Tuesday, November 30, 2010

New-Gen Roleplayers: Where's the incentive?

I had a very nice talk with a good, well-informed friend of mine earlier today about the sales of table-top role-play game systems, and how the number of younger consumers seems to have dropped dramatically from the late 90s. Yes, the economy is rough, but there are a number of worrisome factors:
  • MMORPGs allow for (technically) instant gratification when it comes to play-for-accomplishment. Managing a table-top session requires commitment, an administrator (GM/DM), and a schedule. There are merits to the latter, of course, but instant gratification is pretty enticing in itself.
  • Are parents put off by scary, violent, and possibly "blasphemous" covers of role-play books? It's a distinct possibility, and trends point towards yes.
  • The math of role-play games can be complicated; the math of digital games are less, as you've got a computational unit built into the process (the computer). However, this is a great selling point to parents! Role-play can make statistics fun! You hear that?
  • There haven't big any big-theme replications as of late (Supernatural, Smallville have made it, but aren't blockbuster enough to turn things around). The lack of any official Harry Potter representation in role-play gaming has dealt a meaningful blow to the industry. That in and of itself could have added thousands of players and millions of dollars to the cocktail.
Other thoughts? This makes me wonder if parents from the height of the table-top years still take their children aside and teach them the ropes. I've been under the impression that they are, but I suppose that's not enough to keep the industry going, alone. This means something's going to have to be done to renew interest, or the current generation of table-top lovers are going to age along with the product, and there won't be much left in 30 years aside from the occasional hail of rats in the basement from digital games.

2 comments:

  1. We are in the Technology Age now. The Digital Age. An age where the WikiLeaks guy is a martyr and a saint, and Facebook is our "Paris Hilton". Anonymous reigns.

    All the points above you've made are true, and are symptoms of a dying breed of gamer. Tabletop RPGs are going extinct, fast. Even the text based MU*s are endangered. The stigma of the past, that of the heavy, greasy-faced Dennis Nedry (Hello, *Newman*) sitting with a cadre of peers with a potentially creepy situation of 'they're playing with themselves' and 'something about dice' has perhaps left the current young gen wary of becoming that which was so despised - yet perhaps related to - and led them into a generation of the MMORPG.
    Ragnarok led the way for many. Then there was what, Eve Online? Star Wars Republic-something-or-other? And of course, WoW.
    Let's also not forget the invention of video game consoles that go online to play against your fellow Counter Strike/Call of Duty/kill everybody games as well, that have sucked away what little face-to-face social interaction the Technology Age has crushed under its digital fist.
    IMO, we're steps away from becoming Tron.
    But it's not that the *skills* of playing the RPGs are lost. They've just morphed into an entirely different beast. Darwin's finch. Let's look:
    * Raids - these *also* take time and people management. Guild leaders I've heard are notoriously capable of stressing themselves out to get these 25-man-or-so groups together, online, connected with the best speeds possible, to go do what - kill a digital monster. Everybody must be managed, everybody must do their part to ensure the raid goes smoothly. Is this not akin to a tabletop dungeon run, a multi-char scene on a MU*?
    * If parents were put off by RPG book covers, then where is the point when they get put off by video game cover art? WoW is filled with all manner of beasts, dragons, lich kings, and the like. And if nothing else, you can call them on their own adage, "Don't judge a book by its cover", and they'll be stumped for a while. No, I don't think it is the *parents* that are being put off. It's the kids. Why the heck would you buy a *book* now? Ew, read? TL;DR dude!
    * The traditions of math and figuring out char stats may have been put aside, but they aren't gone. I've seen those MMORPGers do their whole fancy DPS calculation stuff, and that alone is enough to tell me they don't have any trouble with the math.
    * As said, there aren't any theme reps nowadays. You're better off citing Twilight as Most Likely To Have a Tabletop RPG success. I could've sworn there was something Harry Potter, but that could have just been fan-made. But like many trends, seems HP is also going downhill. The scariest thing is when *children* are telling you that Harry Potter is classic. (No, really.) Personally, I'm waiting for WoW to come out with an RPG book. RO had a manga and an anime (terrible though that was). WoW's got their own novels, and I believe graphic novels as well... so it's kind of a matter of time.

    Meanwhile, the manga section (it's a *section* now) has swallowed the RPG book shelf (*that's* a *shelf* now) at any local bookstore. So maybe it isn't the gamers to blame, but the also decreasing availability that adds to the downward spiral.

    We'll know it's fatal when WoD pops up on the Kindle...

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  2. World of Warcraft has long had an RPG product line. Just check it out on amazon. HP does not, and I question the wisdom of that decision. Anyways, as to how many players of WoW have actually bothered with their RPG, I couldn't say.

    I wonder if for some reason parents see digital gaming as the lesser evil when presented with a book that has a questionable cover. Obviously I wouldn't consider this an educated view, but I've never claimed that parents always research and play the games they hand off to their kids.

    I don't think RPG elements are dead; they still pop up in digital games all over the place. But as for the traditional pen-and-paper setup, I haven't seen much in the way of new blood for some time. The demographic for role-playing in the play-acting sense (not necessarily LARP; I'm just talking about being 'in character') seems to be 20ish+. I'm placing the avatar syndrome (being vaguely 'in character' because you're essentially typing under a pseudonym) in a different category, as the intent is for the most part different.

    I, too, am waiting for the Kindle RPG line...

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