But that's all changed since you left ...Erik Mona said:When I was at Wizards of the Coast, the company had an uncanny ability to squander and overlook this audience,

But that's all changed since you left ...Erik Mona said:When I was at Wizards of the Coast, the company had an uncanny ability to squander and overlook this audience,
Mark said:If he bought them all, then no one could have bought more.
Negflar2099 said:Even after reading his post I still don't understand what Wizards could have done differently...
DaveMage said:Yep.
Negflar2099 said:For those who don't know ex WotC staffer JD Wiker had a post in his blog where he said that he isn't going to play 4e because WotC botched the marketing but everyone should check out 4e anyway. (I would link to it but A) I don't know how and B) it's on the Enworld front page).
While I applaud Mr. Wiker's willingness to be open minded and to remind everyone to be as open minded as he is I have to admit that I'm confused as to why he would stop playing a game because the marketing was botched.
First of all I'm not even sure I agree it was botched. This is clearly a situation where the fans are so divided nothing can really appease them. If Wizards had come out with 3.75 as some suggest it would have been met with just as much anger as 4e's arrival. Had they called it 4e but not changed all that much people would be just as angry. Wizards could have continued to produce 3.x books but only for so long, maybe a year more tops, before they've ran out of ideas for sourcebooks people would buy.
Even after reading his post I still don't understand what Wizards could have done differently to sell 4e to a fanbase where half of us want to kill sacred cows in order to make what we hope will be a better system and the other half would rather find a way to keep the sacred cows at any cost and improve the system around them. Short of releasing two versions of D&D at the same time (call one D&D: SCI*) or closing the D&D line I don't know what they could have done.
WotC certainly made mistakes. I'll agree with you there, but to say there's one perfect way to run it that would have avoided all this hate is sort of missing the point I think.
Yet even if I agree they botched the marketing I especially don't understand why you wouldn't play a game you would otherwise play because it was marketed poorly. I don't understand. Maybe someone can explain it to me. I know a lot of movies that could have used better marketing but that I love immensely and I know movies with great marketing that i hated. I don't see making a decision about a game like this based on marketing. Can someone help me understand?
*Sacred Cows Intact
delericho said:What could Wizards have done better? All IMO, of course:
1) They could have talked less about how 3e sucked (the phrase "if 3e encounter design actually worked" comes to mind as the most notable example). That very quickly became obnoxious, not least because it utterly failed to line up with my experiences with the system.
2) They could have cut the attitude in general. Everything from suggesting we should just end our ongoing campaigns and start over, to comments about cloud watching came across as being overly authoritarian and arrogant.
3) Too much use of 'cool', 'awesome' and 'knock-down drag-out fight'.
4) Very recently, there was the gloating that they'd got the books and we don't. That was annoying.
5) They should have done what they said they were going to do with the GSL, not say one thing, then change their minds, then delay, delay, delay, and finally deliver... oh, wait, they haven't yet, have they?
6) They very definately should have delivered what they said they were going to deliver with eDragon and eDungeon. By now there should be, what, 9 issues of each of these 'monthly' magazines. How many have we actually had? (Yes, after a couple of months they said they were cutting back, but that's still not delivering what they first said they would.)
7) And then there's the D&D Insider. The less said about that, the better.
The funny thing is, they've produced a very good game. But the marketing had me fully expecting a train-wreck, and everything that's peripheral to the game itself seems to be made of FAIL at the moment.
xechnao said:So, I guess your frustration here is and most probably will be just considered as a side-effect.
Erik Mona said:Living City was a huge hit, but at its height it only had about 7,000 players. The last number I was officially quoted by WotC for Living Greyhawk was 15,000 active players, meaning players who had played at least two four-hour events in the last year. I have reason to believe that number stayed relatively stable over the year or two since, so I think it's an accurate estimate.
There may be 150,000 gamers on the RPGA mailing list, but 15,000 probably represents the maximum current size of the "core" RPGA audience you're speaking of. A lot of those people are casual players who may have polished off their two slots at a single game day, so if you trim a bit of fat you're at about 10,000 members. Or so.
A lot of those guys really do buy everything, and just about every one of them certainly has a complete set of core rulebooks and two or three class books useful for one of their characters. A small percentage are "completists" who purchase just about every single book. Many fly from convention to convention, or drive long distances to play exclusive events. The RPGA is a lifestyle for a lot of people. These folks are hard core, and they spend a lot of money on their hobby.
These customers are, without a doubt, the bedrock of Wizards of the Coast's RPG business. They can be counted on, more or less, to buy the books. If WotC can hook them into a monthly subscription (which will not be difficult), they will have a very solid foundation on which to build an enormously successful online business.
When I was at Wizards of the Coast, the company had an uncanny ability to squander and overlook this audience, but these are the players that fuel the Magic: The Gathering business on the DCI side of things. Shortly after I joined the staff in 1999 the RPGA became an official part of DCI (the Magic org play division). I am not sure, but I believe that the RPGA database has been merged with the DCI database, so that RPGA members are DCI members and vice versa.
I have a strong feeling that Wizards of the Coast, taking the success of Magic's relationship to its tournament players to heart, no longer takes the RPGA members for granted. In 2000 it would have been unthinkable to center strategic and game system design decisions around the needs of the RPGA, which was mostly an afterthought in those days as far as strategy was concerned.
I don't think Wizards is trying to target this audience specifically (book trade sales probably dwarf this audience by an order of magnitude, for example), by any means, but I definitely think this is an interesting lens through which to view the rules changes and overall strategy for the new edition.
--Erik
Noinarap said:Forgive me, but can we call this a Rouse-roll?
Hussar said:Going into a second print run before your first print run has even hit the street IS a blockbuster by any stretch of the imagination. Unless the first print run was incredibly small. Possible, but highly, highly unlikely considering WOTC usually prints in the tens of thousands even for late era 3e splats. We're probably looking at 150k worth of books in the first run alone.
Orius said:It's his second point that I agree with the most, that WotC seems to be pretty much marketing a whole new system, rather than just hammering down the "proud nails" (or whatever that term is they were using in those design articles a few years ago).
I agree, more or less.