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<blockquote data-quote="Warskull" data-source="post: 6290067" data-attributes="member: 6775133"><p>It is kind of interesting how Wizards effectively created their biggest threat by giving 3rd party publishers the cold shoulder with 4th edition. Paizo very effectively capitalized on the dissatisfied 3.5 crowd.</p><p></p><p>Wizards doesn't even need to go all in with the OGL, just having the core rulebooks being OGL could be a strong boost. Making Next as cheap and available as possible is a solid strategy. It is pretty similar to the strategy many F2P video games used. Get a huge player base with a cheap (or free) game early on. The playerbase perpetuates itself. Then monetize them later for a whole lot more money. We know players will buy prestige class books forever. Adventures are more work, but still fairly popular.</p><p></p><p>More gamers means more people to buy content. More 3rd party support means more content, which in turn makes your game seem popular. That makes even more gamers take notice.</p><p></p><p>The problem is that Wizards is a big company. Smaller companies are gamers making games for gamers. Sure they want to make money, but they also want to put out good products and use that money they make to produce more high quality content. The desire to make money is mixed with the desire to make good games. Up top at Wizards it turns corporate and once big corporations get involved that attitude shifts towards "we make this game so we can make tons of money." Making less money now so you can make more money later with a heathier product is a hard sell.</p></blockquote><p></p>
[QUOTE="Warskull, post: 6290067, member: 6775133"] It is kind of interesting how Wizards effectively created their biggest threat by giving 3rd party publishers the cold shoulder with 4th edition. Paizo very effectively capitalized on the dissatisfied 3.5 crowd. Wizards doesn't even need to go all in with the OGL, just having the core rulebooks being OGL could be a strong boost. Making Next as cheap and available as possible is a solid strategy. It is pretty similar to the strategy many F2P video games used. Get a huge player base with a cheap (or free) game early on. The playerbase perpetuates itself. Then monetize them later for a whole lot more money. We know players will buy prestige class books forever. Adventures are more work, but still fairly popular. More gamers means more people to buy content. More 3rd party support means more content, which in turn makes your game seem popular. That makes even more gamers take notice. The problem is that Wizards is a big company. Smaller companies are gamers making games for gamers. Sure they want to make money, but they also want to put out good products and use that money they make to produce more high quality content. The desire to make money is mixed with the desire to make good games. Up top at Wizards it turns corporate and once big corporations get involved that attitude shifts towards "we make this game so we can make tons of money." Making less money now so you can make more money later with a heathier product is a hard sell. [/QUOTE]
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