RandomCitizenX said:
I am not disputing your numbers, but I am just curious what you are basing them on. I personally only know 3 players who are in the over thirty age range in my area. A vast majority are in their mid twenties like myself, and many are in their very late teens.
I'm basing it off the two "year you were born" polls here at ENWorld. Granted, it could be a bit high (because the polls were taken here), but probably not by that much.
I really should change that date range though because it is misleading. The mid-range data works out to:
Poll 1:
80%: age 24 to 41
60%: age 28 to 38
Mode: 33. Median: 34. Mean: 33.4
Poll 2:
80%: age 24 to 40
60%: age 27 to 38
Mode: 33. Median: 33. Mean: 32.6
So, I really should say age 27 to 38 (the more recent poll), not 30 to 40 (even though that is also a 60% range, it is not the mid 60% range and was totally misleading).
Also note that the average age in the polls decreased by almost a year (poll 1 was started two and a half years ago, poll 2 was started last week). That's within statistical variance, but it could also indicate that average age is actually decreasing. This could be due to other more popular forms of Science Fantasy entertainment like WoW bringing more players in. Or, it could be nothing at all, just statistical white noise.
RandomCitizenX said:
The reason I think that the 30 to 40 target age is a bit off is most people in that age whom I know are fairly set in what sort of hobbies they will indulge. They may have more income and be settling down and what not, but unless they were someone who already had a fringe interest in the game then odds are they will never even give it a second glance. Many people in the mid teens through college on the other hand usually have much less responsability and are looking for new things to try.
It's not hard to have a fringe interest in science fantasy.
For example, it's easy to play Everquest or WoW or even DND in college and then drop it, and then pick up DND again in one's late 20s or early 30s.
The point is not when people get interested in the game, the point really is when people start finding time in their life to play the game and when they have enough disposable income to purchase game elements (like books, miniatures, etc.).
College years are often too busy with other things (for many people, not all people) and so sometimes are the first few years out of college (with dating and other social entertainments), but by the mid-20s, things often start changing.
RandomCitizenX said:
If WotC wants D&D successful they need to make it grow, and to encourage growth they need to target the audience most likely to bring in new customers while not neglecting the older base.
I'm not convinced this is possible with one version of the game system. Something that interests mid-teens will often be something that totally turns 30 year olds off.
A similar situation occurred in the chess world 20 years ago. A few years after the Fisher craze of 35 years ago when chess hit the U.S. big time, it started slowing down again. So, the USCF hit upon the idea of getting people interested in the game at a young age, they put out a monthly youth magazine called Schoolmates, they had young age tournaments, went into schools, etc.
For chess, this worked out reasonably well. And I think something similar could work for DND.
I agree with you. Getting young people interested in DND will help the gaming community immensely.
But, using a single version 4E to do it will fail to grow the industry IMO. More or less, the industry will probably keep similar numbers as currently with a single version of the game.
Instead, what they need to do is focus target the mid-teen market with a different version of DND.
Schoolmates focused on young people and was successful for many years. Most young people did not read Chess Life (the adult monthly magazine for USCF members), they read Schoolmates (the kid monthly magazine for USCF members).
WotC should do the same for DND. Have a simpler more fantastic teenager version of the game (and teenage version of DND Insider/Gleemax) for young people, and have a slightly more mature and complex 4E version of the game for adults (note: I said slightly more complex, not significantly so). The mechanics should be very similar, but the focus should be different. For example, slightly more hack and slash / item reward based for young people, slightly more problem solving / roleplaying based for adults. Obviously, all of the elements should be in both versions, but the focus should be slightly different to engage more people in each age range.
Another problem with a single version might be that people in their mid-20s who used to play DND 4E as a teenager (in 2015) might think of it as a kids game and not even try it again. With two versions of the game where the marketing focus is "adult game" and "teen game", this might not happen as much.
And, one other thing. WotC should hire 18-20 year old game designers for the teen versions of the game and online content. People in this age range will understand teenagers a lot better than old folgies like I would.