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Dungeon Master's Guild: The Long Term
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<blockquote data-quote="jgsugden" data-source="post: 6807056" data-attributes="member: 2629"><p>Is 50% of a bill better than 100% of no bill? Selling is a zero sum game. Every dollar earned is a dollar spent. You benefit at the cost of another. Now, they do benefit from your generation of a sellable product that they then get your permission to use - and that is worth more to them than what they paid (unless your product is not as good as it appeared to them), but you and your consumer are not the only impacted parties when you monitize things that were previously to be exchanged freely. The people unwilling (or unable) to pay are cut out, and anyone that would have benefited from their acquisition of the previously free materials is also hampered (their gaming groups, the people that would have benefitted from the future materials that they would have generated from your insipration, etc...)</p><p></p><p>The more we extract value from an environment the more efficient we make it to the extent that there is clear value to benefit understanding in the consumer base. However, when customers have no proof of quality or are hesitant to pay an appropriate amount of money for the benefit they derive, the monitization chokeholds the environment.</p><p></p><p>There are a lot of people that would shell out $60 for Fallout 4 so that they can play a hundred hours of fun game play. However, those same people will not pay $0.99 for an app game on their phone that they'd play back on forth on their 1 hour commute every day for several weeks, perhaps months... </p><p></p><p>People that believe they'll make money off the new DM Guild are going to defend it. MOney is enticing. What I'm saying is that moving things that would previously have been free to this channel is going to have negative opportunity costs to the community, and Idon't think that cost is worth the individual benefits and WotC's profiting. One of the reasons that D&D has been a success over the years is that you can get many hours of fun from every dollar spent. The more we monitize and pull value here, there and everywhere, the more we hurt that strength of the game.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 6807056, member: 2629"] Is 50% of a bill better than 100% of no bill? Selling is a zero sum game. Every dollar earned is a dollar spent. You benefit at the cost of another. Now, they do benefit from your generation of a sellable product that they then get your permission to use - and that is worth more to them than what they paid (unless your product is not as good as it appeared to them), but you and your consumer are not the only impacted parties when you monitize things that were previously to be exchanged freely. The people unwilling (or unable) to pay are cut out, and anyone that would have benefited from their acquisition of the previously free materials is also hampered (their gaming groups, the people that would have benefitted from the future materials that they would have generated from your insipration, etc...) The more we extract value from an environment the more efficient we make it to the extent that there is clear value to benefit understanding in the consumer base. However, when customers have no proof of quality or are hesitant to pay an appropriate amount of money for the benefit they derive, the monitization chokeholds the environment. There are a lot of people that would shell out $60 for Fallout 4 so that they can play a hundred hours of fun game play. However, those same people will not pay $0.99 for an app game on their phone that they'd play back on forth on their 1 hour commute every day for several weeks, perhaps months... People that believe they'll make money off the new DM Guild are going to defend it. MOney is enticing. What I'm saying is that moving things that would previously have been free to this channel is going to have negative opportunity costs to the community, and Idon't think that cost is worth the individual benefits and WotC's profiting. One of the reasons that D&D has been a success over the years is that you can get many hours of fun from every dollar spent. The more we monitize and pull value here, there and everywhere, the more we hurt that strength of the game. [/QUOTE]
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