Monday, September 1, 2025

The Culture: What Afflicts The Devil Mouse Is Not Confined To It

This video article talks about Marvel and Mouse Wars, but this is not confined to those franchises.

TLDR: The young men of the emerging generational cohorts (the Zoomers, and soon to be followed by Gen Alpha) tuned this crap out.

Turns out that when you say "We don't want you!" they listen and go elsewhere. Now that's being felt at the bottom line, with more and more failures. What WDW Pro did not address is that this same thing also applies to the rest of Hollywood, the rest of Western mainstream media (e.g. the failure of Doctor Who), and in Vidya and Tabletop.

The Culture Industry, as controlled by the Death Cult and backed up by the Mammon Mob, relies on Millenials and Gen Y; these are the cohorts now moving into institiutional power in the West and slowly taking over from the Boomers and Jonesers.

What Brian Niemeier said--that the Boomers are handing off to the Millenials as their meme clones--is coming to pass; the other displacements are part-and-parcel of this process.

Go figure that those frozen out are deciding that they can just go where they are treated best instead, and there are places where they are wanted--valued, treasured--out there. Only now is the Death Cult noticing, and boy are they freaking out over the idea that their designated punching bags can escape from the prison prepared for them. You want to know why there is renewed censorship being pushed? This is part of it. You want to know why there is increased detontation of the economy for them? Here it is. TINA must be enforced or the Death Cult loses.

Tabletop has done worse than tried and failed. They did not try at all. Vidya, at the very least, tried and failed to reach the young adults.

The problem is that Tabletop is in a situation similiar to, but not indentical too, what happened in OldPub: ideological capture, supported by the Mammon Mob, calcified around Millenial/Gen Y segments suffering from Troll's Remorse and other vectors for becoming pozzed as Boomers did to the mainstream entertainment industry in the 1980s when they seized control.

The result is that more and more of the existing audience check out of the new releases outside of the core franchse (i.e. other than The Only Game That Matters), such that even Le Indie Darlings no longer move the needle- despite all the chatter claiming otherwise. The data makes it clear that there is only competition within the dominant network and its associated brand; everyone else, even ones that can claim a following of any size, are irrelevant--no one outside of Tabletop cares about RIFTS, despite 35 years of it being in the Top Five, and the same goes for all other brands--

The only big change was the adoption of Virtual TableTops as the norm for play, which--despite Sigil failing--WOTC did achieve to further enhance Official D&D's position of dominance; most people refuse to buy anything they can't use on a VTT (especially WOTC's D&D Beyond), and WOTC's been slowly pushing everyone over to the most recent revision of Official D&D. (That's why Foundry, etc. are so popular on Steam and why Discord/Guilded is so widely used.)

The retroclone push began over a decade ago. That slowed, but did not stop, with Current Edition, and especially as the Old Ways regenerate the hobby the experiences young men crave will draw them in just like Roguelikes and Soulsborns did. The Great Retrenchment means that those young men, if they play at all, will play the older editions because that is where the experience they seek can be done. Just play D&D.

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