Turjan said:
*shrug* ...
So, maybe "refute" wasn't the adequate word. Perhaps, calling your statement a truism fits the situation better.
My statement is
not a 'truism', since it is
not 'true by definition'. My statement is not true of all hobbies. Moreover, your reply was a generalization based on a bad analogy, and a claim about 'hobbies in general', as well as a misunderstanding of my original point (which, I confess, may not have been explained in the clearest manner possible).
There is indeed nothing remarkable about the fact that 'nearly all hobby markets see a constant stream of people coming into the hobby and others leaving the hobby again'. The interesting question is the extent to which different hobbies have different turnover rates (i.e. are capable of retaining existing players), are capable of 'growing' in terms of players, and so forth.
(And in any case, there are hobbies that are pretty successfull in encouraging existing participants to 'upgrade' on a regular basis -- e.g. CCGs, video games [or whatever they're called now -- that stuff involving the X-box, etc.], music CDs, mini wargames like GW Warhammer, etc.)
Turjan said:
... It's only remarkable if there is an imbalance of both streams. As there is not much you can do about people leaving the hobby (it's mostly circumstantial), the important point is the other side, winning new people over...
The fact that people 'leave the hobby', or choose not to 'upgrade', is an
impact on the market. Other hobbies do
not see this same phenomenon. Some can retain existing players more successfully than RPGs, or, more importantly, are more successful in convincing existing players to buy new products. This problem is likely something intrinsic to the nature of RPGs (for the reasons I mentioned in my earlier post), and is an 'impact' on the market.
As for your claim that 'the important point is the other side, winning people over ...', well, no kidding. Thanks for the revelation. However, my point was not about 'market strategy'. It had to do with a possible problem intrinsic to the RPG market.