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Obojima: Tales from the Tall Grass
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<blockquote data-quote="Whizbang Dustyboots" data-source="post: 9084199" data-attributes="member: 11760"><p>Because it requires them to only go for the topics they can tell their bosses have the best chance of selling at a very high level. Things that are more experimental or unusual, even if they are likely to be fantastic, are going to be less likely to be greenlit, as their goal is to sell at an extraordinarily high level.</p><p></p><p>I write for a living in my job and I have a benchmark for what counts as a successful work. But the benchmark is relatively low. I still have to produce a work of quality that has sufficient appeal and depth, but I can get there in a lot of different ways, which encourages me to try new and different things all the time. Some of them hit massively, clearing the benchmark hundreds of times over. Sometimes, they just narrowly clear the benchmark.</p><p></p><p>The stuff that hits biggest is pretty circumstantial and relies on things not entirely under my control (other than bringing my A-game to it, which isn't sufficient to hit big like this by itself). But I could probably consistently clear the benchmark several times over doing fairly rote, very generic kinds of content. But that content would never hit big in the same way as the more experimental, somewhat circumstantial does.</p><p></p><p>Maybe I'm wrong and 100k is an easy benchmark for WotC to clear, but I doubt it. A number that size relies on trying to get as many customers to like a product well-enough every time, which means not going for stuff that's going to be the best thing ever for a smaller segment -- but guarantee close to 100% of them to purchase it. And it means that large, relatively safe product isn't going to be anyone's all-time favorite product either, because it's trying to satisfy as many people as possible, every time.</p></blockquote><p></p>
[QUOTE="Whizbang Dustyboots, post: 9084199, member: 11760"] Because it requires them to only go for the topics they can tell their bosses have the best chance of selling at a very high level. Things that are more experimental or unusual, even if they are likely to be fantastic, are going to be less likely to be greenlit, as their goal is to sell at an extraordinarily high level. I write for a living in my job and I have a benchmark for what counts as a successful work. But the benchmark is relatively low. I still have to produce a work of quality that has sufficient appeal and depth, but I can get there in a lot of different ways, which encourages me to try new and different things all the time. Some of them hit massively, clearing the benchmark hundreds of times over. Sometimes, they just narrowly clear the benchmark. The stuff that hits biggest is pretty circumstantial and relies on things not entirely under my control (other than bringing my A-game to it, which isn't sufficient to hit big like this by itself). But I could probably consistently clear the benchmark several times over doing fairly rote, very generic kinds of content. But that content would never hit big in the same way as the more experimental, somewhat circumstantial does. Maybe I'm wrong and 100k is an easy benchmark for WotC to clear, but I doubt it. A number that size relies on trying to get as many customers to like a product well-enough every time, which means not going for stuff that's going to be the best thing ever for a smaller segment -- but guarantee close to 100% of them to purchase it. And it means that large, relatively safe product isn't going to be anyone's all-time favorite product either, because it's trying to satisfy as many people as possible, every time. [/QUOTE]
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