The Stray
Hero
So I was this article linked on Twitter:
Breaching The Trust Thermocline
The basic idea is:
The article then goes on to talk about how:
The cause of this crossing is the slow erosion of individual trust in a brand which translates to a massive, large-scale abandonment of the product or service.
This, I feel, is a good explanation for the sudden kick in the pants that Hasbro/WotC are experiencing now. WotC was already causing problems for its major brands, particularly Magic: The Gathering. There's been several years worth of slowly simmering discontent in the MTG community over the direction the brand has gone, particularly since the start of the pandemic. The Magic 30th Anniversary collection, the introduction of Non-Magic IP into the game (up to the point that you can now find Universe Beyond cards in boosters for the latest Standard set), endless variants of cards that have no actual use in gameplay, direct-to-consumer sales eroding the brick-and-mortar hobby shops where people, you know, actually gather the play the game, and other decisions made to maximize revenue at the expense of customer service have eroded the trust commons of normally very loyal customers.
And then they turned their attention to D&D. I know I, personally, have been unhappy with the quality of recent products (I liked Tasha's, but was completely underwhelmed by more recent fare), suspicious of the OneDnD initiative (especially the moves that seem designed to move it further from the tabletop to a VTT that, importantly, does not yet exist and that they've massively failed to deliver before), and now the OGL 1.1/2.0 debacle kicking an entire industry in the jibblies -- this has gotten to the point where they have crossed the thermocline for me, and my patience for Hasbro/WotC is at an end.
They managed to weather a storm with 4e by backpedaling to the more open 5e, but they're going to have to do a LOT more work this time around to regain customer trust.
Breaching The Trust Thermocline
The basic idea is:
In large bodies of water, the temperature drops slowly the deeper one dives. That change can, if the descent is slow enough, feel almost imperceptible. Yet at a certain point, the water temperature drops sharply and alarmingly. This point is the thermocline—a near-physical barrier where warm water meets cold. The shift between the two is sudden and dramatic.
In business, particularly digital services or businesses relying on a subscription revenue model, trust works in the same way. Wired into those products and services is a “trust thermocline.” It is a point which, once crossed, otherwise healthy businesses and products suddenly collapse.
The article then goes on to talk about how:
In most cases, that failure follows a pattern: the company or service will be growing, whether in users or revenue, and perhaps rolling out new products that are bundled within an expanded subscription, or showing good adoption on their own. In many cases, there will not even seem to be a new rival in the market, with existing ones failing to threaten them through market share. Then suddenly, over a short period of time, sales and user numbers collapse. Consumers move to seemingly inferior products or simply disengage completely from the business.
The thermocline has been crossed.
At its simplest, the trust thermocline represents the point at which a consumer decides that the mental cost of staying with a product is outweighed by their desire to abandon it. This may seem like an obvious problem, yet if that were the case, this behavior wouldn’t happen so frequently in technology businesses and in more traditional firms that prided themselves on consumer loyalty, such as car manufacturers and retail chains.
The cause of this crossing is the slow erosion of individual trust in a brand which translates to a massive, large-scale abandonment of the product or service.
A multitude of micro-infractions for consumers don’t just harm an individual’s experience; they damage that trust commons until the trust thermocline is breached for large groups of users at the same time.
This, I feel, is a good explanation for the sudden kick in the pants that Hasbro/WotC are experiencing now. WotC was already causing problems for its major brands, particularly Magic: The Gathering. There's been several years worth of slowly simmering discontent in the MTG community over the direction the brand has gone, particularly since the start of the pandemic. The Magic 30th Anniversary collection, the introduction of Non-Magic IP into the game (up to the point that you can now find Universe Beyond cards in boosters for the latest Standard set), endless variants of cards that have no actual use in gameplay, direct-to-consumer sales eroding the brick-and-mortar hobby shops where people, you know, actually gather the play the game, and other decisions made to maximize revenue at the expense of customer service have eroded the trust commons of normally very loyal customers.
And then they turned their attention to D&D. I know I, personally, have been unhappy with the quality of recent products (I liked Tasha's, but was completely underwhelmed by more recent fare), suspicious of the OneDnD initiative (especially the moves that seem designed to move it further from the tabletop to a VTT that, importantly, does not yet exist and that they've massively failed to deliver before), and now the OGL 1.1/2.0 debacle kicking an entire industry in the jibblies -- this has gotten to the point where they have crossed the thermocline for me, and my patience for Hasbro/WotC is at an end.
They managed to weather a storm with 4e by backpedaling to the more open 5e, but they're going to have to do a LOT more work this time around to regain customer trust.