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Gamehackery: What Does the Subscription Boom Mean to Gamers?
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<blockquote data-quote="dd.stevenson" data-source="post: 7650803" data-attributes="member: 6683099"><p>You might not personally be at such a clear point, but the article is clearly worded. "Want to buy rather than rent? You're fighting a losing battle," it proclaims. Why is it a losing battle? "Because of <span style="color: #333333">steady revenue, durable connections to customers, and awesome data." In light of this, what's a constructive market participant to do? "Tell me what you want in a subscription service."</span></p><p></p><p>I've seen a few fly by night 3.x npc builders that are service subscription based: but, yeah, I would agree that the TTRPG industry hasn't yet proven fertile ground for servicizing (MMOs excepted; and even these thrive on content delivery).</p><p></p><p>Not so. I would much rather buy these services from a single source. However, at the moment I'm not keen on 3E or 4E D&D. So I'm sort of stuck fending for myself, for the time being.</p><p></p><p>No problem here: this is something I think about every time I log onto Steam. And every time I think about it, I'm left feeling that the Steam format would be hard-pressed to add great value to my TTRPG experience. The problem is that Steam is a storefront first, and an everything else third. Whereas I would want my TTRPGSTEAM product to be a community/gamefinder first, a free content aggregator second, a VTT third, and a storefront--well, a storefront not at all.</p><p></p><p>Why? I can't quite put my finger on it, to be honest, but there's something about sitting down to prep for a TTRPG that makes me not want to be marketed to. It's as if the creative or the escapist mindset is not compatible with the consumer mindset, if that makes any sense.</p></blockquote><p></p>
[QUOTE="dd.stevenson, post: 7650803, member: 6683099"] You might not personally be at such a clear point, but the article is clearly worded. "Want to buy rather than rent? You're fighting a losing battle," it proclaims. Why is it a losing battle? "Because of [COLOR=#333333]steady revenue, durable connections to customers, and awesome data." In light of this, what's a constructive market participant to do? "Tell me what you want in a subscription service."[/COLOR] I've seen a few fly by night 3.x npc builders that are service subscription based: but, yeah, I would agree that the TTRPG industry hasn't yet proven fertile ground for servicizing (MMOs excepted; and even these thrive on content delivery). Not so. I would much rather buy these services from a single source. However, at the moment I'm not keen on 3E or 4E D&D. So I'm sort of stuck fending for myself, for the time being. No problem here: this is something I think about every time I log onto Steam. And every time I think about it, I'm left feeling that the Steam format would be hard-pressed to add great value to my TTRPG experience. The problem is that Steam is a storefront first, and an everything else third. Whereas I would want my TTRPGSTEAM product to be a community/gamefinder first, a free content aggregator second, a VTT third, and a storefront--well, a storefront not at all. Why? I can't quite put my finger on it, to be honest, but there's something about sitting down to prep for a TTRPG that makes me not want to be marketed to. It's as if the creative or the escapist mindset is not compatible with the consumer mindset, if that makes any sense. [/QUOTE]
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