So basically, what's good for the customer may not be for the business.
That goes largely without saying. Taken to an extreme, it would be great for customers if everything was free and plentiful, but, that's pretty poor business sense. Poor pricing controls contributed to the demise of TSR.
From a customer POV, having a new book out every month might be great because you have so many choices. From a business POV, though, it might not be great because it leads to edition churn that much faster as the supplements continuously eat away at the bottom line.
From my customer point of view, if they released something every month I'd stop buying. Every once and a while, made an event, is far more attractive than a shovelware approach.
Me, I think one book per month is about right. Not a big honkin' hardback like Hoard of the Dragon Queen though - two or three of those per year is probably about right (one big adventure, one big setting book, and one big book of miscellaneous rule stuff - perhaps alternate between setting and rule expansion). But add in a few 64-, 96-, and 128-page books to the mix - a lot of them being adventures, some setting sourcebooks, and stuff like that.
Would I buy it all? Probably not. But not all customers want the same thing, and that means that variety is good.
Me, I think one book per month is about right. Not a big honkin' hardback like Hoard of the Dragon Queen though - two or three of those per year is probably about right (one big adventure, one big setting book, and one big book of miscellaneous rule stuff - perhaps alternate between setting and rule expansion). But add in a few 64-, 96-, and 128-page books to the mix - a lot of them being adventures, some setting sourcebooks, and stuff like that.
Would I buy it all? Probably not. But not all customers want the same thing, and that means that variety is good.
See, the problem is, those 96 or 128 page books cost about the same to produce. So much of the cost is art budget, rather than word count that it doesn't make a whole lot of difference from the game maker's side of the equation.