The death of TSR in 1997, while seemingly a blow to computer RPGs, actually cleared the way for a new era of CRPG innovation. No longer constrained by TSR's often restrictive licensing practices and focus on D&D, developers were free to explore original settings, mechanics, and stories. This paved the way for titles like Planescape: Torment and Fallout, which diverged significantly from established D&D tropes and helped redefine the genre. The removal of TSR as a gatekeeper allowed for greater experimentation and ultimately fostered the growth and diversification of the CRPG landscape.
Filfre's blog post revisits Railroad Tycoon II, praising its enduring appeal and replayability. The author highlights the game's blend of historical simulation, economic strategy, and engaging gameplay, noting the satisfaction derived from building a successful railroad empire. The post focuses on the Platinum edition, which includes expansions that enhance the core experience with additional scenarios, locomotives, and geographical regions. While acknowledging some dated aspects, particularly the graphics, the author argues that Railroad Tycoon II remains a classic for its deep mechanics, challenging scenarios, and the captivating power it gives players to shape transportation history.
Hacker News users discuss Railroad Tycoon II with a nostalgic fondness, recalling it as a formative gaming experience and praising its open-ended gameplay, detailed simulation, and historical context. Several commenters mention the addictive nature of the game and the satisfaction derived from building efficient rail networks and outcompeting rivals. Some discuss specific game mechanics like manipulating stock prices and exploiting the terrain. Others lament the lack of a modern equivalent that captures the same magic, with some suggesting OpenTTD as a potential alternative, though not a perfect replacement. A few users mention playing the game on DOS or through DOSBox, highlighting its enduring appeal despite its age. The overall sentiment is one of deep appreciation for a classic strategy game.
Summary of Comments ( 1 )
https://news.ycombinator.com/item?id=43130155
Hacker News users discuss the decline of TSR and the rise of indie CRPGs. Several commenters express nostalgia for older D&D editions, lamenting the perceived shift in focus from gameplay and world-building to brand management and monetization under Wizards of the Coast. Some discuss the impact of the Open Gaming License (OGL) and its various iterations on the CRPG landscape, with some praising its role in fostering creativity and others expressing concern about its potential misuse. The conversation also touches upon the evolution of CRPG design, including the rise of real-time combat and the influence of games like Baldur's Gate and Diablo. Several commenters recommend specific indie CRPGs, reflecting a broader appreciation for the innovation occurring outside of the mainstream.
The Hacker News post titled "The CRPG Renaissance, Part 3: TSR Is Dead" has generated a moderate number of comments, discussing various aspects related to the decline of TSR, the rise of Wizards of the Coast, and the evolution of Dungeons & Dragons and the CRPG genre. While not an overwhelming discussion, several insightful comments stand out.
One commenter highlights the inherent tension between the open, collaborative nature of early D&D and the later desire for corporate control and monetization. They point to the shift from a hobbyist-driven, adaptable system to a more rigid, product-focused approach under TSR and later WotC. This commercialization, while leading to wider reach, potentially stifled some of the creative energy that initially propelled D&D's popularity.
Another comment focuses on the impact of TSR's legal battles and internal struggles, suggesting that these issues diverted resources and attention away from game development, ultimately contributing to the company's downfall. They also touch on the perceived disconnect between TSR's management and the evolving desires of the player base.
Some discussion revolves around the changing landscape of tabletop RPGs and the role of computer games in shaping player expectations. One commenter notes that CRPGs, with their real-time feedback and visual representation, may have influenced players to desire a more streamlined and less interpretive tabletop experience, which TSR struggled to adapt to.
A few comments delve into the specifics of TSR's business practices, such as their handling of licensed products and their approach to game design. Some suggest that TSR's rigid control over its intellectual property hindered innovation and alienated potential collaborators.
Others discuss the legacy of TSR, acknowledging its foundational role in the RPG industry while also criticizing its later missteps. There's a sense that TSR's decline was a complex process with multiple contributing factors, rather than a single, decisive event.
Finally, some comments offer personal anecdotes about their experiences with TSR products and the impact of D&D on their lives. These comments provide a more personal and nostalgic perspective on the topic.
While there isn't a singular dominant narrative in the comments, they collectively offer a multi-faceted perspective on TSR's downfall, touching upon the challenges of balancing creative freedom with commercial success, adapting to evolving player expectations, and navigating the complexities of intellectual property management in a rapidly changing industry.