I think part of the problem is that WotC has a good-sized staff. If they aren't constantly bringing in revenue, they all lose their jobs. That gives them a lot of motivation to do SOMETHING to pull in more money.
Like I have been thinking, if they took the Ravenloft board game and tweaked it a bit more, it would be a great intro into 4E gaming that would be appealing to the board game crowd and possibly pull them into playing RPG's as well. Then RPG companies need to develop a $30 set that gets you started, and to steal them from the video game crowd give them access to an online interactive video environment in which they can play fully digital modules. Give them 30 to 60 days of free access in which to hook them, and then charge a $10/month fee.
To a degree, this has already been done/is being done, and it hasn't proven to be as successful. There's been Heroquest/Warhammer Quest, Dungeon, Descent, Runebound, Dragonstrike, The D&D boxed sets (Dragon's Den, Goblin's Lair, etc.) and many others.
RPGs need to be themselves and stop trying to be something else they're not. I wouldn't be against breaking the system in two for the casual/hardcore crowd because they have completely different wants and buying habits.
To a degree, this has already been done/is being done, and it hasn't proven to be as successful. There's been Heroquest/Warhammer Quest, Dungeon, Descent, Runebound, Dragonstrike, The D&D boxed sets (Dragon's Den, Goblin's Lair, etc.) and many others.
RPGs need to be themselves and stop trying to be something else they're not. I wouldn't be against breaking the system in two for the casual/hardcore crowd because they have completely different wants and buying habits.
What is the annual cash flow of Settlers of Catan?
So what if WOTC decided to just stick with 4E Essentials, regardless of whether or not it's the Platonic Form of role playing game systems? What if they just decided to go with it for a while (like, a decade) and see if it could gain traction? Is there a possible business model that could support that in this industry, or do we have to face the fact that, at heart, Dungeons and Dragons is so weak of a product that the only way it can last is by making the same few thousand people buy it over and over again every couple years?
HeroQuest was quite successful, just hard to find where places didnt always carry the limited supply expansions, and the game itself was switched to Advanced and the dispute between MB and GW, and now HASBRO cannot make it as HeroQuest.To a degree, this has already been done/is being done, and it hasn't proven to be as successful. There's been Heroquest/Warhammer Quest, Dungeon, Descent, Runebound, Dragonstrike, The D&D boxed sets (Dragon's Den, Goblin's Lair, etc.) and many others.
RPGs need to be themselves and stop trying to be something else they're not. I wouldn't be against breaking the system in two for the casual/hardcore crowd because they have completely different wants and buying habits.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.