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<blockquote data-quote="Pauper" data-source="post: 7736819" data-attributes="member: 17607"><p>I think those are two different points -- you don't need a two-year playtest to realize that putting out a new hardcover book every 2-3 months is a problematic business model.</p><p></p><p>I do think your comment on the 'lifecycle' of each edition is more relevant to that point, though -- if there's only so much material you can publish before it's time to run out a new edition, then publishing that material more frequently means you reach that lifecycle end point faster, and slowing down the release schedule means you extend that lifecycle end point. There are arguably other advantages, too -- putting out a new book every few months encourages players to simply mine those books for the most effective handful of mechanics and only use those, because a new book is coming out with more new toys to play with soon, so why spend a lot of time exploring the depth of the material you already have? But those advantages are more 'quality of life' issues and less about the core business model behind producing the game.</p><p></p><p>The challenge in slowing down the release schedule comes down to identifying the point where the release schedule becomes so slow that you can no longer meet your overhead costs along with your release-specific expenses and not letting the schedule slow down that far. And again, I don't think playtesting gets you to that point; you get there by crunching numbers and trying different publishing schedules.</p><p></p><p>--</p><p>Pauper</p></blockquote><p></p>
[QUOTE="Pauper, post: 7736819, member: 17607"] I think those are two different points -- you don't need a two-year playtest to realize that putting out a new hardcover book every 2-3 months is a problematic business model. I do think your comment on the 'lifecycle' of each edition is more relevant to that point, though -- if there's only so much material you can publish before it's time to run out a new edition, then publishing that material more frequently means you reach that lifecycle end point faster, and slowing down the release schedule means you extend that lifecycle end point. There are arguably other advantages, too -- putting out a new book every few months encourages players to simply mine those books for the most effective handful of mechanics and only use those, because a new book is coming out with more new toys to play with soon, so why spend a lot of time exploring the depth of the material you already have? But those advantages are more 'quality of life' issues and less about the core business model behind producing the game. The challenge in slowing down the release schedule comes down to identifying the point where the release schedule becomes so slow that you can no longer meet your overhead costs along with your release-specific expenses and not letting the schedule slow down that far. And again, I don't think playtesting gets you to that point; you get there by crunching numbers and trying different publishing schedules. -- Pauper [/QUOTE]
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