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Decline of RPG sales
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<blockquote data-quote="beaver1024" data-source="post: 2753836" data-attributes="member: 12131"><p>I wonder why declining sales come as such a surprise. The simple fact is, time is precious. Yet the game designers and gaming companies don't take this into consideration when writing their source materials.</p><p></p><p>The participants of an RPG has to expend considerable effort already in the communication/interpersonal spectrum and yet game designers expect RPGers to spend time to compensate for their poorly tested and badly proof read products in order to play? For example: the use of tables and explanatory text in many WoTC source material. Instead of fixing the inconsistencies between table summaries and detailed text they just institute a policy that detailed text takes precedence if there are conflicts. This then makes using the summary tables such a hassle as to make them useless. Additionally this makes WoTC designers have a huge blasse attitude about making their work actually consistent with numerous errors in stat blocks and summary tables hand all because they can hand wave the "detailed text takes precedence" policy.</p><p></p><p>For all of WoTC's bluster about listening to their customers and not repeating the mistakes of TSR, all they've done is to spin their mistakes in a better light. Nothing they've done is any different that what TSR did. As time become more and more of a precious commodity due to the demands of corporations on their employees, who wants to spend time fixing broken products that they paid good money for in the first place? In the real world, no one would put up with this why should RPGers be any different? WoTC and other RPG companies should well remember that their entertainment product is very price and quality elastic. Maintaining their arrogance is a sure way of alienating their customers, as TSR found out to their sorrow.</p></blockquote><p></p>
[QUOTE="beaver1024, post: 2753836, member: 12131"] I wonder why declining sales come as such a surprise. The simple fact is, time is precious. Yet the game designers and gaming companies don't take this into consideration when writing their source materials. The participants of an RPG has to expend considerable effort already in the communication/interpersonal spectrum and yet game designers expect RPGers to spend time to compensate for their poorly tested and badly proof read products in order to play? For example: the use of tables and explanatory text in many WoTC source material. Instead of fixing the inconsistencies between table summaries and detailed text they just institute a policy that detailed text takes precedence if there are conflicts. This then makes using the summary tables such a hassle as to make them useless. Additionally this makes WoTC designers have a huge blasse attitude about making their work actually consistent with numerous errors in stat blocks and summary tables hand all because they can hand wave the "detailed text takes precedence" policy. For all of WoTC's bluster about listening to their customers and not repeating the mistakes of TSR, all they've done is to spin their mistakes in a better light. Nothing they've done is any different that what TSR did. As time become more and more of a precious commodity due to the demands of corporations on their employees, who wants to spend time fixing broken products that they paid good money for in the first place? In the real world, no one would put up with this why should RPGers be any different? WoTC and other RPG companies should well remember that their entertainment product is very price and quality elastic. Maintaining their arrogance is a sure way of alienating their customers, as TSR found out to their sorrow. [/QUOTE]
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