Jacob Lewis
Ye Olde GM
Level-based games like D&D usually struggle with high-level play. At first glance, it seems enticing to players to reach the pinnacle of demigod or superhero status, with the promise of incredible challenges and rewards to enjoy. But the reality is that it just makes the game more complex to manage, to run, even to enjoy.
If you are one of those in a group that always gets past 10th level, playing consistently without issues or setbacks within your circle, just know that you are the exception rather than the rule. Not everyone that plays ever gets beyond a certain level in the game, no matter how long they've been playing or how exceptional their group may be. Most people, especially adults with less free time and more real life responsibilities, find it difficult to commit to such long-term endeavors. Others, in fact, choose to avoid high levels altogether as their enjoyment decreases when the complexity of the game increases. These groups represent the majority of players out there, as indicated by various polls, databases, etc.
So why sell more game than most of us will actually use? Everytime I purchase a core rulebook for any game system, I think to myself, how much of this will I actually get to use? How much print space and design space could have been used for more options during the beginning and most-played areas of my games? And if my games ever reach a point where I need more game options and rules to expand it, then I would purchase the next part of the game.
As far as increasing or decreasing demand for higher level support, its not a fluke. The designers know where the vast majority of the market plays. Not everyone gets to high levels, because it is a bigger commitment in terms of time, mastery, and investment. But almost everyone plays from the beginning or low-tier through mid-tier. That is the sweet spots, for the game and the market.
If you are one of those in a group that always gets past 10th level, playing consistently without issues or setbacks within your circle, just know that you are the exception rather than the rule. Not everyone that plays ever gets beyond a certain level in the game, no matter how long they've been playing or how exceptional their group may be. Most people, especially adults with less free time and more real life responsibilities, find it difficult to commit to such long-term endeavors. Others, in fact, choose to avoid high levels altogether as their enjoyment decreases when the complexity of the game increases. These groups represent the majority of players out there, as indicated by various polls, databases, etc.
So why sell more game than most of us will actually use? Everytime I purchase a core rulebook for any game system, I think to myself, how much of this will I actually get to use? How much print space and design space could have been used for more options during the beginning and most-played areas of my games? And if my games ever reach a point where I need more game options and rules to expand it, then I would purchase the next part of the game.
As far as increasing or decreasing demand for higher level support, its not a fluke. The designers know where the vast majority of the market plays. Not everyone gets to high levels, because it is a bigger commitment in terms of time, mastery, and investment. But almost everyone plays from the beginning or low-tier through mid-tier. That is the sweet spots, for the game and the market.