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Mike Mearls Talks (er, Tweets) About the Industry
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<blockquote data-quote="I'm A Banana" data-source="post: 7674581" data-attributes="member: 2067"><p>But did they play with them or just read about them?</p><p></p><p></p><p></p><p>It only matters in that if you're arguing that WotC isn't producing enough content, and you haven't even used most of the content they <em>have</em> produced, it seems like your issue isn't actually a quantity of content, and "more content!" isn't going to actually fix any problem your game is actually having at the moment. </p><p></p><p>This matters from an "industry" perspective because if what you want is for people to use the material you develop in their games (you want your audience to get a lot out of the development dollars you spend), and you know that the people complaining about a lack of content aren't actually using content more intensively, you know that just making more content isn't going to get you what you want. If your audience is ignoring the content you're producing, the issue isn't <em>quantity</em>, it's <em>relevance</em>. If you want people to use the material you develop, you're going to need to be relevant more than you are going to need to be prolific.</p><p></p><p>Which means surveys. Market research. Even things like the most recent polls point in that direction: tell us what you're looking for. Tell us where your campaign is now. Tell us what you're playing, what level you are, if you've restarted your campaign. They need to ask that question in a thousand different ways to find out what need people actually have. </p><p></p><p>Because if no one is using the free content they provided, then nobody really needs <strong>more</strong>.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 7674581, member: 2067"] But did they play with them or just read about them? It only matters in that if you're arguing that WotC isn't producing enough content, and you haven't even used most of the content they [I]have[/I] produced, it seems like your issue isn't actually a quantity of content, and "more content!" isn't going to actually fix any problem your game is actually having at the moment. This matters from an "industry" perspective because if what you want is for people to use the material you develop in their games (you want your audience to get a lot out of the development dollars you spend), and you know that the people complaining about a lack of content aren't actually using content more intensively, you know that just making more content isn't going to get you what you want. If your audience is ignoring the content you're producing, the issue isn't [I]quantity[/I], it's [I]relevance[/I]. If you want people to use the material you develop, you're going to need to be relevant more than you are going to need to be prolific. Which means surveys. Market research. Even things like the most recent polls point in that direction: tell us what you're looking for. Tell us where your campaign is now. Tell us what you're playing, what level you are, if you've restarted your campaign. They need to ask that question in a thousand different ways to find out what need people actually have. Because if no one is using the free content they provided, then nobody really needs [B]more[/B]. [/QUOTE]
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Community
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Mike Mearls Talks (er, Tweets) About the Industry
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