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How would you market D&D? A Hypothetical exercise
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<blockquote data-quote="nothing to see here" data-source="post: 2142399" data-attributes="member: 16432"><p>I detect two parallel trains of thought in this discussion. Samothdom points out the marketing-engineering conflict that is as old as the day those two professions were thrown in the same room...I have another one that comes from politics. (don't worry mods -- no specific politics cited!)</p><p></p><p>VERY generally speaking there are two schools of thoughts to winning an election (regardless of your political views). MOBILIZNG your existing 'base' (core supporters) so that every single person who already supports you is mobilized to get out and vote (and give money....and volunteer etc etc) or EXPANDING your base (potential supporters) by broadening your core message or policies to reach out to groups traditionally outside your tent.</p><p></p><p>The problem is that, with most political parties, broadening your electoral appeal turns off your core supporters, and appealing to your core supporters limits your electoral appeal. And one need only look at parties out of office, in virtually any democratic country to see these two approaches at war with one another.</p><p></p><p>In D&D you have a small...but high mobilized base of core purchasers...who's lifestyle are, by and large, unrepresentative of the larger population in a number of issues far beyond their recreational habits. These are the lifestyle players -- who can generally be counted on to make multiple purchases every year but, in turn, expect, a specific experience out of the game. Appealing to this group is easy..but you may eventually tap them out...either in number of players or amount they want to spend. Low risk, low return.</p><p></p><p>Then you have your potential players...for whom there is high brand recognition (if not respect)...who require a specific gateway into the game (and, as a note, I do not count MTG players, CRPG palyers, wargames or any member of gamer culture in this group...as they are likely already socially indoctrinated into the culture around D&D and are more likely to have made a purchasing decision not to play). This group may not be cheap to reach...and there is no guarantee of success...but an expanding player base in one way or another, is necessary to ensure financial viability of the brand. High risk - High return.</p><p></p><p>I favour approach two...within some well defined limits (I agree prime time TV ads are a catastrophic waste of money for a niche product)...yet the balance of this forum favours approach one. Perhaps somebody could elaborate why?</p></blockquote><p></p>
[QUOTE="nothing to see here, post: 2142399, member: 16432"] I detect two parallel trains of thought in this discussion. Samothdom points out the marketing-engineering conflict that is as old as the day those two professions were thrown in the same room...I have another one that comes from politics. (don't worry mods -- no specific politics cited!) VERY generally speaking there are two schools of thoughts to winning an election (regardless of your political views). MOBILIZNG your existing 'base' (core supporters) so that every single person who already supports you is mobilized to get out and vote (and give money....and volunteer etc etc) or EXPANDING your base (potential supporters) by broadening your core message or policies to reach out to groups traditionally outside your tent. The problem is that, with most political parties, broadening your electoral appeal turns off your core supporters, and appealing to your core supporters limits your electoral appeal. And one need only look at parties out of office, in virtually any democratic country to see these two approaches at war with one another. In D&D you have a small...but high mobilized base of core purchasers...who's lifestyle are, by and large, unrepresentative of the larger population in a number of issues far beyond their recreational habits. These are the lifestyle players -- who can generally be counted on to make multiple purchases every year but, in turn, expect, a specific experience out of the game. Appealing to this group is easy..but you may eventually tap them out...either in number of players or amount they want to spend. Low risk, low return. Then you have your potential players...for whom there is high brand recognition (if not respect)...who require a specific gateway into the game (and, as a note, I do not count MTG players, CRPG palyers, wargames or any member of gamer culture in this group...as they are likely already socially indoctrinated into the culture around D&D and are more likely to have made a purchasing decision not to play). This group may not be cheap to reach...and there is no guarantee of success...but an expanding player base in one way or another, is necessary to ensure financial viability of the brand. High risk - High return. I favour approach two...within some well defined limits (I agree prime time TV ads are a catastrophic waste of money for a niche product)...yet the balance of this forum favours approach one. Perhaps somebody could elaborate why? [/QUOTE]
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