Producing a single product as the base set for
everyone to start with is almost certainly the right approach. The simple truth is that in-print products are already a marginal proposition, and will only become less attractive as an offering as years go by. That being the case, they should probably aim to a small number of big selling items. And they need to avoid competing with themselves at all costs - don't have both a crippleware boxed set and a PHB containing the 'real game'.
That being the case, their optimum strategy may well be to have a single, deluxe boxed set that is "Dungeons & Dragons" (possibly including a single "Core Rulebook" that they could then also sell separately - but if they do this, the key is that it must be
the same CR in both cases), and thereafter look to convert as many people as possible into DDI subscribers. Any additional in-print support should probably come after the same material has been on DDI for some time (if at all) - this allows them to sort out the necessary errata before the book goes to print (whereas 4e did the opposite, quickly rendering the printed books obselete).
I can't believe they're going the "Red Box" route once again. They didn't have much luck with the previous one so I don't know what's going to be different this time.
The 4e Red Box really isn't a terribly good product. A much better boxed set might well be more successful.
I think they need to stop aiming for non-hobbyists and just focus on gamers. Boardgames are what you find at Toys R Us and Wal-Mart.
WotC estimate that there are maybe 6 million active gamers, and some 20 million people who have
ever played D&D. How many days do Walmart take to serve that many people? Is it as much as one week?
That's why they're always interested in going for non-hobbyists - we're a drop in the ocean, at best.
Of course...
Mike Mearls said:
Do a lot of new people try D&D every year? Yes. In fact it attracts far more people than you would guess. The real strength of D&D has always been in its ability to pull in new players. But what we noticed starting a few years back is that even though people were seeking the introductory product, fewer and fewer players were moving deeper into additional material such as the Player's Handbook, Dungeon Master's Guide, and Monster Manual.
There's a rather worrying possible explanation for this: the D&D brand is sufficiently interesting, and the
idea of the game sufficiently interesting that lots of people are willing to give it a try. But once they experience the
reality of the game, huge numbers of them find it's just not for them, and walk away.
And that's why lots of people try the game out, but very few 'graduate'.