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Gamehackery: What Does the Subscription Boom Mean to Gamers?
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<blockquote data-quote="Ahnehnois" data-source="post: 7651126" data-attributes="member: 17106"><p>That may be. This would go back to my earlier point about how the group of people who financially support the company is a small and distinct subset of the people who actually play the game.</p><p></p><p>In a larger sense, this business model could be stated as "For every 100 people that use our free rules, 10 of of them will buy the rulebooks, and 1 will voluntarily become an adventure path subscriber. If we sell those people a high enough volume at a high enough margin, their business can support us in making new general interest products that we can release for free and sell in hardback to attract the next 100." Not to mention that the existing ruleset continues to attract players regardless of whether the company does anything at all. Establishing the SRD is essentially a one-time cost, but it keeps attracting people over time, some of whom will eventually become high-volume customers. That's the free-to play model. It works for Paizo because they are indeed able to get a ton of money from that group of subscribers by keeping them happy.</p><p></p><p>So I wouldn't say that the rules are tangential at all. They're the thing that attracts people in the first place, even if they're not the direct source of income for the company.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 7651126, member: 17106"] That may be. This would go back to my earlier point about how the group of people who financially support the company is a small and distinct subset of the people who actually play the game. In a larger sense, this business model could be stated as "For every 100 people that use our free rules, 10 of of them will buy the rulebooks, and 1 will voluntarily become an adventure path subscriber. If we sell those people a high enough volume at a high enough margin, their business can support us in making new general interest products that we can release for free and sell in hardback to attract the next 100." Not to mention that the existing ruleset continues to attract players regardless of whether the company does anything at all. Establishing the SRD is essentially a one-time cost, but it keeps attracting people over time, some of whom will eventually become high-volume customers. That's the free-to play model. It works for Paizo because they are indeed able to get a ton of money from that group of subscribers by keeping them happy. So I wouldn't say that the rules are tangential at all. They're the thing that attracts people in the first place, even if they're not the direct source of income for the company. [/QUOTE]
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