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New issue of Dragon+ (April '16)
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<blockquote data-quote="Jester David" data-source="post: 7700474" data-attributes="member: 37579"><p>It <em>was</em> a valid critique. It has ceased to be topical or particularly relevant. It is not constructive criticism, bringing nothing remotely useful to the discussion or review of the current issue of <em>Dragon+</em>. It's a good argument to make in a thread on <em>Dragon+</em> in general, a "What do we think about <em>Dragon+</em>?" forum topic, but not very useful to this thread reviewing the new issue. </p><p></p><p></p><p>Changing the name means thinking of a new one. That is not easy and likely requires weeks of meetings and brainstorming, discussions with marketing teams and management, as well as ensuring the new name is something they can trademark <em>and</em> hasn't already been trademarked. Plus the design of a new logo. They need to spread the word of the name change and risk confusion. </p><p>Oh, and they need to change the name of the app in the Android and iOS app stores. Which isn't easy. </p><p></p><p>It's a whole lot of time and money and effort that really serves no useful purpose beyond stopping a bunch of gamers on message boards from whining. </p><p></p><p></p><p>They exist as people, but not as consumers. Like babies and small children, who very much exist in meatspace but have limited purchasing power. </p><p></p><p></p><p>Do they? </p><p>The thing is people at the table fall in a spectrum that ranges from casual gamers to dedicated gamers. Casuals play but don't buy the books and rely on the others (or the DM) for the books while dedicated gamers buy everything. The majority of people who play D&D are likely on the casual end, willing to play and *maybe* buy the PHB but unlikely to get more than that. </p><p></p><p>This is backed-up by the last publically released survey of the purchasing habits of industry, back in 2000:</p><p><a href="https://www.rpg.net/news+reviews/wotcdemo.html" target="_blank">https://www.rpg.net/news+reviews/wotcdemo.html</a></p><p></p><p>It makes a few points relevant to this discussion:</p><p></p><p></p><p></p><p></p><p>So while there are 4 times as many players as DMs you can make a comparable amount of money per month from that one DM than the others. And if the average number of people willing to DM at a table is 2 (or even 1 1/2) you can make significantly more money targeting those players. And those dedicated gamers in the hobby for longer also spend significantly more. </p><p></p><p>So while by just looking at the numbers of players versus DMs it's easy to say that player-focused material <em>should</em> sell much better because there are so many more, this overlooks the reality that most gaming groups are centered on one or two dedicated players who DM (since they own the books and know the rules) and are responsible for purchasing material for the entire group. And thus products that benefit these gamers can sell just as many copies as player-centric books. </p><p></p><p></p><p>Link?</p></blockquote><p></p>
[QUOTE="Jester David, post: 7700474, member: 37579"] It [I]was[/I] a valid critique. It has ceased to be topical or particularly relevant. It is not constructive criticism, bringing nothing remotely useful to the discussion or review of the current issue of [I]Dragon+[/I]. It's a good argument to make in a thread on [I]Dragon+[/I] in general, a "What do we think about [I]Dragon+[/I]?" forum topic, but not very useful to this thread reviewing the new issue. Changing the name means thinking of a new one. That is not easy and likely requires weeks of meetings and brainstorming, discussions with marketing teams and management, as well as ensuring the new name is something they can trademark [I]and[/I] hasn't already been trademarked. Plus the design of a new logo. They need to spread the word of the name change and risk confusion. Oh, and they need to change the name of the app in the Android and iOS app stores. Which isn't easy. It's a whole lot of time and money and effort that really serves no useful purpose beyond stopping a bunch of gamers on message boards from whining. They exist as people, but not as consumers. Like babies and small children, who very much exist in meatspace but have limited purchasing power. Do they? The thing is people at the table fall in a spectrum that ranges from casual gamers to dedicated gamers. Casuals play but don't buy the books and rely on the others (or the DM) for the books while dedicated gamers buy everything. The majority of people who play D&D are likely on the casual end, willing to play and *maybe* buy the PHB but unlikely to get more than that. This is backed-up by the last publically released survey of the purchasing habits of industry, back in 2000: [URL]https://www.rpg.net/news+reviews/wotcdemo.html[/URL] It makes a few points relevant to this discussion: So while there are 4 times as many players as DMs you can make a comparable amount of money per month from that one DM than the others. And if the average number of people willing to DM at a table is 2 (or even 1 1/2) you can make significantly more money targeting those players. And those dedicated gamers in the hobby for longer also spend significantly more. So while by just looking at the numbers of players versus DMs it's easy to say that player-focused material [I]should[/I] sell much better because there are so many more, this overlooks the reality that most gaming groups are centered on one or two dedicated players who DM (since they own the books and know the rules) and are responsible for purchasing material for the entire group. And thus products that benefit these gamers can sell just as many copies as player-centric books. Link? [/QUOTE]
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