Wizards of the Coast: Difference between revisions

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{{Publisher Infobox
{{Publisher Infobox
|name = Wizards of the Coast
|name = Wizards of the Coast
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|website = [http://www.wizards.com http://www.wizards.com]
|website = [http://www.wizards.com http://www.wizards.com]
}}
}}
Wizards of the Coast was founded in a dingy basement in 1990 and should really be bought out by [[Games Workshop]] so they'd be less full of shit.  Their only good products are D&D and their card games, and the former was primarily made by former TSR employees so that doesn't countEverything else they make is full of shit.
'''Wizards of the Coast''', like so many luminous icons of the tabletop industry, was founded in a dingy basement in the rainy city of Seattle in 1990.  Originally, they developed ''[[Magic the Gathering]]'', and, after using their patents on various cardgame staples like "tapping" and "counters" to strangle literally every other competitor but [[Legend of the Five Rings]] out of business, they made ''so much goddamn money'' on the sucker's market that is the CCG scene that they were able to fulfill every nerd's dream of buying the dying ''[[Dungeons and Dragons]]'' property out from under [[Lorraine Williams]], then revitalizing it with its [[Dungeons & Dragons 3rd Edition|most popular edition]]Since then, they've been themselves bought out by the [[Call of Cthulhu|cold, emotionless, alien suits]] at [[Hasbro]], but in recent times the corporation has adopted a more "hand-off" approach to Wizards, to mutual benefit.


==History==
They are a source of [[skub|civilized and respectful debate]] on /tg/, but while the [[Old School Roleplaying|old guard]] will probably [[butthurt|never forgive them]] for changing literally anything about the game from the ''[[Chainmail]]'' days, general consensus is that, as evil megacorporations in the tabletop business go, [[Games Workshop|they really could be much worse]].
Wizards started out as a small time publisher, purchasing defunct game systems and releasing them or simply plagiarising other people's stuff (Palladium Books - The Primal Order). Due to being sued, they made a sub-company in a quasi-legal fiscal dodge called Garfield Games to produce a card game they were working on.


==Magic==
==Early History: It's Magic!  Oooo-oooh!==
[[Magic: The Gathering]] was a damn fine card game, being the first commercially successful collectible card game in the world... which isn't actually that impressive, considering the only other CCG at that point was a baseball card game from the early 1900s. Still, it started an industry.
Wizards started out as a small-time game publisher, releasing new editions of defunct old niche games and small dribbles of their own material.  They'd probably have gone the route of [[Iron Crown Enterprises]] or be languishing in obscurity today, if not for a stroke of good luck.  [[Richard Garfield|Some math major]] with an eye towards game design walked into their office and pitched a board game to them. They liked it, but they didn't have the cash to produce it, so they asked him to come up with something cheaper to produce, something portable and quick to play.  Well, to make a long story short, he went home, ran some numbers, and [[Magic the Gathering|the rest is history]].


==More RPGs==
''Magic: The Gathering'' was (and, if you're into the Skinner Box of CCGs, still is) a damn fine collectible card game, the first commercially successful one of its kind in the world... which isn't actually that impressive, considering the only other CCG at that point was a baseball card game from the early 1900s. Still, it started an industry, won shitloads of game-design awards, and led to Wizards using its patents on various basic card game mechanics ("tapping," counters, etc.) to ruthlessly crush all competitors.  Sometimes, they were justified in protecting their IP against hacks and shovelware imitators. Sometimes, they just went after people they didn't like.  Let's just say there's a ''reason'' ''L5R'' used to make you lose points if you accidentally said "tap" instead of "bow."
Since Wizards of the Coast cannot come up with anything good on their own besides card games, they bought Ars Magica and SLA Industries to shore up their RPG line. They pretty much killed them. One last ditch at making an RPG, called Everway, came out in 1995. It tried to mix something WotC was good at (cards) with something they utterly suck at (RPGs). After that was released they stopped making RPGs and the world rejoiced.


==Buy the talent with the money from this patent==
It also made them more money than can easily be imagined, not least because the 90s was the age of know-nothing idiots speculating on "nerd shit," a trend started in the comic-book industry. (Humorously, the cards from this time have sometimes ended up being ''[[Arabian Nights|more]]'' [[Legends|valuable]] than the pointless comics bubble ever would be.)  Rather than blowing it all on hookers and blow, in the tradition of the 80's, they funneled it back into their RPG business, buying up various old games and refurbishing them, including ''Ars Magica'' from fellow swaggering new kid on the block [[White Wolf]].  Most of them had enjoyed only moderate success at best, not least because the market then was smaller than it had ever been following the fundamentalist-o-caust of the 80's purge and the company was putting its fingers into too many pies and failing to support all its games, but eventually, they managed to land the biggest fish of all.
In 1997, Wizards patented a lot of card game methodology, and now fucks anyone else who makes a CCG with the inability to turn cards sideways, load a card with counters, or what have you. Although a clear violation of monopoly laws, the lawyers manage to keep WotC in a nice loophole. They bought [[TSR Games|TSR]], then [[Hasbro]] bought them.


==Same old, same old.==
==[[Conan|And so, my lord became a king by his own hand...]]==
Wizards of the Coast started producing Dungeons and Dragons 3rd Edition, which was made primarily by former TSR employees. Staying true to their roots, the game was full of errors and fail and they released version 3.5 three years later to fix all the shit they messed up. Then they realized it was unsalvageable so in 2008 they made Dungeons and Dragons 4th Edition, which had a different flavor of shit and launched an edition war that rages to this day. They managed to fail trying to sell [[Planescape]], [[Dark Sun]] and [[SpellJammer]], settings that should have sold themselves. The only reason D&D hasn't died as quickly as the other games WotC has touched is because of the strength of the property name, though that's being eroded slowly. They had a chain of retail stores, but they failed at that too.
As a cash-strapped and [[Lorraine Williams|internal-politics-crippled]] [[TSR]] was folding and dying, Wizards bought them and all their stuff, including the famous and venerable ''[[Dungeons and Dragons]]'' property, for a paltry $25 million. They gave all the old TSR guys jobs, called off the lawyers and openly allowed fans to release stuff for [[Dark Sun|poorly-selling]] [[Ravenloft|but much-beloved]] [[Spelljammer|campaign settings]], and put various designers from TSR to work building the [[Dungeons and Dragons 3rd Edition|most popular and successful edition of D&D ever]].  [[Derp|Then paid to do it again when it needed a shitload of patching,]] leading to the silliest ''D&D'' edition name of all time (3.5).  They also held a contest to design a setting that was weird and new for the new edition, ultimately settling on [[Keith Baker]]'s ''[[Eberron]]''.


==Today==
Along with that edition, they put out the [[Open Gaming License]], offering free reign for other companies to use their rules and produce supplements.  While this had the unfortunate side effect of sometimes putting their tacit approval on complete [[fail]], it is generally held to be one of their smartest and most fan-friendly moves ever, generating huge amounts of content for their game without paying a dime for it.  Whether you want [[Microlite20|uber-minimalism]], [[Diaspora|hard sci-fi]], or [[Book of Erotic Fantasy|erotically-charged sexventures]], you can generally find it somewhere in the library of OGL content, in varying degrees of quality.
They enjoy making people [[rage]] over what they did to Dungeons and Dragons, and trying to get people to buy new Magic sets by making the creatures more and more powerful and the art look more and more like a [[/v/|video game]]. They also don't mind taking credit they don't deserve, as evidenced at the 59th Annual Technology & Engineering Emmy Awards when they took TSR's rightful reward for NWN.   
 
As the decade wound down, they also got the license to make a CCG for ''[[Pokémon]]'', and while we scoff now, it was a pretty good game that wasn't a complete ''Magic'' rip-off probably made them about as much money as ''Magic'' for a while there.  The ''Pokémon'' craze was at its height, and children everywhere begged money off their parents, worked menial lemonade-stand jobs, and, in some truly [[fail]]-tastic cases, murdered each other in cold blood for the next sweet, sweet hit of Skinner Box fever.
 
==The Great Mistake==
At the turn of the millenium, [[Hasbro|terrible, alien intelligences]] examined our realm of existence.  With minds too different from ours to comprehend, and the cold, unfeeling calculations of inhuman minds, they reached out their slick black tentacles into our plane and acquired Wizards of the Coast.  They also paid nearly ten times as much for the privilege as Wizards spent for TSR, so suck it fanboys!
 
What happened next is hard to conclusively prove, since nobody involved wants to stop working in the business forever by getting a rep as a fuckin' snitch, but over the course of a decade, most of Wizards' upper management was quietly replaced.  Various minor aspects of the property, like GenCon and the ''Dragon'' and ''Dungeon'' magazines were portioned off and outsourced to other producers (notably, Paizo).  Whether this was the fault of Wizards, a company run by enthusiasts for enthusiasts with a history of mediocre business sense, or Hasbro is probably never going to be conclusively proven.  Eventually, the decision was made to build an entirely new edition of ''Dungeons & Dragons''. 
 
In theory, this wasn't necessarily a bad thing.  ''3.5'' had always had its flaws ([[CoDZilla|Monte Cook's traditional caster-dominance]], weak [[fighter|martial classes]], incoherent high-level play that turned into a maze of magic item abuse and extra turn stacking, etc.) and was starting to show its age.  Furthermore, they decided that this edition wouldn't just be a revamp of the old, but a complete rebuilding of the entire ''D&D'' system from the ground up, intending to fix long-running problems and set a bold new direction for the futureNo more would martials announce "I make a weapon attack" and throw a d20 round after round: they would have access to cool techniques and a varied playstyle just like the casters.  No more would casters break the game over their knee and [[Cybering|don their robe and wizard hat]] to fuck its corpse: their power would be drastically scaled back, with magic now divided into combat and ritual components. 
 
Unfortunately, this well-intentioned and high-profile project was destined to go horribly wrong...


[[category:Publishers]]
[[category:Publishers]]

Revision as of 00:47, 21 February 2015

Wizards of the Coast
Year Established 1990
Notable Games Magic: The Gathering, Dungeons and Dragons
Website http://www.wizards.com


Wizards of the Coast, like so many luminous icons of the tabletop industry, was founded in a dingy basement in the rainy city of Seattle in 1990. Originally, they developed Magic the Gathering, and, after using their patents on various cardgame staples like "tapping" and "counters" to strangle literally every other competitor but Legend of the Five Rings out of business, they made so much goddamn money on the sucker's market that is the CCG scene that they were able to fulfill every nerd's dream of buying the dying Dungeons and Dragons property out from under Lorraine Williams, then revitalizing it with its most popular edition. Since then, they've been themselves bought out by the cold, emotionless, alien suits at Hasbro, but in recent times the corporation has adopted a more "hand-off" approach to Wizards, to mutual benefit.

They are a source of civilized and respectful debate on /tg/, but while the old guard will probably never forgive them for changing literally anything about the game from the Chainmail days, general consensus is that, as evil megacorporations in the tabletop business go, they really could be much worse.

Early History: It's Magic! Oooo-oooh!

Wizards started out as a small-time game publisher, releasing new editions of defunct old niche games and small dribbles of their own material. They'd probably have gone the route of Iron Crown Enterprises or be languishing in obscurity today, if not for a stroke of good luck. Some math major with an eye towards game design walked into their office and pitched a board game to them. They liked it, but they didn't have the cash to produce it, so they asked him to come up with something cheaper to produce, something portable and quick to play. Well, to make a long story short, he went home, ran some numbers, and the rest is history.

Magic: The Gathering was (and, if you're into the Skinner Box of CCGs, still is) a damn fine collectible card game, the first commercially successful one of its kind in the world... which isn't actually that impressive, considering the only other CCG at that point was a baseball card game from the early 1900s. Still, it started an industry, won shitloads of game-design awards, and led to Wizards using its patents on various basic card game mechanics ("tapping," counters, etc.) to ruthlessly crush all competitors. Sometimes, they were justified in protecting their IP against hacks and shovelware imitators. Sometimes, they just went after people they didn't like. Let's just say there's a reason L5R used to make you lose points if you accidentally said "tap" instead of "bow."

It also made them more money than can easily be imagined, not least because the 90s was the age of know-nothing idiots speculating on "nerd shit," a trend started in the comic-book industry. (Humorously, the cards from this time have sometimes ended up being more valuable than the pointless comics bubble ever would be.) Rather than blowing it all on hookers and blow, in the tradition of the 80's, they funneled it back into their RPG business, buying up various old games and refurbishing them, including Ars Magica from fellow swaggering new kid on the block White Wolf. Most of them had enjoyed only moderate success at best, not least because the market then was smaller than it had ever been following the fundamentalist-o-caust of the 80's purge and the company was putting its fingers into too many pies and failing to support all its games, but eventually, they managed to land the biggest fish of all.

And so, my lord became a king by his own hand...

As a cash-strapped and internal-politics-crippled TSR was folding and dying, Wizards bought them and all their stuff, including the famous and venerable Dungeons and Dragons property, for a paltry $25 million. They gave all the old TSR guys jobs, called off the lawyers and openly allowed fans to release stuff for poorly-selling but much-beloved campaign settings, and put various designers from TSR to work building the most popular and successful edition of D&D ever. Then paid to do it again when it needed a shitload of patching, leading to the silliest D&D edition name of all time (3.5). They also held a contest to design a setting that was weird and new for the new edition, ultimately settling on Keith Baker's Eberron.

Along with that edition, they put out the Open Gaming License, offering free reign for other companies to use their rules and produce supplements. While this had the unfortunate side effect of sometimes putting their tacit approval on complete fail, it is generally held to be one of their smartest and most fan-friendly moves ever, generating huge amounts of content for their game without paying a dime for it. Whether you want uber-minimalism, hard sci-fi, or erotically-charged sexventures, you can generally find it somewhere in the library of OGL content, in varying degrees of quality.

As the decade wound down, they also got the license to make a CCG for Pokémon, and while we scoff now, it was a pretty good game that wasn't a complete Magic rip-off probably made them about as much money as Magic for a while there. The Pokémon craze was at its height, and children everywhere begged money off their parents, worked menial lemonade-stand jobs, and, in some truly fail-tastic cases, murdered each other in cold blood for the next sweet, sweet hit of Skinner Box fever.

The Great Mistake

At the turn of the millenium, terrible, alien intelligences examined our realm of existence. With minds too different from ours to comprehend, and the cold, unfeeling calculations of inhuman minds, they reached out their slick black tentacles into our plane and acquired Wizards of the Coast. They also paid nearly ten times as much for the privilege as Wizards spent for TSR, so suck it fanboys!

What happened next is hard to conclusively prove, since nobody involved wants to stop working in the business forever by getting a rep as a fuckin' snitch, but over the course of a decade, most of Wizards' upper management was quietly replaced. Various minor aspects of the property, like GenCon and the Dragon and Dungeon magazines were portioned off and outsourced to other producers (notably, Paizo). Whether this was the fault of Wizards, a company run by enthusiasts for enthusiasts with a history of mediocre business sense, or Hasbro is probably never going to be conclusively proven. Eventually, the decision was made to build an entirely new edition of Dungeons & Dragons.

In theory, this wasn't necessarily a bad thing. 3.5 had always had its flaws (Monte Cook's traditional caster-dominance, weak martial classes, incoherent high-level play that turned into a maze of magic item abuse and extra turn stacking, etc.) and was starting to show its age. Furthermore, they decided that this edition wouldn't just be a revamp of the old, but a complete rebuilding of the entire D&D system from the ground up, intending to fix long-running problems and set a bold new direction for the future. No more would martials announce "I make a weapon attack" and throw a d20 round after round: they would have access to cool techniques and a varied playstyle just like the casters. No more would casters break the game over their knee and don their robe and wizard hat to fuck its corpse: their power would be drastically scaled back, with magic now divided into combat and ritual components.

Unfortunately, this well-intentioned and high-profile project was destined to go horribly wrong...