Tobold's Blog
Sunday, March 30, 2025
 
Kodak and Sigil

In 1942 the economist Joseph Schumpeter described the concept of creative destruction as the economic process in which innovation makes older technology outdated. The idea is, that this is overall a force for good. The innovation of digital cameras, followed by their inclusion into smartphones, means that today the cost of making a photo is far lower than it was 30 years ago. We are thus making a lot more photos without spending that much money for them, and overall getting more units of output for less input is a good thing.

The problem with the concept is that it is extremely macroscopic. If you were a shareholder of Kodak, or an employee at Kodak with 20 years of experience in making film products, you got the full blast of the "destruction" part of the concept. Somewhere else a completely different set of people that invested in and developed digital photography reaped the benefits of the "creative" part of the concept. You might consider that as a business case, where the company Kodak failed to go with the time. But the reality of things is that neither existing experience in developing chemical film, nor existing machinery to produce it, are of any use when making digital cameras. There are examples of companies that managed to adjust to innovation, but even there people with the "old" expertise got fired and replaced by people working on the new technology.

Expertise, and especially the level of expertise needed to make something really good, is often highly specific. You probably all heard stories of video game companies that had great expertise in making excellent single player games; then management decided to make live service games instead, and it turned out that the same people who made great single player games now made pretty mediocre live service multiplayer games and the game studio closed down and fired all the devs.

In a previous post on D&D I mentioned how I had hoped that Sigil, the official D&D virtual tabletop software, would revive the D&D brand and enable me to find people online to play with easily. On paper, that idea wasn't so bad. But it is also easy to understand that programming such a software product needs very different expertise than making a printed D&D book. Hasbro / WotC quite obviously failed to secure the expertise at a high enough level, and thus wasted 30 million dollars to make a mediocre and barely functional product nobody wanted. Creative destruction to make a better D&D *could* have worked, especially if they had added the right sort of tools to turn played games into Twitch streams and YouTube videos. But Hasbro had neither the technical skills to pull that off themselves, nor the management skills to secure a mutually beneficial collaboration with another company that does have that sort of expertise. Sadly, in the history of the companies owning D&D, the mutually beneficial collaboration with Larian Studios was an exception, and didn't last. There are far more examples of TSR/WotC/Hasbro trying to screw the outside contributors to the success of D&D, instead of understanding how essential these people were. It is now uncertain whether there will be a lot of innovation in how we play multiplayer roleplaying games in the coming years, and whether that will involve the D&D brand at all.

Comments:
If I remember correctly a big reason why Kodak was slow to adopt the digital camera is because they were focused on quality photography and misjudged how quickly their customers were willing to sacrifice the quality of the photo for the convenience of digital photography.

I think with Hasbro/WTC they leaned the opposite way and thought customers would pay for a lackluster official product just for the convenience of it being tied to D&D.
 
I doubt there can really be an improvement to a game that primarily played in the mind and fantasies of the players.

The main issue is that pen and papers rely on the dynamic of undefined details that can be fleshed out ad hoc by the game master and the ideas of the players.
Software has to take the leap of faith and define things in the same way a movie has to give a character a voice, a hair colour and in turn not require the viewer and player to fill the gaps with creativity - and potential cool solutions not included in the original script.

Maybe there could be something to generate unfinished rooms/areas?
Maybe a monster generator that leaves out enough things for the GM to fill?
I don't know what other things would be frequent enough to be a chore for the GM but also standard enough to be filled by a generator in a way that it won't be repetitive for the players.
 
About Kodak : they were in fact the inventor of the digital photography. They were having the best engineering and expertise at time. The issue was more of not killing their golden egg that was developing photo by their own digital product.


 
I think i know why they do not work on it, but I know what would be a killing product : a campaign support tool with AI. When preparing session ( both fully invented, or from existing campaign), I know everyone has weak point. Mine is I am very bad at description. Other may have issue with NPC name, or backstory, other prefer to reorder the text differently.
This is one of AI strong point : filling void, reordering existing content, etc... Combine that with auto-pulling of Monster data, and you could create a tool that autogenerate a quest from existing content, following your own template, with your own adjustment, and filling your weak point.
"Give me a known tavern from Baldur's gate ?", "Provide a description of this specific NPC from the lore.", "propose three hooks for the next missions of this campaign", etc....
 
There's potential out there for someone to develop a product that will make for a dynamic RPG environment with all of the glitz of a video game (that seemed to be Sigil's intent) but its success won't be in the graphics but rather the user interface, and its ability to allow for the sort of innovation and spontaneity that live tables allow for. Unfortunately, live service game models like Sigil rely on selling the end users canned product, and the video game DLC model is pretty antithetical to the organic live table experience with RPGs. So to do this well, a publisher needs a VTT that is easy to use, offers the ability to creatively (and easily) add unique content, while still making money selling content somehow, that is also dynamic enough that it can provide every table with a consistently new and different experience. That is a tall order. The closest anyone in the industry has ever gotten (best as I can tell) is with the original Neverwinter Nights and its sequel twenty plus years ago.
 
No April Fool's Day posts anymore? Is it the end of an era?
I invite your followers to post their own to see which one would reel in the most fish. :-)

Here is one to start off with:

"A 100% tariff on video games produced by companies located outside of the United States is starting today. The tariff is based on the MSRP of the game and not the sales price. Steam has the Witcher 3 on sale for $9.99 but the addition of the new tariff will bring the total price to $49.98 excluding local and state taxes."
 
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