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Cary Hardy: D&D has potential but hinges on Eddy execution and Dwight Sullivan's code complexity balance.
Brian Eddy's last three released games (Stranger Things, Mandalorian, Venom) rank poorly on PinSide and don't feel good to play
high confidence · Hardy cites specific PinSide rankings: Stranger Things #22, Mandalorian #45, Venom #60; Shadow #56; Uncanny X-Men #52. He explicitly states he doesn't like how Eddy's recent games shoot.
Dwight Sullivan had at least three extra months to work on D&D code compared to typical releases
medium confidence · Hardy states 'Dwight you had an extra three months at least to work on this game when it comes to code' and compares to TMNT releasing with 1.0 code.
D&D playfield appears to feature three targets leading to a central dragon mechanism similar to Attack from Mars design
medium confidence · Hardy analyzes visible teaser imagery: 'it looks like you have three targets that you're going to hit and those are going to lower down probably similar to attack from mars...it's going to be mainly up the middle to hit these targets'
Wizards of the Coast logo appears first in the Stern trailer before Stern's own branding, which is uncommon
high confidence · Hardy specifically notes seeing Wizards of the Coast logo 'before anything else' on the official trailer and expresses surprise at this prominence.
RPG mechanics with character leveling will be better integrated thematically in D&D than they were in Venom
medium confidence · Hardy argues: 'leveling is going to make so much more sense in the world of dungeons and dragons from an rpg aspect' compared to Venom's implementation.
“The last three games that Brian Eddy has released, I don't care for. I just don't like how they shoot.”
Cary Hardy@ 2:14 — Core thesis of his hesitation about D&D; establishes his primary concern despite enthusiasm for the theme.
“I'm hoping, because we don't really know, but I'm hoping there is the RPG aspect and the leveling thing that you saw on Venom, which didn't really make much sense but i think this is really when this makes so much more sense in the world of dungeons and dragons from an rpg aspect”
Cary Hardy@ 4:31 — Articulates his optimism about D&D's thematic potential for RPG mechanics.
“I'm keeping my expectations low, and I'm sure that makes me sound like a complete ass, but my expectations are low, so the good thing about that is that it can only go up from there, right?”
Cary Hardy@ 14:07 — Summarizes his cautiously optimistic stance despite skepticism about Eddy's track record.
“When you had more time with Teenage Mutant Ninja Turtles, that game released with 1.0 code. Are we going to get 1.0 code on Dungeons & Dragons?”
Cary Hardy@ 11:44 — Sets expectation that Sullivan should deliver mature, complete code given extra development time.
“The beauty of this hobby...I'm glad whenever that particular theme reaches to a different demographic though.”
Cary Hardy@ 13:20 — Acknowledges D&D's potential to expand the pinball market to fantasy/tabletop gaming communities.
sentiment_shift: Despite low initial hype, D&D is positioned to attract fantasy/RPG/tabletop gaming demographics not typically served by recent Stern releases
medium · Hardy acknowledges 'this game is going to be hitting a different demographic than a lot of other games' and sees potential demographic expansion as positive.
design_philosophy: D&D's mechanical centerpiece appears to be three targets feeding into a central dragon mechanism up the playfield middle (similar to Attack from Mars layout)
medium · Hardy analyzes teaser imagery: 'it looks like you have three targets that you're going to hit and those are going to lower down probably similar to attack from mars...mainly up the middle.'
design_philosophy: Brian Eddy's recent work (Stranger Things, Mandalorian, Venom) exhibits poor playfield feel/shot geometry that Hardy finds unenjoyable despite these being commercially released titles
high · Hardy explicitly states dissatisfaction with how Eddy's last three games 'shoot' and cites PinSide rankings showing them mid-tier or low despite recent release status.
market_signal: Community enthusiasm for D&D announcement is lower than typical for new cornerstone titles based on social media monitoring
medium · Hardy observes 'it seems like there's just not a lot of hype or excitement for this title' across Facebook, Pinside, and his Patreon community.
personnel_signal: Dwight Sullivan allocated extra development time (at least 3 months) for D&D code compared to typical Stern release schedules
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medium · Hardy states 'Dwight you had an extra three months at least to work on this game when it comes to code' and compares to TMNT 1.0 release as quality benchmark.
product_concern: Risk that Dwight Sullivan's code implementation will be too complex for casual players to understand/follow, despite potentially being well-designed
medium · Hardy worries 'is the code going to be too complex for a lot of people out there is it going to be just so deep that people can't follow it' but notes gameplay can still be fun.
technology_signal: D&D anticipated to feature character class selection and progression tied to Insider Connected platform with integrated RPG mechanics
medium · Hardy speculates: 'when you push the start button on this game...you create a character...cycle through the different types of classes' via Insider Connected integration.
licensing_signal: Wizards of the Coast logo placement first in trailer before Stern branding is unusual and suggests strong IP holder involvement/control in marketing
high · Hardy specifically observes Wizards of the Coast logo appearing 'before anything else' and notes this is uncommon compared to other licensed games.