When I say this I don’t mean the rules, because I didn’t really like them, but the overall approach to D&D, minus a few things here and there.
Might almost think the opposite - while the rules were solid, the handling failed or blew up again & again - but, hey, I'll listen:
While it took a while to get everything off the ground, I really miss the fact that we had a great online magazine, a character builder, an in house VTT that worked, and we were getting lots of content. Now I would like to break these things down into a few bullet points and discuss in more detail.
I kinda like print magazines, myself, an 'on-line magazine' is just a web page that only updates monthly. But I'm old. The on-line tools, CB, AT, & VTT were never anything near what was promised, due to tragic human events, sure, but still not what was promised.
Content: I think if the content at the time would have been spread out and not thrown out all at once it would have been better accepted.
There was some initial furor over what was missing at release, so imagine that being stretched out for years. Doesn't sound great. The lack of acceptance seemed to be more about the changes to the game than the pace at which they were introduced. 4e butchered sacred cows like crazy, and, no matter how much 'better' the results might have been in a technical sense, they weren't sacred anymore.
When I look back at all this I don’t see the 5th edition era of D&D as being any sort of “Golden Age”.
It's text-book 'silver age,' hearkening back wistfully to a 'golden age,' that may or may not have even really existed, or been, at the time, what we think of it having been, now. (If that makes any sense - I'm not sure it does.)
The 5th edition rules of D&D are nice but I don’t have the feeling that I did with previous editions that the game is being supported in the way that it should.
Again, I feel the opposite. The 5e rules are so many sacred-cow zombies shuffling around, for the most part. But, I do think they are being supported just as they should be. The slow pace of release and emphasis on adventures (even if big hardcover APs rather than little softcover modules) is what's 'right' for D&D, as it's again being marketed: to the existing fan-base, particularly those of us who fondly remembers the TSR years, when the pace of release was almost as slow (and thanks to being younger at the the time, felt even slower).
What exactly is best for D&D? Is it best for D&D to keep Wizard’s with in specific profit margins with a low overhead and very small release schedule in order to keep making money to keep it going in this direction
Yes. RPGs remain a tiny market compared to MMOs or even board games, and it's a market dominated by D&D, and a D&D customer base dominated by people who have played D&D for a long time. Entry into the hobby is primarily via introduction to it by existing players, so you can't alienate them, and D&D doesn't appeal to the mainstream enough for a lot of new players to try it, nor for many of them to take it up.
So sticking to the current strategy of keeping the brand (and the hobby) stable, in-print, & identifiable, and looking for growth opportunities in other media is probably the best bet.
or is it getting the customer what they want so they will lots of product that they can use from years to come.
The current nostalgic/'silver age' approach /is/ what 'the customer' wants.
Nothing will beat the Red Box sales; estimates (from what I recall from Jim Ward's statements) are that the Red Box sold 100k U.S. per quarter, or ~1+ million in the United States alone in a three year period; it was also very successful in international editions.
It is hard to imagine now (and even remember), but every book store and toy store and even many general retailers carried the Red Box. It was everywhere.
Those were the fad years, and it's exactly what hearkening back to that 'Golden Age' is shooting to approach - not even beat, just get back to the same ballpark. It'd be wild success were it to happen. Especially if it were sales of PHBs instead of box sets.
