Friday, April 24, 2009

Wednesday, April 22, 2009

More on How Playing Games Can Increase Your Employment Marketability

I would probably take fewer than two minutes of perusing the archives of this website for even the most dense person to deduce that I am an avid lover of games of all types. I am a ludophile extraordinaire. I'm the type of person who reads that the CEO of Spirit Airlines owns over 1700 board games and asks himself,"hmmm... Do I have that many?" The answer to which will vary depending on whether you get to count Role Playing Games, Board Game Expansions, and Card Games. It varies even more if you count each product within a Role Playing Game line as "one game" or as individual games in the equation. In other words, my answer might be -- depending on the initial criteria for the variables -- "Yes, I own as many games as the CEO of Spirit Airlines." Sadly, without the paycheck of said CEO.

It should be noted that Mr. Baldanza, the CEO I am referring to, has owned over 3000 games -- and currently owns approximately 2000 -- according to his BoardGameGeek Profile. I trust his profile more than the New York Times as he -- unlike me -- appears to have time to actually update his profile. My profile significantly underestimates my game collection and I really ought to get to work making my profile accurate. Though the fact that Mr. Baldanza's profile is actually updated may provide a clue why Spirit Airlines receives so many customer complaints -- just sayin'.

I also own a fair collection of video games ranging from the Atari 2600 era to the modern 360 era with a couple of stops over in PC land.

All of this is to say that if anyone would be excited to read articles regarding how playing games increases your value as a potential hire, it would be me. So when I read articles, like this one from the Washington Post discussing Changing the Game: How Video Games are Transforming the Future of Business, I read them with a pretty open mind (especially when the book can be purchased for my Kindle 2 in seconds while writing a blog entry) -- maybe too open. Add to this that the CEO of Spirit Airlines thinks that certain games provide real world skills that can be applied to running an airline, and one can see how it might be easy to get excited about how all that time I've been playing games hasn't been wasted time. And if 97% of teens spend time playing video games, it might help worried parents to discover that their kids are also developing some useful skills while beating Guitar Hero: Metallica or setting up a World of Warcraft raid.

There are reasons to believe that playing games can be beneficial in developing a variety of skills -- social and otherwise, but one should always keep in mind that not all games are created equal. Candyland is a great gateway game that is one of the best ways to introduce children to the norms of gameplay, and the fact that who wins the game is completely random can be a tool to teach young people how to be gracious when they lose a game. Learning that losing isn't the end of the world by learning that sometimes winning is impossible, can be a wonderful experience for children. Especially, when the outcome of the game is "hidden" and that the only way to find the result is to actually finish the game. Candyland teaches how to lose, how to persevere when things look glum, and that winning doesn't make you a better person. Candyland's approach, with winners and losers, is a far better way to teach self-esteem (and its limits) than the modern "no losers," "no conflict," "no touching," and "no dodgeball" movement that seems to be pedagogically popular.

All that said, Candyland isn't the best game to teach a young person mathematical skills, or how to look at challenges critically and logically, or how to develop deductive skills. Games like Settlers of Catan, Chess, and Clue are much better for these skills. And you can also learn many of Candyland's lessons through physical sports which have the added benefit of being good exercise as well. If you want to maximize the benefit of playing games, then one would imagine you might want to play a "balanced diet" of games.

Recent research has also demonstrated that young people who play video games are less likely to experience depression than those who spend time watching television. This is good news indeed for parents who worry about their Prince of Persia obsessed tyke might become a lonely couch potato. Video games, and games in general, are active experiences. But studies like the one related to the link between TV and depression should also be read skeptically. As much as I only want to read happy things about games, I can't help but have my "is the research normatively biased gnome" whisper into my ear, when I read explanations for the different reactions to the various stimuli like the following:

What is it about TV that makes it more detrimental to an adolescent's health than gaming?

In a word, advertisements. Most hour-long TV programs now have over 15 minutes of commercials. That adds up to a lot of time spent listening to advertisers tell you exactly what's missing from your life - and how their product will improve it. "The bottom line is that when we do sit down and think it is nice and relaxing [to watch TV], the reason we feel that way is because our thinking brain is completely turned off," Dr. Primack explains. "It can almost be related to commercials brainwashing us, and saying 'you want this in your life.'


Really? It's commercials that cause depression? Not the inherent passive nature of the medium? Not the lack of social element in TV watching? (All points brought up by Nachbar -- the journalist who wrote the article for The Escapist -- as things that are benefits of games.) Commercials make us feel inferior? Wow. [sarcasm]How insightful in that Frankfurt school cultural hegemony kind of way.[/sarcasm]

I don't know about you, but when I watch the most recent Suave commercial it isn't telling me "exactly what's missing from [my]life." It seems to me, the commercial is saying that Suave is a good product for those who live busy lives. And when I see a car commercial for a BMW (or a sports car) driving swiftly along some coastal highway, my first thought is usually "that's pretty." I don't spend time thinking to myself, "why don't I have the latest model of Mercedes." I'm just not that obsessed with certain material goods defining my sense of self. Not that my personal experience proves anything -- one cannot generalize from an n of 1 with any degree of accuracy. But social sciences are at their weakest when they try to describe "why," especially if the study didn't have a second test group who was exposed to television shows without commercials, and various groups exposed to specific genres of television entertainment. I'll need to read the full report to see what variables they account for, and how they account for them, but unless they test specifically for a correlation between watching advertising specifically and depression, this sounds like a normative bias to me.

All that said regarding a potential weakness in the study -- one cannot know if it is an actual weakness unless one sees the test design -- that doesn't mean that there is not a correlation between television viewing and an increase in the odds of exhibiting depression. There is. There also is no similar correlation between playing video games, many of which do actually have ads in them. The good Dr. and I will have to discuss what all that "unlocking" of vehicles in various race games is other than advertising.

Anyway...no one ever said watching TV would help you develop job skills.

Tuesday, April 21, 2009

Swords Don't Kill People. People Kill People.

This isn't the kind of news you expect to read in the 21st century, but it appears that a 70 year-old woman was killed trying to break up a sword-fight. According to the news story, it isn't clear whether the 70 year-old woman was killed by her husband or her grandson.

For some reason this strikes me as more shocking than a shooting death. It seems to me that a shooting death, as a result of an escalating argument, can happen "accidentally." Accidentally, in the sense that a person who is inappropriately waiving a gun around might have the gun go off. My imagination is finding it difficult to create a scenario where a sword "accidentally."

I had considered including a gallows humor Elric reference here. But after reading the first commentator on the news site's blog, I can't do it. This is truly, as the Unlocked Wordhoard wrote, the least cool swordfight of the year. The Highlander references in the comments section are even worse.

As a gamer, I hope that it isn't later discovered that Chris Rondeau played D&D, was an SCA member, or any other gaming link you can imagine.

Tuesday, April 14, 2009

Spirit Airlines CEO's Board Game Recommendations

Do you ever dream of becoming the CEO of an airline that receives more complaints per customer than any other airline? Do you dream of running an airline that runs commercials comparing its low prices with how low it would be if your friend were having an affair with your mom? Do you dream of running an airline that pretty much charges for everything except the air you are breathing while flying?

If you answered any of the above questions, then Spirit Airlines CEO Ben Baldanza has a list of board games he believes will help you become an airlines CEO some day. That's right, Mr. Baldanza is a board game geek who believes that the skills he uses every day in running his airline can be honed by playing board games. Surprisingly, or not surprisingly, none of his recommended board games are actual simulations of running an airline. Baldanza's introductory paragraph to this list states, "if you really want to do the job well. No game with an airline theme even comes close...."

The board games he does recommend vary from long standing classics like Go to popular modern Eurogames like Power Grid. Given the depiction of Spirit in the NY Times article, I was surprised that friendship ending games like Diplomacy and Illuminati were nowhere to be found. Given the large volume of board games at Cinerati headquarters, I was surprised that there were so few of these games in the Cinerati library. We have Go and Power Grid, and have been hunting desperately for a good copy of King Oil, but none of the rest have found there way onto our game shelves.

Apparently, the Cinerati headquarters isn't the place to learn the skills to become the CEO of an airline that punishes the price insensitive, but Baldanza's list has ensured that the Cinerati headquarters will soon host a copy of Chinatown.

Monday, April 13, 2009

Paizo vs. RPGNOW (aka DriveThruRPG): Two Different Ways to Satisfy Consumers

When Wizards of the Coast decided to remove all availability to purchase their gaming products (past, present, and future) as PDF files, the decision left ripples throughout the gaming industry. Wizards left due to rampant piracy of their products and the effects that piracy was having on physical (and digital) sales. Last week, I wrote that I thought this was both a good and bad decision by Wizards -- good on the new products and bad on back catalog.

I also argued that this would be a good thing for the gaming industry overall. It was my belief that gaming companies would look to take advantage of the void left in the wake of Wizards leaving the market. This occurred rather quickly with several publisher joining in a Celebration of PDFs, where they offer their current PDF products at a significant discount. This has had mixed reviews from the brick and mortar retailers, but I think it is a smart move. You can read some of the brick and mortar reactions here, here, and here.

What I didn't expect, and maybe should have, was the different ways that different online stores would respond.

Stewart Wieck and Sean Patrick Fannon of RpgNow (and DriveThruRpg), who shut down access to Wizards pdfs instantly (earlier than he was requested), went quick to work negotiating limited access for his customers who had previously purchased products from the Wizards catalog from his sites. He notified his customers that starting tomorrow customers will be able to download previously purchased Wizards pdfs for a 24 hour period. After that period, all the material will be gone for good. Stewart was seeking to both satisfy his customers, who had previously paid for access to material, while adhering to Wizards' wishes. Kudos to you Stewart and Sean.

Paizo, on the other hand, appears to have made no such offering to their customers and it looks unlikely that they will do so. Where RpgNow left dead links of my former products, so that I could at least see what I had purchased -- and so they could negotiate the deal they negotiated, Paizo removed all references to Wizards products I purchased from their website. This not only demonstrates that it is unlikely that Paizo is negotiating a deal with Wizards, it exhibits three weaknesses in Paizo's customer service.

First, it hinders my attempts to draft a letter to Wizards demonstrating how they have benefited from my digital consumership (I will have to go through my files to manually figure out which I purchased from Paizo and which from RpgNow). Second, it demonstrates a lack of foresight that Wizards might be up for some negotiations. Third, it demonstrates that Paizo cares more about its own publisher business than it does about any business revenue it acquires as a digital game store -- a short sighted view in my opinion.

Paizo is a very successful publisher, but I have found that they are a poor retailer. Physical orders from their site take inordinate amounts of time to be fulfilled as they seem to carry very little inventory. Rather it appears that they use your order as the basis for an order from a distributor. This causes delays in fulfillment and exhibits poor command supply chain dynamics. Their pdf response seems to exhibit this same poor command.

Their response to Wizards removal of pdf was two fold. First, they discounted their "in house" pdfs by 35% (all of the products they publish are discounted). This is a smart move by a smart publisher. Second, they removed the Wizards pdf -- apparently without negotiating with Wizards to have an "Download Recovery Day." This is a bad move by an online retailer.

The problem here is that where RpgNow (and DriveThruRPG) are viewing me as a consumer of all the products they offer, Paizo seems to be viewing me primarily as a consumer of their in house products and not of their store in general. This is a mistake that runs the risk of alienating me as a customer, since it appears they only want my business when it directly benefits them and not when they only receive a percentage of the proceeds.

Paizo should offer a recovery day as well. Failure to do so will not cost them my business, I am a loyal Superscriber, but it might cost them other consumers who are on the fence.

Thursday, April 09, 2009

Dave Arneson 10/1/1947 - 04/07/2009 R.I.P.: Another Gaming Legend Passes Away

If it weren't for Gary Gygax and David Arneson, my Saturdays would look very different. Between the two of them, they created a game (and hobby) that has altered the face of recreation. When Gary and David organically created the role playing game called Dungeons & Dragons, I don't think they could ever have guessed that it would lead to the creation of so many exciting games. Without them there would have been no Champions, no Tunnels & Trolls, no Magic the Gathering, no Space Hulk, no Ultima, no World of Warcraft.

Without these men and their creation, the world would be less fun. Given the number of heated arguments about which edition of various role playing games is superior, the world would also be less interesting.

As I read the words, "these men" and "their creation," I realize that I am doing one of these men a disservice. It is true that the combined activities of these two men led to the creation of the Dungeons and Dragons role playing game. They are after all the acknowledged co-creators of the game, as Wizards of the Coast's website so eloquently remembers. But in many ways Dave Arneson is the creator of the role playing game and of the continuing dialectic between mechanics and persona that moves innovation in role playing game design.

Role playing lore tells us that Major Wesely's Braunstein was the ur-roleplaying game. Major David Wesely was the first Dungeon Master (or Game Master), but role playing games may have died in their seedling state if not for the efforts of the first "role player." That gamer was David Arneson. I can try to describe what happened or what it meant for gaming, but I doubt I could do a better job than Ben Robbins from Ars Ludi. Ben writes:

Dave Arneson: Gamer Ex Nihilo

“Peaceful revolutionary. Gets points for printing and delivering leaflets to each of his revolutionaries, and more for handing them out to other civilians (who may be agents or guerrillas of course…). Starts at home. (B-4)”
–Braunstein 4, Banana Republic

When you started gaming you read all these books, and they told you you could be a cleric or a thief or an elf (or a vampire or a Prince of Amber) and they told you you should probably pick a caller and set up a marching order and listen at doors and all that other stuff. You marched your character around and talked in funny voices. Sooner or later you may have realized that the rules didn’t drive the game, your imagination did.

But what if you never had any of those books? What if no one had ever explained to you what roleplaying was? Were you a good enough gamer to become a gamer without even knowing what a gamer was? Could you have just started being a gamer out of thin air, without anyone ever telling you how to do it?

Dave Arneson did.

He lied, swindled, improvised, and played his character to the hilt. He came to the game with fake CIA ID he’d mocked up, so when another player “captured” and searched him he could whip them out. Other players were still moving pieces around the board and issuing orders like a wargame while Dave Arneson was running circles around them and changing the whole scenario. He was winning the game entirely by roleplaying.

You may think of Dave Arneson as one of the godfathers of GMing, but even before that he was the godfather of players. He was, literally, the proto-player.

###

“You’re the student revolutionary leader,” Wesely says “You get victory points for distributing revolutionary leaflets. You’ve got a whole briefcase full of them.”

Much later, having convinced his fellow players that he is really, perhaps, an undercover CIA operative, and that the entire nation’s treasury is really much safer in his hands, Dave Arneson’s character is politely ushered aboard a helicopter to whisk him to safety.

Far below the streets are still churning with fighting, plastic soldiers colliding with innocent citizens and angry rioters. In his lap sits the forgotten briefcase of revolutionary leaflets. “I get points for distributing these right?” And with a sweep of his arm he adds insult to injury, hurling reams of pages into the downdraft of the helicopter where they scatter and float lazily down upon the entire town…

Final score: Dave Arneson, plus several thousand points


Big whoop, you say, this is all old timey stuff. We modern gamers are way beyond dungeon crawls and listening at doors and all that primitive stuff. We have indie games and story games and narrative control and yadda yadda yadda.

Yes indeed. But even skipping the “standing on the shoulders of giants” argument or the “know your roots” argument, look again at what happened in that game: Dave Arneson was winning entirely by roleplaying. He isn’t doing tactical combat or playing some dumb-ass linear quest, he is making his own rules and being, for lack of a better word, an excellent player by any modern definition. He is making the game.

Don’t think Dave Arneson would kick your ass in some Sorcerer or Dogs In The Vineyard? Then you haven’t been paying attention. He would, as the kids say, take you to the net.

Modern gamers are pushing into new territory, but they’re also reclaiming old territory whether they know it not — the lands of their ancestors. If you’re an indie gamer or an avant garde gaming revolutionary, old school titans like Dave Arneson and Major Wesely are your peeps. They were trying things that had never been done before in their day too. They are your guys.


It is rare that people come along and create something truly new. The cliche that there is nothing new under the sun is very often true, but when it isn't we can be inspired and entertained in ways we never thought possible. Role playing games were (and still are) such a new concept in play that theorists debate whether role playing games are merely games or whether they are also a form of art. When you look at a group of gamers moving pieces around a board and rolling dice, role playing games certainly seem to fit nicely into the niche of game. But when you see those same people, descendants of Arneson's CIA agent, acting out their actions and creating entertaining narrative experiences -- some semi-scripted like a Christopher Guest film and others completely improvisational -- the argument that role playing games can be art gains some traction.

One thing is certain, role playing games can move the soul by being immensely pleasurable experiences. They can have this effect no matter how you play them -- hack and slash or persona immersion intensive -- the games make for good friends and good stories.

To repeat a thought above, they make the world more fun.

Thank you Dave for making the world a more interesting and entertaining place.

Tuesday, April 07, 2009

Wizards Pulls PDFs: Good and Bad for Wizards, Just Good for Competitors

Yesterday, I read a tweet that Wizards of the Coast would be ending all pdf sales of its current and back catalog of products. Wizards required that all of the web-based stores that sell their pdfs not only cease selling pdfs (as of midnight last night), but that they also remove the capability to download previously purchased pdfs from patrons who had purchased pdfs in the past. I regularly purchase pdf products from DriveThruRPG (I use their RPGNow gateway) and from Paizo Publishing. Like many consumers, I am disappointed that Wizards of the Coast will be -- at least temporarily -- suspending all digital sales of their products.

The twitter news was verified by both RPGNow and Paizo. In fact, Paizo sent me an email reminding me to re-download any products that were not currently on my hard drive. The email read as follows:

Wizards of the Coast has notified us that we may no longer sell or distribute their PDF products. Accordingly, after April 6 at 11:59 PM Pacific time, Wizards of the Coast PDFs will no longer be available for purchase on paizo.com; after noon on April 7, you will no longer be able to download Wizards of the Coast PDFs that you have already purchased, so please make sure you have downloaded all purchased PDFs by that time.


At the time, Wizards had given no reason for the cease and desist on all sales, but it quickly came to light that it was response to rampant piracy of their products. Wizards has recently taken eight individuals to court for illegally distributing their recently published Player's Handbook II.

While I am disappointed in Wizards' decision, unlike a lot of people on the internet, I am not angry. In fact, I understand and think that in the long run this choice may be good and bad for Wizards and just plain ol' good for the industry as a whole.

Before I begin my analysis, you should know that I am a strong advocate for creator rights. This means that I am very much pro-copyright and anti-piracy, though it also means that I am highly critical of corporate "work-for-hire" agreements. I understand some need, in a company like WotC/Hasbro, for "brand ownership" of a property for the purpose of continuity, but I think most writers should receive royalties based on current and future sales of IP they helped create. The fact that Gygax and Arneson saw little money from D&D after they were no longer directly contributing to new editions was a tragedy, as is the fact that Wolfgang Baur sees no royalties from Dark * Matter. The gaming industry could learn a lot from the film, tv, and music industries (particularly the film and tv industries) when it comes to acknowledging creator rights.

In addition to being pro-copyright myself, a friend of mine is former Senior Counsel, Content Protection Litigation at Fox. Not only do I think that he isn't evil for suing the hell out of pirates, I think he was right to do so. This is especially true since Section 512 of the DMCA affords Internet service providers with general immunity for transmitting, routing, or providing connections for materials through their networks. The law prevents companies like Fox from attacking the "deep pocket" highways that allow for the illegal transmission of data, and forces Fox to go after the actual criminals who -- lacking deep pockets -- are often sympathetic compared to big companies like WotC and Fox.

I think Section 512 is good and necessary (because I am a fan of free speech and I don't want corporations deciding what I can and cannot write...as I wrote I am a fan of creator ownership and control), but that the current environment forces corporations to act as "law enforcement" which is potentially bad for everyone. By making corporations the enforcers, the law forces corporations to act against their own interests while acting in their own interests. This is the situation that WotC/Hasbro find themselves in. They must defend their property, because no one else will, but in doing so they will alienate fans and cost themselves money.

So, what do I think they should do? According to Landslide (the American Bar Association's IP trade publication), entertainment piracy is "estimated to cause $18 billion in trade losses around the world last year." The ABA information was based on the International Intellectual Property Alliance's Special 301 Letter to the U.S. Trade Representative dated February 11, 2008. This isn't an industry ending problem, but it is a significant one. There is very good news regarding the majority of IP providers cooperating with IP holders when there is alleged infringment, (according to the same source) "ISP compliance rates remain high even in jurisdictions where the framework of intellectual property laws generally is perceived to be weak." But there is also bad news in that there are (once more according to the same source) "rogue sites and ISPs that refuse altogether to play by the DMCA's rules. One of the most notorious examples is the Swedish torrent index site The PirateBay...it has been estimated that The PirateBay enables more than 40 million downloads of protected content every month."

We have a serious problem, and it's a problem that doesn't merely affect big corporations. I have been a patron of Wolfgang Baur's Open Design Project since its inception and have contributed to every project he has worked on so far. The purpose of the project was to create a product that only the funders would have the ability to use. It isn't cheap to participate at the "Patron" level, and I have never felt so used as a consumer when I discovered Open Design Projects listed in bit torrent indexes. While it is true that small companies can actually benefit from file sharing, it can replace advertising for these firms, it is also true that word of mouth without file sharing could work just as well. There is such a thing as fair use and while the particulars of fair use are vague, it certainly includes reviews on websites and message boards.

This problem isn't limited to entertainment either. The AP recently announced that it will be taking a more active role in enforcing the proper use of its content on the internet. For years, people have been cutting and pasting AP articles without paying for the right to publish them and have been contributing to the strains on the news industry. The news industry certainly has other problems as well, but it is still true that the "information wants to be free yo" crowd are helping to nail the coffins in on that industry. And if you think that web ads are going to pay for everything and allow for all the free content you want, you might want to read this article in The Register. Apparently, YouTube "will lose parent Google $470m this year, because it can't generate worthwhile income from advertising." And if advertising won't make up the difference for what is given away free, Atlas will Shrug and the content will go away.

And that is exactly what happened with WotC. Atlas Shrugged and essentially told the world that it was taking its digital toys home and not letting anyone else play with them. This has made a lot of fans very angry. And while it certainly won't stop pirates, it will allow WotC to look for ways to better predict the impact of piracy on their profit margin and provides them an opportunity to look for alternate ways to offer the products digitally.

And here's where I finally write how this is good and bad for Wizards, and just good for the industry.

THE GOOD AND BAD FOR WIZARDS

The good is that Wizards is protecting their intellectual property and is showing a genuine desire to proactively go after pirates. The music industry lawsuits may have been onerously expensive and cost the labels a lot of goodwill, but they also reduced piracy. The lawsuits work. People are actually rational actors and weigh the costs of paying a small fee for a song or potentially getting sued. Wizards actions will likely reduce the amount of piracy they are suffering.

The bad, well...it's the same as the good. Wizards' fans are beginning to feel as if they are the ones being attacked. I don't personally understand how any non-pirate could ever feel this way, but many do. Add to that the fact that Wizards' isn't just suing the fans who are pirates, they are punishing fans who have done no wrong by removing the product from the internet and you have a public relations disaster. This is bad for WotC/Hasbro and is more evidence that the current legal team at WotC have no idea how to deal with their consumers. The first was their awful attempt at a Game System License for 4th edition -- it was too restrictive and like yesterday's action seemed to punish those who wanted to work in WotC/Hasbro's best interest.

I think it is a good thing that WotC/Hasbro removed all of their newer product from digital availability. They still have publishing costs on most of this stuff. They have physical product, which is far more expensive to produce than digital, that needs to "turn over." The 4th edition stuff, contrary to naysayers, is selling well, but it would sell better if piracy were minimized. This is moderately sound business.

I think it is a bad thing that WotC/Hasbro have removed access to all of the out of print product. The bandwidth costs for the products was being absorbed by the online stores, so these were nothing but a revenue stream for WotC/Hasbro. Now the only way to get these products is through second hand distribution, legal and illegal. Either fans hunt the books down on eBay or fans download them illegally. They have no other options. This is bad business.

What WotC/Hasbro need to do is make the old and new available in ways that minimize, because you cannot eliminate, the affects of piracy. The first thing they can do is use a World of Warcraft/Music Subscription model for their digital content. By using a Flash based reader they can allow DDI subscribers to access all of the 4th edition books currently available. They should do this at two fee levels, the player fee and the DM fee. "Players" would be able to access, with an internet connection, any and all player oriented books that are currently in publication -- in addition to other DDI materials -- anytime they want. They will be allowed to read the books for no additional charge. When the core books were the only books, this would have meant just the Player's Handbook, but as time passes it includes more and more books for the same fee. "DMs" should be allowed to read all publications, on Flash Paper, that are in publication for the current edition. It is up to Hasbro whether they want to allow the printing of these books, rather than just the reading of them, but I would recommend that they do.

They should also make available Kindle editions of the books...just for me.

Second, they should allow the purchase of all older editions through either traditional channels or their own pdf store. Piracy is no more, and actually less, a problem with these products when they are available for sale. Currently, you can get the entire catalog on various bit torrents, but you cannot buy them. Let consumers buy them and minimize the damage that piracy is doing to your bottom line. Do this now!

This may be what they are planning, but WotC/Hasbro have been silent on the issue and this is costing them loyalty and goodwill. This also provides a wonderful opportunity for small businesses to fill the gap.

JUST GOOD FOR COMPETITORS

By pulling out of the digital marketplace, WotC/Hasbro have left a large number of legitimate consumers in search of a product provider. Smart companies like Paizo (they are offering their Pathfinder PDFs for 35% off the regular retail price through the end of April), Rogue Games, Louis Porter Jr. Design, are immediately seizing the opportunity. With lower overhead, and lower advertising budgets, than WotC/Hasbro they have much to gain through goodwill and less to lose from piracy. Companies like WorldWorksGames still worries about pirates, but they beg their fans to not become them. They use their small size as a marketing tool to dissuade piracy, and it works...a little (see Open Design comment above). Companies like Pinnacle Entertainment Group couldn't have survived some pretty rough patches if it weren't for digital sales. They still suffer piracy, but their rules and products are also inexpensive so hopefully many pirates become customers in the long run. As I wrote earlier, piracy can serve as word of mouth for these companies. One imagines that few people are so callous as to acquire all of their products through piracy. But it is still true that the same word of mouth could be achieved without piracy.

Nothing will stop these smaller companies from risking the seas of piracy, as they have less to lose than WotC/Hasbro -- and that is a good thing. It is good for the hobby if more companies are competing for your dollar, it leads to innovation in gaming. Savage Worlds, Pinnacle's excellent RPG, wouldn't exist if they hadn't needed to find a new way to compete. The Indie Press Revolution is filled with excellent games, available digitally, looking for your gaming dollar. As long as WotC/Hasbro stay out of the digital market, these companies will have a chance to grow, and that is good for the industry.

It might be bad for WotC/Hasbro, but that depends on what they do in the next few weeks. And I think that is all they have before to announce where they are going digitally before the ill will will overwhelm them.