seems, knew nothing about the people who kept it alive. The management of the company made decisions based on instinct and gut feelings; not data. They didn’t know how to listen – as an institution, listening to customers was considered something that other companies had to do – TSR lead, everyone else followed.

In other words, TSR was full of people who loved their work and were passionate about the games they created–but who had little or no sense of running a serious business. I suspect this weakness isn’t limited to RPG publishers alone; several game and hobby stores in my area have gone out of business in recent years, and I’ve often wondered if the owners’ enthusiasm for gaming blinded them to the need to learn the basics of business and marketing.

TSR is gone, but the current top-tier RPG publishers seem to have learned the lesson of its failure–Wizards of the Coast, White Wolf, and others are steaming along with no signs of faltering. Let’s hope that TSR’s demise will at least remind would-be RPG publishers today that business savvy and customer awareness are no less important than creative passion when it comes to success.

Facebooktwitterredditpinterestlinkedinmailby feather