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Forked thread: Treasure & Advancement Rates
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<blockquote data-quote="Umbran" data-source="post: 5599123" data-attributes="member: 177"><p>Where I grew up, it was 9-12. </p><p></p><p></p><p></p><p>Whether or not you want to do that depends on what return you expect to get from the effort. </p><p></p><p>I don't know it for a fact, but I think it is likely that they had indication by other means that the potential customer base under 35 was much larger than the over-35 bunch. They probably also had strong indication that no matter what game they finally produced, the over-35 market was going to be difficult/expensive to maintain, much less grow, for reasons completely unrelated to the game.</p><p></p><p>If they're a smallish bunch, and you're going to lose them anyway, might as well focus on the folks you can keep. If some of those old folks like what you produce, that's excellent, but their needs are probably not a good choice for high priority in your design criteria.</p><p></p><p></p><p></p><p>How did you determine what they knew they wanted? Did you survey them, or something? </p><p></p><p></p><p></p><p>I'm sorry, but as a practical matter no, you really can't. And trying is a good way to throw your business down the drain. If you are lucky, you can satisfy a great many people, but "everyone" includes people with mutually exclusive desires and needs. </p><p></p><p>If you want to consider it artistically - even the best artist on Earth cannot produce a work that <em>everyone</em> likes.</p></blockquote><p></p>
[QUOTE="Umbran, post: 5599123, member: 177"] Where I grew up, it was 9-12. Whether or not you want to do that depends on what return you expect to get from the effort. I don't know it for a fact, but I think it is likely that they had indication by other means that the potential customer base under 35 was much larger than the over-35 bunch. They probably also had strong indication that no matter what game they finally produced, the over-35 market was going to be difficult/expensive to maintain, much less grow, for reasons completely unrelated to the game. If they're a smallish bunch, and you're going to lose them anyway, might as well focus on the folks you can keep. If some of those old folks like what you produce, that's excellent, but their needs are probably not a good choice for high priority in your design criteria. How did you determine what they knew they wanted? Did you survey them, or something? I'm sorry, but as a practical matter no, you really can't. And trying is a good way to throw your business down the drain. If you are lucky, you can satisfy a great many people, but "everyone" includes people with mutually exclusive desires and needs. If you want to consider it artistically - even the best artist on Earth cannot produce a work that [I]everyone[/I] likes. [/QUOTE]
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