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Light release schedule: More harm than good?
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<blockquote data-quote="chriton227" data-source="post: 6511865" data-attributes="member: 33263"><p>Digital format doesn't necessarily reduce the product development costs, just the production costs after development. There is also still a distribution cost for digital goods, just lower per unit than physical goods. Digital products also have less consumer exposure (no chance of spotting that digital product and making an impulse sale at your FLGS, book store, or toy and hobby store), resulting in those product development costs having to be recouped through fewer unit sales. If digital was the magic bullet to save the publishing industry, digital would have already surpassed dead trees, which it hasn't. Digital is great for extremely limited distribution niche titles, especially ones with low development costs, like the games developed by people as a hobby that they want to share, not as a vehicle for quitting their day job. Some have managed to parlay that into larger success stories, but I think that is the exception instead of the rule.</p><p></p><p>If D&D is going to remain a living brand, it needs to find additional revenue streams. Hasbro isn't the type of company to sell off an unprofitable brand to someone who would keep it alive out of love of the brand, their track record is to mothball it and maybe dust it back off in a decade or three to see if the will do any better. The whole D&D Insider subscription model for 4e was an attempt to build an additional revenue stream. As someone who wants to see D&D endure instead of being a nostalgic memory, I hope they find success with the other revenue stream.</p></blockquote><p></p>
[QUOTE="chriton227, post: 6511865, member: 33263"] Digital format doesn't necessarily reduce the product development costs, just the production costs after development. There is also still a distribution cost for digital goods, just lower per unit than physical goods. Digital products also have less consumer exposure (no chance of spotting that digital product and making an impulse sale at your FLGS, book store, or toy and hobby store), resulting in those product development costs having to be recouped through fewer unit sales. If digital was the magic bullet to save the publishing industry, digital would have already surpassed dead trees, which it hasn't. Digital is great for extremely limited distribution niche titles, especially ones with low development costs, like the games developed by people as a hobby that they want to share, not as a vehicle for quitting their day job. Some have managed to parlay that into larger success stories, but I think that is the exception instead of the rule. If D&D is going to remain a living brand, it needs to find additional revenue streams. Hasbro isn't the type of company to sell off an unprofitable brand to someone who would keep it alive out of love of the brand, their track record is to mothball it and maybe dust it back off in a decade or three to see if the will do any better. The whole D&D Insider subscription model for 4e was an attempt to build an additional revenue stream. As someone who wants to see D&D endure instead of being a nostalgic memory, I hope they find success with the other revenue stream. [/QUOTE]
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Light release schedule: More harm than good?
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