mxyzplk
Explorer
My thoughts on the DI
OK, so I've been a Dragon subscriber since about #100 and a Dungeon subscriber since #1. I also work in Web administration and have a lot of experience with content management, search, and collaboration tools.
First point, print vs online: For a magazine with a variety of content, I still like print better. I can read it in bed, on the can, in a plane, in Iraq, in jail, etc. If one of my players wants to play some new race/class/whatnot from a recent issue I have I can hand it to them to take home and read. I seldom need to access my mags from somewhere else (work, a friend's house) and in most of the cases where I do I brought it along for that express reason.
Surveys at our company (high tech manufacturing) indicate that the Web is the preferred means for people to get their information on our products, but only by a slight margin. We are not considering discontinuing our print catalog anytime soon! I would strongly suggest a dual print/online delivery, print on demand, or frequent (quarterly or more) print compilations to avoid subscriber loss in the 50% range.
Now, the online format does have advantages that can be leveraged. Here's what I'd like to see in a Digital Initiative that would overcome the disadvantages of moving from print and convince me to pay an equivalent amount to what I am right now:
1. A content management system can allow you to localize content more easily. WotC could leverage all those eager MMORPGers in Korea, Germany, etc. by managing and localizing all D&D content. For us, the European and Asian markets are quite large and are the fastest growing sectors in many consumer sectors.
2. Offering online access to all the print products I purchase (for no additional charge). This is a hurdle that so many tech and business book publishers have already figured out how to do securely, most books I buy come with an online PDF version now... Unique code in the front, and the entry screen asks you for it and "the third word on page 12". Or many similar schemes. Not rocket science.
3. Value. The fact is, common wisdom is that a 2 page PDF is NOT worth the same as a 2 page print article, so don't charge as much, or even 75% as much. 50% is pushing it. And there's a lot of difficulty in meaningfully previewing smaller bits of content. I'd try to bundle content, if not in complete "issues", in at least chunks of relevantly themed stuff. For example, all of the content that would normally be related to a Dragon theme issue, sell as a chunk of 3-4 articles on whatever it is.
4. Advertising. Use advertising! It defrays cost and is one of the value adds people get from print magazines; it turns you on to stuff you may not have heard about. However, don't use advertising then charge for content as if you don't. Ubisoft and other computer game publishers learned about that the hard way this last year by including in-game advertising but still charging full normal price; PC Gamer (and the consumers) reamed them about it.
5. Extended content. We hear a lot about content that didn't make it into an issue or sourcebook because "there wasn't room." Pay the author for it and put it in! I'd never buy a PDF instead of a print sourcebook, although if the print version was 96 pages and the PDF was 128, that's a different thing entirely...
6. Openness. Don't move away from the OGL. Let other publishers "into" your online tools. If there's a character builder, let other companies supply openly defined "rules packs" or whatnot to add in feats, classes, etc. from their sourcebooks. (The great Byakhee freeware CoC character generator has a nice open architecture of this sort.) Heck, let other companies sell their content as part of the mix.
7. Free stuff. Don't take the current articles you're offering on wizards.com and suddenly make them pay, no one will appreciate that. Besides, the best sales model is "everyone gets a free login", there's a batch of free content but many hooks to buy paid content as well.
8. Archives. Old Dragons, Dungeons, and other products are already in electronic format (I have the Dragon CD) and have little incremental value. Provide access to that for people that are "subscribing". Don't charge much for old product. Note how for a long time people only made TV series available as expensive, 1-2 episode per purchase things. Now suddenly entire seasons are on one affordable set or downloadable for $1.99 per ep - sales skyrocketed.
9. Collaboration. Let everyone rate, comment, and tag the content, free and paid. Don't succumb to the temptation of saying "oh, they might rate some article bad then no one will buy it." It's valuable feedback for you, and people with money to spend will get something else as long as there's enough content available.
10. Updated content. The current erratas and FAQ and whatever other rulings are lame in their consumability. If there's something that needs to change, the beauty of online content is that it's eminently changeable.
11. Super cross-referencing. Another poster already mentioned this - if I look at "ghoul", I want to see its entry, its picture, updated errata, relevant rules and relevant rulings, references to ghouls in products I own (adventures prominently featuring ghouls, etc.) AND references in products I don't own. That's your hook to cross-sell. Discussions tagged with "ghoul" from the forums. Pictures tagged with "ghoul".
12. Search. Everything searchable using a good engine, ideally with custom dictionaries. Faceted navigation. Index all the products, print and online.
13. User contributed content. Let people contribute content! If you "reject" an article you don't think's worth paying for, allow it to be published for free on the site. Brand it differently (a value of the Dragon and Dungeon brand names is that many DMs make the default ruling that content from them is "official" and can be used without preauthorization in their campaigns, so you'll want a similar discriminator) but still put it there. Right now people are forced to contribute content (monsters, classes, whatnot) inline on forum threads, a nonconsumable format. If they could enter characters, monsters, etc. into custom wiki templates (that could of course be rated, commented on, searched, etc.) that would be very valuable.
14. Try open sourcing stuff. Pretty much all the previous attempts at "DM software" from TSR/WotC have been... less than ideal. The Web doesn't make it any easier. You've got a huge community of people that would be all about pitching in if you let them. Heck, you could probably get volunteer content translation, editing, and other such.
15. Long tail. There's plenty of people out there that want Dark Sun, Greyhawk, etc. content. If it's free/cheap to generate it, do so. With the print format you had to say "Well, one Greyhawk article a year..."
16. True engagement with the user community. Blizzard and WoW, for all its sales, is successful despite their customer service and forum moderation, which are among the worst in the industry. Pushing content via blogs etc is good, but also engaging with the customers is invaluable.
17. Oh yeah - no DRM. If someone buys it, they buy it.
So in closing, I would urge you to design the DI from the metaphor that these people are participants in the process of creating D&D, not simply "customers" or "players." Learn from your mistakes and the mistakes of other companies in their online initiatives.
Sincerely,
Ernest
OK, so I've been a Dragon subscriber since about #100 and a Dungeon subscriber since #1. I also work in Web administration and have a lot of experience with content management, search, and collaboration tools.
First point, print vs online: For a magazine with a variety of content, I still like print better. I can read it in bed, on the can, in a plane, in Iraq, in jail, etc. If one of my players wants to play some new race/class/whatnot from a recent issue I have I can hand it to them to take home and read. I seldom need to access my mags from somewhere else (work, a friend's house) and in most of the cases where I do I brought it along for that express reason.
Surveys at our company (high tech manufacturing) indicate that the Web is the preferred means for people to get their information on our products, but only by a slight margin. We are not considering discontinuing our print catalog anytime soon! I would strongly suggest a dual print/online delivery, print on demand, or frequent (quarterly or more) print compilations to avoid subscriber loss in the 50% range.
Now, the online format does have advantages that can be leveraged. Here's what I'd like to see in a Digital Initiative that would overcome the disadvantages of moving from print and convince me to pay an equivalent amount to what I am right now:
1. A content management system can allow you to localize content more easily. WotC could leverage all those eager MMORPGers in Korea, Germany, etc. by managing and localizing all D&D content. For us, the European and Asian markets are quite large and are the fastest growing sectors in many consumer sectors.
2. Offering online access to all the print products I purchase (for no additional charge). This is a hurdle that so many tech and business book publishers have already figured out how to do securely, most books I buy come with an online PDF version now... Unique code in the front, and the entry screen asks you for it and "the third word on page 12". Or many similar schemes. Not rocket science.
3. Value. The fact is, common wisdom is that a 2 page PDF is NOT worth the same as a 2 page print article, so don't charge as much, or even 75% as much. 50% is pushing it. And there's a lot of difficulty in meaningfully previewing smaller bits of content. I'd try to bundle content, if not in complete "issues", in at least chunks of relevantly themed stuff. For example, all of the content that would normally be related to a Dragon theme issue, sell as a chunk of 3-4 articles on whatever it is.
4. Advertising. Use advertising! It defrays cost and is one of the value adds people get from print magazines; it turns you on to stuff you may not have heard about. However, don't use advertising then charge for content as if you don't. Ubisoft and other computer game publishers learned about that the hard way this last year by including in-game advertising but still charging full normal price; PC Gamer (and the consumers) reamed them about it.
5. Extended content. We hear a lot about content that didn't make it into an issue or sourcebook because "there wasn't room." Pay the author for it and put it in! I'd never buy a PDF instead of a print sourcebook, although if the print version was 96 pages and the PDF was 128, that's a different thing entirely...
6. Openness. Don't move away from the OGL. Let other publishers "into" your online tools. If there's a character builder, let other companies supply openly defined "rules packs" or whatnot to add in feats, classes, etc. from their sourcebooks. (The great Byakhee freeware CoC character generator has a nice open architecture of this sort.) Heck, let other companies sell their content as part of the mix.
7. Free stuff. Don't take the current articles you're offering on wizards.com and suddenly make them pay, no one will appreciate that. Besides, the best sales model is "everyone gets a free login", there's a batch of free content but many hooks to buy paid content as well.
8. Archives. Old Dragons, Dungeons, and other products are already in electronic format (I have the Dragon CD) and have little incremental value. Provide access to that for people that are "subscribing". Don't charge much for old product. Note how for a long time people only made TV series available as expensive, 1-2 episode per purchase things. Now suddenly entire seasons are on one affordable set or downloadable for $1.99 per ep - sales skyrocketed.
9. Collaboration. Let everyone rate, comment, and tag the content, free and paid. Don't succumb to the temptation of saying "oh, they might rate some article bad then no one will buy it." It's valuable feedback for you, and people with money to spend will get something else as long as there's enough content available.
10. Updated content. The current erratas and FAQ and whatever other rulings are lame in their consumability. If there's something that needs to change, the beauty of online content is that it's eminently changeable.
11. Super cross-referencing. Another poster already mentioned this - if I look at "ghoul", I want to see its entry, its picture, updated errata, relevant rules and relevant rulings, references to ghouls in products I own (adventures prominently featuring ghouls, etc.) AND references in products I don't own. That's your hook to cross-sell. Discussions tagged with "ghoul" from the forums. Pictures tagged with "ghoul".
12. Search. Everything searchable using a good engine, ideally with custom dictionaries. Faceted navigation. Index all the products, print and online.
13. User contributed content. Let people contribute content! If you "reject" an article you don't think's worth paying for, allow it to be published for free on the site. Brand it differently (a value of the Dragon and Dungeon brand names is that many DMs make the default ruling that content from them is "official" and can be used without preauthorization in their campaigns, so you'll want a similar discriminator) but still put it there. Right now people are forced to contribute content (monsters, classes, whatnot) inline on forum threads, a nonconsumable format. If they could enter characters, monsters, etc. into custom wiki templates (that could of course be rated, commented on, searched, etc.) that would be very valuable.
14. Try open sourcing stuff. Pretty much all the previous attempts at "DM software" from TSR/WotC have been... less than ideal. The Web doesn't make it any easier. You've got a huge community of people that would be all about pitching in if you let them. Heck, you could probably get volunteer content translation, editing, and other such.
15. Long tail. There's plenty of people out there that want Dark Sun, Greyhawk, etc. content. If it's free/cheap to generate it, do so. With the print format you had to say "Well, one Greyhawk article a year..."
16. True engagement with the user community. Blizzard and WoW, for all its sales, is successful despite their customer service and forum moderation, which are among the worst in the industry. Pushing content via blogs etc is good, but also engaging with the customers is invaluable.
17. Oh yeah - no DRM. If someone buys it, they buy it.
So in closing, I would urge you to design the DI from the metaphor that these people are participants in the process of creating D&D, not simply "customers" or "players." Learn from your mistakes and the mistakes of other companies in their online initiatives.
Sincerely,
Ernest