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<blockquote data-quote="Rodrigo Istalindir" data-source="post: 2261276" data-attributes="member: 2810"><p>Unlikely to happen. In the music industry, the single is a viable product because at $1 a pop, the increase in unit sales of a popular song can outweigh the loss in whole-album sales (although there is no guarantee that this is the case), and can also serve as a loss-leader to encourage people who like the hit single to buy the whole CD, the artist's back catalog, next release, etc. Plus, for the most part, the raw numbers you're dealing with are in the tens of thousands and higher.</p><p></p><p>With the gaming market, unit sales of most books are already pretty low, and the overhead in producing the book relatively high. I would suspect that in general, there is but a single sale of a book per gaming group, and that won't change. Crunch-chapters would sell better than fluff chapters, player-oriented chapters will sell better than GM-oriented chapters. It's less likely that even if you really liked the 'feats' chapter that you'd go back and buy the whole book. Single-chapter sales probably wouldn't help back-catalog sales of whole books, either.</p><p></p><p>What's more likely is shorter, more focused books, less artwork, quicker release schedules rather than piece-meal sales of larger works. Phil Reed's stuff is an excellent example of this -- nice targeted ebooks, well-written, and the first book I got led me to buy more.</p><p></p><p>Economically, allowing the consumer to cherry-pick parts of a whole only makes sense if it leads to greater sales overall. I don't think for big books that that would happen.</p></blockquote><p></p>
[QUOTE="Rodrigo Istalindir, post: 2261276, member: 2810"] Unlikely to happen. In the music industry, the single is a viable product because at $1 a pop, the increase in unit sales of a popular song can outweigh the loss in whole-album sales (although there is no guarantee that this is the case), and can also serve as a loss-leader to encourage people who like the hit single to buy the whole CD, the artist's back catalog, next release, etc. Plus, for the most part, the raw numbers you're dealing with are in the tens of thousands and higher. With the gaming market, unit sales of most books are already pretty low, and the overhead in producing the book relatively high. I would suspect that in general, there is but a single sale of a book per gaming group, and that won't change. Crunch-chapters would sell better than fluff chapters, player-oriented chapters will sell better than GM-oriented chapters. It's less likely that even if you really liked the 'feats' chapter that you'd go back and buy the whole book. Single-chapter sales probably wouldn't help back-catalog sales of whole books, either. What's more likely is shorter, more focused books, less artwork, quicker release schedules rather than piece-meal sales of larger works. Phil Reed's stuff is an excellent example of this -- nice targeted ebooks, well-written, and the first book I got led me to buy more. Economically, allowing the consumer to cherry-pick parts of a whole only makes sense if it leads to greater sales overall. I don't think for big books that that would happen. [/QUOTE]
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