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<blockquote data-quote="drnuncheon" data-source="post: 167800" data-attributes="member: 96"><p>Sorry, I have to come down on the industry side on this.</p><p></p><p>The ideal target for a gaming company is someone like me: young, no kids, plenty of disposable income. On average I buy - and this kind of scares me when I think about it too much - $20-40 of gaming material a week. (I console myself with the realization that I'd be spending far more if I took up golf or something else "normal". <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />)</p><p></p><p>Anyway, the problem with catering to the people that can't afford RPGs is that <em>they don't have any money</em>. So if the publishers want to make money, they have to put out stuff that appeals to the folks that do. And then they have to make it actually <em>worth</em> that money.</p><p></p><p>Sure, they'll expand their potential market if they're cheaper. But will they expand it enough to make it worthwhile? If the company makes $10 on a book (stop snickering, you game designers), then to make it worthwhile to reduce the price by $5, they would have to sell <em>twice as many</em>.</p><p></p><p>Do you think twice as many people would buy, say, <strong><em>Freeport</em></strong> if it were $25 instead of $30? I doubt it.</p><p></p><p>When you consider that the actual profit margin on the book is quite a bit <u>lower</u> than $10/book...like half that on a good day...</p><p></p><p>Would twice as many people have bought <strong><em>Freeport</em></strong> if it were $28 instead of $30? (Say "yes" and I'll laugh.)</p><p></p><p>J</p></blockquote><p></p>
[QUOTE="drnuncheon, post: 167800, member: 96"] Sorry, I have to come down on the industry side on this. The ideal target for a gaming company is someone like me: young, no kids, plenty of disposable income. On average I buy - and this kind of scares me when I think about it too much - $20-40 of gaming material a week. (I console myself with the realization that I'd be spending far more if I took up golf or something else "normal". :D) Anyway, the problem with catering to the people that can't afford RPGs is that [i]they don't have any money[/i]. So if the publishers want to make money, they have to put out stuff that appeals to the folks that do. And then they have to make it actually [i]worth[/i] that money. Sure, they'll expand their potential market if they're cheaper. But will they expand it enough to make it worthwhile? If the company makes $10 on a book (stop snickering, you game designers), then to make it worthwhile to reduce the price by $5, they would have to sell [i]twice as many[/i]. Do you think twice as many people would buy, say, [B][I]Freeport[/I][/B] if it were $25 instead of $30? I doubt it. When you consider that the actual profit margin on the book is quite a bit [u]lower[/u] than $10/book...like half that on a good day... Would twice as many people have bought [B][I]Freeport[/I][/B] if it were $28 instead of $30? (Say "yes" and I'll laugh.) J [/QUOTE]
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