DM Howard
Explorer
I agree.
But the point has been missed here.
Maybe another example... I want a beer. I walk into a beer store. I am a beer drinker and I know what I want to drink. So my decision is based on convenience and prior experience. I want a beer: I buy it from a beer store. (Maybe I want a WotC, maybe I want a Paizo or maybe an independent brew.)
What I am not about to do is convert my local grocer, on the far side of town, to become a beer store. That is a little too much like work to be fun when I can do my shopping, even over the Internet, at places where players gather.
I might stock up on beer at home and offer one to people I know - usually those would be beer drinkers anyway. They know where the beer store is, where the Internet spots are, and already have a taste for beer.
I am not going to open my house to the masses in my city, unless I am selling it. And if I do that, maybe put up a poster at the bus stops... I will get beer drinkers anyways.
I am not describing handshakes, symbols and tokens. I am not describing an aberrant behavior. I am describing the natural order of things, a heuristic.
OK, I understand where you are coming from and I agree with you when it comes to the industry needing to take a more active role and one of those is marketing.
I'm a marketing major and I'm often appalled at how little Wotc, Paizo, and the rest do any kind of marketing to grab new players.
I'll take this one step further and say that perhaps the industry itself, by not trying very hard to reach out to new players has passed on that "secret club" mentality to the consumer base.
So perhaps it does indeed need to start with a change in thinking of the industry as a whole. I'm not saying that tons and tons of money need be spent on marketing to potential consumers but when there is essentially only marketing where there are already "beer drinkers" that's when I think there is a problem.