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If you were head of WotC what would you do?
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<blockquote data-quote="Sigurd" data-source="post: 1600632" data-attributes="member: 19412"><p><strong>Be Really Clear with your Customers</strong></p><p></p><p>WOTC should, and I'd be willing to help them with this, be really clear in its decisions. Success in the middle of an open source market starts with leadership which must be declared and understood to be accepted.</p><p></p><p></p><p>1. Decide if they are a rules & inspiration company themselves or a referee, publishing company for others. Its ok to be a benevolent dictator but you have to play fair.</p><p></p><p>TSR was a born company, WOTC D&D was a purchased one. They require different managment styles -- I think this is WOTC biggest failing.</p><p></p><p></p><p>2. Actively use their influence to understand D20 publishing - product & consumer. This includes readers for everything and author appraisals to find out who are the best authors in the industry.</p><p></p><p></p><p>3. Publicise & produce game teams of successful authors with 2 year terms. Just like a lot of computer game companies are distributing work from other places WOTC could publish the best projects - they have an ease of use\procduction advantage. These licenses for other stories\adventures must have a really clear statement on continued support. I think most gamers would accept, if they were told from the outset, that only successful licenses will be continued.</p><p></p><p>Let the web tell you when there is a high approval for a particular product.</p><p></p><p></p><p>4. Blur the line between Game & Fiction, Game & Culture to open up sales opportunities. Collectables, movies, video games, etc.... the imperative is that they produce quality base material. People accept a lot to support something really good or original. Look for licensing deals and spin offs for extra (perhaps crucial) income.</p><p></p><p></p><p>5. Trust the gamers they hire. Have clear goals. Make the game more fun again.</p><p></p><p></p><p>6. Realize that they are not a game company so much as a shared culture\game platform. </p><p></p><p>Sigurd</p></blockquote><p></p>
[QUOTE="Sigurd, post: 1600632, member: 19412"] [b]Be Really Clear with your Customers[/b] WOTC should, and I'd be willing to help them with this, be really clear in its decisions. Success in the middle of an open source market starts with leadership which must be declared and understood to be accepted. 1. Decide if they are a rules & inspiration company themselves or a referee, publishing company for others. Its ok to be a benevolent dictator but you have to play fair. TSR was a born company, WOTC D&D was a purchased one. They require different managment styles -- I think this is WOTC biggest failing. 2. Actively use their influence to understand D20 publishing - product & consumer. This includes readers for everything and author appraisals to find out who are the best authors in the industry. 3. Publicise & produce game teams of successful authors with 2 year terms. Just like a lot of computer game companies are distributing work from other places WOTC could publish the best projects - they have an ease of use\procduction advantage. These licenses for other stories\adventures must have a really clear statement on continued support. I think most gamers would accept, if they were told from the outset, that only successful licenses will be continued. Let the web tell you when there is a high approval for a particular product. 4. Blur the line between Game & Fiction, Game & Culture to open up sales opportunities. Collectables, movies, video games, etc.... the imperative is that they produce quality base material. People accept a lot to support something really good or original. Look for licensing deals and spin offs for extra (perhaps crucial) income. 5. Trust the gamers they hire. Have clear goals. Make the game more fun again. 6. Realize that they are not a game company so much as a shared culture\game platform. Sigurd [/QUOTE]
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If you were head of WotC what would you do?
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