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	<title>Mob   &#124;   United   &#124;   Malcolm   &#124;   Sheppard &#187; MMORPGs</title>
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	<description>Killing Someone Else&#039;s Darlings</description>
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		<title>Why You Can&#8217;t Have Nice Things</title>
		<link>http://www.mobunited.com/mobunitedmedia/2010/06/19/why-you-cant-have-nice-things/</link>
		<comments>http://www.mobunited.com/mobunitedmedia/2010/06/19/why-you-cant-have-nice-things/#comments</comments>
		<pubDate>Sat, 19 Jun 2010 16:20:38 +0000</pubDate>
		<dc:creator>Malcolm</dc:creator>
				<category><![CDATA[Electronic Games]]></category>
		<category><![CDATA[Social Media]]></category>
		<category><![CDATA[Tabletop RPGs: Art Without Prestige]]></category>
		<category><![CDATA[The Miscellaney]]></category>
		<category><![CDATA[MMORPGs]]></category>
		<category><![CDATA[RPG Culture]]></category>
		<category><![CDATA[social gaming]]></category>

		<guid isPermaLink="false">http://www.mobunited.com/mobunitedmedia/?p=782</guid>
		<description><![CDATA[<p>A couple of years ago I had this client &#8212; great guy, worked with him a few times. He&#8217;s a former tabletop RPG player and was really interested in bringing some of the ideas he loved from that into a&#8230;</p>]]></description>
			<content:encoded><![CDATA[<p>A couple of years ago I had this client &#8212; great guy, worked with him a few times. He&#8217;s a former tabletop RPG player and was really interested in bringing some of the ideas he loved from that into a new arena in the form of some cool online tools. We looked at the market at the time and determined that the service was pretty much tailor-made for roleplayers and that they were the most natural early adopters.</p>
<p>Once we got actual tabletop gamers from the &#8220;leading edge&#8221; of the hobby, he discovered they were so insufferable he changed his business model to stop attracting them. They were bad for business. They weren&#8217;t the gamers he remembered having fun with. They were assholes.</p>
<p>How were they assholes? My client used a bunch of methods to tag RPG players and monitor them moving through the system. This is what he found out about them:</p>
<ul>
<li>Instead of having social conversations, they focused on concrete goals.</li>
<li>They related to content in a cynical fashion.</li>
<li>They dissuaded other users from getting involved with the content.</li>
<li>They resisted most desired behaviors (that is, the stuff that actually might make money).</li>
<li>They complained all the goddamn time.</li>
</ul>
<p>Because it was easy to track user origins, we knew this was more true for gamers, than general users. So the counterargument that everybody on the internet is like this doesn&#8217;t work. They aren&#8217;t.</p>
<p>This story of mine &#8212; a true story, though I&#8217;ve kept names out of it &#8212; is not unique. It&#8217;s why even though there are millions of lapsed gamers, transmedia developers shy away from developing them as an audience. Over on Twitter Gareth-Michael Skarka talked about how transmedia takes lessons from RPGs, but isn&#8217;t interested in the RPG audience. Yeah, that&#8217;s pretty much true. There are millions of lapsed gamers, but in my experience they&#8217;re largely considered no benefit to or a pox on growth.</p>
<p>I&#8217;ve met plenty of great gamers, and I don&#8217;t think the bad traits listed above belong to the majority &#8212; just the ones who have a strong online presence, who the CMO and co. are going to look at after the nerd in the project makes an argument for his peeps.</p>
<p>Meanwhile, the tabletop&#8217;s anti-intelligentsia are roaming Outer Fucking Space complaining that they don&#8217;t get enough respect, service and other super-good stuff that nobody with a good long term business plan should be especially eager to provide. They are right to think that as a bloc, gamers (not just them, but the whole group of people who are familiar with tabletop RPGs) could have significant power in the market, but don&#8217;t understand that <em>they are undermining this power</em>.</p>
<p>One of the first things you learn in any marketing program is that you not only don&#8217;t have to cater to everybody, but that you shouldn&#8217;t. There are customers out there who can faithfully buy from you and still run your company into the ground. Effective marketing includes <em>making these people go away</em> with a minimum of fuss. Smart folks avoid the temptation to poach from toxic segments. For example, if you want 10,000 subscribers/buyers by a given date it might be easy to grab early adopters from a certain segment to hit this target, but if that segment drives other people away, you&#8217;ll miss future growth targets.</p>
<p>This applies to tabletop RPG companies as much as it does to ventures that might pull gamers from the tabletop to somewhere else. WotC&#8217;s D&amp;D Encounters may look a bit desperate but it&#8217;s smart enough to provide alternatives to the established D&amp;D community. Lapsed gamers can take a fresh look at D&amp;D without getting involved in the war between edition adherents, meeting character-build zombies, or dealing with other public killjoys. The killjoys . . . well there&#8217;s a point where you realize that rational decision making doesn&#8217;t come into it.</p>
<p>When the visible side of a fanbase doesn&#8217;t react with nuance, who wants to deal with that? It means that group will be difficult to work with, conservative and socially intractable. There might be great people beneath the surface, but not everybody has the time or money or interest to do that. You&#8217;re not going to get a second chance when there are much nicer people out there to please.</p>
<p>How could gamers be nicer people? Do the opposite of what you did in bullet points up at the beginning of this piece:</p>
<ul>
<li>Be friendly, casual and socially full-featured. Shut up about storming the castle every once and a while (and don&#8217;t just replace that with combative garbage about some other field.)</li>
<li>Demonstrate that you appreciate the content instead of developing some fucked up hateful relationship with it. If you don&#8217;t like it by all means, move on.</li>
<li>Respect neophyte insights that jerkwad gamers think are naive or problematic.</li>
<li>Make peace with the fact that people want money for things and have models for doing so. If you don&#8217;t like the model, stay the hell away from the product.</li>
<li>Create/mod in response to preferences that you will own instead of some inevitable truth you&#8217;ll crap on something for defying.</li>
</ul>
<p>I would really like the tabletop RPG community to be at the center of roleplaying in all media, sharing their insights, but it&#8217;s not going to happen unless that center attracts.</p>
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		<title>White Wolf: Now It&#8217;s Semi-Official</title>
		<link>http://www.mobunited.com/mobunitedmedia/2009/11/07/white-wolf-now-its-semi-official/</link>
		<comments>http://www.mobunited.com/mobunitedmedia/2009/11/07/white-wolf-now-its-semi-official/#comments</comments>
		<pubDate>Sat, 07 Nov 2009 06:30:58 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Electronic Games]]></category>
		<category><![CDATA[RPG Theory]]></category>
		<category><![CDATA[Social Media]]></category>
		<category><![CDATA[horror RPGs]]></category>
		<category><![CDATA[MMORPGs]]></category>
		<category><![CDATA[Online RPGs]]></category>
		<category><![CDATA[social gaming]]></category>
		<category><![CDATA[world of darkness]]></category>
		<category><![CDATA[World of Darkness Online]]></category>

		<guid isPermaLink="false">http://www.mobunited.com/mobunitedmedia/?p=479</guid>
		<description><![CDATA[<p>Today&#8217;s been an <a href="http://www.white-wolf.com/index.php?line=news&#38;articleid=1172">interesting one</a> for <a href="http://www.white-wolf.com">White Wolf</a>, CCP&#8217;s tabletop imprint. <a href="http://www.youtube.com/whitewolfgames#p/c/2DFF066B73D3CFD6">At ICC</a> it announced that it was &#8220;freeing&#8221; (and dismantling much of) the <a href="http://camarilla.white-wolf.com/">Camarilla</a>, developing new community and game management tools, and kinda sorta maybe&#8230;</p>]]></description>
			<content:encoded><![CDATA[<p>Today&#8217;s been an <a href="http://www.white-wolf.com/index.php?line=news&amp;articleid=1172">interesting one</a> for <a href="http://www.white-wolf.com">White Wolf</a>, CCP&#8217;s tabletop imprint. <a href="http://www.youtube.com/whitewolfgames#p/c/2DFF066B73D3CFD6">At ICC</a> it announced that it was &#8220;freeing&#8221; (and dismantling much of) the <a href="http://camarilla.white-wolf.com/">Camarilla</a>, developing new community and game management tools, and kinda sorta maybe not printing game books as we know them any more. Ryan Dancey was <a href="http://www.gamasutra.com/php-bin/news_index.php?story=25704">quite a bit firmer</a> in a Gamasutra interview where he declared the whole thing a &#8220;legacy business.&#8221;</p>
<p>I&#8217;ve been aware of what was coming for a while and suspected it since 2008, when I heard some serious shifting of the tabletop release schedule, ranging from the EVE RPG being shelved to some other developments which were leaked to the tabletop gamer public, but as I found the rest out in confidence I&#8217;m not going to repeat them here.</p>
<p>Can I tell you exactly what&#8217;s going on? This is difficult as there are some things I know which I think give me a somewhat informed opinion, but which even couching in weasel words would make for a breach of ethics. But I can use it as a way to comment on trends I think apply to the situation and are relevant to a wider audience.</p>
<p><strong>Tabletop RPG Producers Are the Best Open-Ended IP Developers in the World</strong></p>
<p>Is this a hubris-ridden statement? Maybe &#8212; but it ain&#8217;t braggin&#8217; if it&#8217;s true. There are multiple occasions where RPGs have had a drastically positive influence on intellectual properties. Star Wars is the best known example. As an open-ended property, Star Wars essentially owes its chops to West End Games, which managed the thing while it lay fallow and turned what was a closed, small story into a possibility-laden narrative field. Oh, and you know how Enterprise turned from a lousy series into something passable by the end? You can in part thank Paramount sending an intern to the <a href="http://www.friendsofmerril.org/">Merril Collection</a> to photocopy its Trek RPG archives. They didn&#8217;t keep them around at Paramount.</p>
<p>(That last bit of info comes from the collection&#8217;s curator, by the way, when I toured with <a href="http://satbg.libsyn.com/">Justin Mohareb</a> a while back.)</p>
<p>Also, about ARGs? You&#8217;re welcome.</p>
<p>Now aside from these examples (which I&#8217;m sure will spark their own special nerd war) this particular skillset has managed to earn me a fair chunk of change for clients <a href="http://www.mobunited.com/mobunitedmedia/social-media-content-communities/">outside the tabletop gaming field</a>. Fans tend to believe that this kind of work is at its best when done by the IP management team with the most money. These fans are wrong.</p>
<p>Unfortunately, well-heeled IP management teams tend to believe this too &#8212; and so do tabletop RPG developers who would really like to have as much money and prestige as folks in mainstream media and games. So with the exception of some visionaries, this kind of thing isn&#8217;t well known. On the Big IP side you get closed concepts without backbones. (Terminator, anyone? Yes, I am really saying that a Justin Achilli or Matt Forbeck could make it a bajillion more dollars.) On the RPG side you get creators learning the wrong lessons because they mistake a fat wad of cash for an applicable creative style.</p>
<p>(This is one reason why licensed games often under-perform. Game designers and developers are at the mercy of people who really do know less about how to transform their IP into an enduring success than they do.)</p>
<p>What does this mean vis a vis CCP? They&#8217;re pretty smart guys who seem to know the kind of talent they acquired. Do they know how to fit it into their own culture? The folks who were on the White Wolf side seem to be doing okay and I trust them. But this is a fragile situation. When you&#8217;re trying to show how a process that moves thousands of copies is legitimate in a culture used to a few orders of magnitude more, you have to be <em>really</em> goddamn convincing. And if you do convince them, why would they want you earning them beer and toilet paper money from tabletop RPGs? Even if you win, tabletop gaming doesn&#8217;t.</p>
<p><strong>Converged, Mashable, Hackable Content &#8212; and Confusion</strong></p>
<p>Think of <a href="http://www.wizards.com/DnD/Subscription.aspx">DDI</a>. It sucks &#8212; and it looks successful. It&#8217;s an underwhelming set of tools and resources but it still meets a need. We feel the need because familiar technology has primed us to do so. We&#8217;re reaching a convergence point right now where cheap ebook readers, mobile applications, netbooks and PoD technology are poised to radically change tabletop gaming. I currently have the rules for all of my go-to games on a <a href="http://www.engadget.com/2009/03/18/smartq-5-mid-scores-itself-ubuntu-a-ridiculously-low-price-tag/">tiny touchscreen MID</a> that cost 150 bucks. Want a book? High quality PoD is simple and cheap; <a href="http://www.onebookshelf.com/">OneBookShelf</a> nearly has the option ready for its merchants. It&#8217;s already easy to hack together exactly the game book you want, use it in multiple forms and share it if you&#8217;re an early adopter of the necessary tech. By 2011-2012 a physical RPG book may well be an affectation and right now, it&#8217;s only a marginal convenience.</p>
<p>(And let&#8217;s not forget about piracy. It matters. The tabletop RPG business isn&#8217;t the music business, folks, and it&#8217;s not the work of Cory Doctorow either.)</p>
<p>Here&#8217;s the rub: Nobody really knows what this means yet. My feeling isn&#8217;t that this isn&#8217;t a new way to play tabletop games but a <em>new type of game</em> &#8212; a &#8220;third way&#8221; of gaming that isn&#8217;t a managed electronic property or traditional RPGs, but draws a lot from self-organized social networking &#8212; something that White Wolf fandom adopted early.</p>
<p>(You know those chat games everybody craps on? Rough and tumble stuff like that is called &#8220;innovation.&#8221;)</p>
<p>The community is primed for a new type of game, and letting loose the reins on fans will help CCP understand what that is as long as management doesn&#8217;t listen to attractive, high level prognostication that tries to force it all from the top down. That&#8217;s always that danger when there&#8217;s a big difference in the monetized accomplishments of one group (CCP) compared to another (the nerds running a zillion chat games and fandom RPs).</p>
<p>And if you can&#8217;t get into this new game there&#8217;s always PDF and PoD. With piracy rampant, CCP probably has to emphasize the convenience of their own option by building better fulfillment and exerting some fearsome downward pressure on pricing. The price of an OBS-hosted game is already approaching bottom-tier smartphone app levels and CCP already has plenty of content in the system. Adding new content that lacks additional features isn&#8217;t cost effective unless it exploits fan contributions (always risky) or uses a new scheme to draw them into the sales funnel gracefully.</p>
<p>I don&#8217;t think anybody really knows what the next step is here, but let&#8217;s make one thing clear: LARPing with an iPhone or Droid isn&#8217;t going to bring back the earthshaking Mind&#8217;s Eye Theatre hordes of the 90s any more than a slide rule App is going to replace your calculator App. But is CCP going to give it a serious shot? Making money off of this sort of thing isn&#8217;t easy, and social media-based schemes are vulnerable to fads and fan refusal to participate in the moneymaking side. (Most Facebook ads and apps have a shitty most desired action rate, for example). Plus, some successes are bad example from a creative point of view, a la Mafia Wars.</p>
<p>Come on: We all know Mafia Wars blows. But it sure makes bank.</p>
<p><strong>Ehm-Ehm-Oh</strong></p>
<p>Yeah, a lot if it probably is about that &#8212; after all, <a href="http://www.massively.com/2009/01/19/world-of-darkness-online-to-launch-in-2010/">it&#8217;s probably coming next year</a>. The question is whether CCP will use its assets properly, or kill off what made White Wolf&#8217;s in-house style special. This is not to say the rest of CCP should just learn, since from what I&#8217;ve read, the tabletop staff seems to be get real inspiration out of their current roles.</p>
<p><strong>The Unsolicited Advice</strong></p>
<p>What do I think CCP should do? Aside from finding some excuse to pay me significant sums (which I am qualified to receive &#8212; email me!) I think they should stick to some form of traditional gaming as a form of <em>rapid IP prototyping</em>. Tabletop RPG design is an ideal technology for developing and testing intellectual property with a minimal budget in a short time frame. It&#8217;s inherently social and provides a way for quick, meaningful feedback. Plus, you&#8217;ll build fans and anticipation cheaply, and might even get a new idea or two about game design.</p>
<p>But about that feedback: Let&#8217;s filter the online RPG community. If we map by fan/non-fan and player/non-player we get a nice set of quadrants we can use to figure out what matters. I can&#8217;t help but suspect that the New World of Darkness reacted to the wrong quadrants &#8212; guys who want to fantasize about certain structures in games (5&#215;5 splatitude!) instead of having a vivid participatory experience. We all know that there are very vocal folks out there whose opinions don&#8217;t really have bottom-line relevance. You want to make retired gamers happy, but you want to see what compels people to play more. On the fan/non-fan axis . . . that&#8217;s tricky. Some fandoms are toxic and closed, but some are open, and draw people from the non-fan category. The boundary between the two types isn&#8217;t fixed. Open fans identify with closed fans. The Games Workshop approach is to fire fans likely be in the closed category by demographic (defined as &#8220;boys with hair where there wasn&#8217;t hair before&#8221;). Use RPGs to fine tune an IP for an open fandom, but see if you can grab the odd grognard.</p>
<p>I&#8217;m not saying this as a stuck in the mud tabletop guy. I love that medium, but I&#8217;m working on my third electronic games/media project now and it&#8217;s awesome. There are substantial differences in presentation and practical role. Still, I think the tabletop (or wired post-tabletop) medium can enrich every stratum of IP development. Use it intelligently, respect its assets and keep its budget sane, and it won&#8217;t steer you wrong.</p>
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