Thanks for that. We very consciously built a cycle that started with the public playtest, fed into the free rules and starter set, then segued into the annual release cycle. We built a machine to juice up D&D's marketing and make it more attractive for licensing. It turns out that when you get people excited about what you're doing, they'll also buy your stuff.I'm just going to take this opportunity to note that, IMO, the on-ramp that Mike Mearls and his team built for 5e is tremendously underrated as a factor to 5e's sustained growth and success.
A lot of things contributed to D&D 5e's run, but fundamentally it came down to WotC's ability to get all of you <gestures at D&D fans all over the world> excited about what we were doing. The root of it all was the community. Without motivated, excited DMs, none of it works, and D&D dies.
That's the hidden, crazy superpower of TTRPGs that folks sometimes forget: A DM is the world's best brand advocate, a person motivated to go out and spread their love for the game.