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Thoughts on the edition treadmill
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<blockquote data-quote="Stalker0" data-source="post: 5373887" data-attributes="member: 5889"><p>I'll summarize a lot of what has been already said and add my own take.</p><p></p><p>1) Games like Monopoly work because they are such a commonly bought game that natural population growth can allow for a good profit margin. IE, when a couple begins a new family at some point they may acquire some board games like monopoly.</p><p></p><p>So as long as there are new families being generated, the game naturally sells and sells well.</p><p></p><p>Even with that however, there are tons of variants of the game that add in additional income.</p><p></p><p>2) CCG games live and breath on expansion packs. Its worth noting that a lot of modern board games are also designed to add in several expansion packs (look at Fantasy Flight's popular Arkham Horror game as an example).</p><p></p><p>Its just good business. Its hard to get someone to go from no product to some product, but often much easier to get someone that likes your product to buy more.</p><p></p><p>So while CCGs don't always have new editions, they continuously add new product to survive.</p><p></p><p></p><p></p><p>4th edition is actually trying to adapt more of the CCG model. The online subscription model is an attempt for WOTC to make continuous stable profit by offering what amounts to expansion packs...chunks of new powers, feats, classes, etc.</p><p></p><p></p><p>I believe WOTC would love to move away from the new edition model. They recognize all the problems it causes. However, the traditional problem is that as new content is added to DND it seems to create bloat...and resistance to new product increases. 3rd edition went through this, as the lists of feats and prestige classes continued to increase. This is the frustration with RPGs vs CCGs. In CCGs this is often the easier part of the model, in RPGs this has been traditionally difficult.</p><p></p><p>WOTC has not found a way to constantly add new content to the same edition and continue to make the same amount of profit....which leads to a cycle on a new edition.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 5373887, member: 5889"] I'll summarize a lot of what has been already said and add my own take. 1) Games like Monopoly work because they are such a commonly bought game that natural population growth can allow for a good profit margin. IE, when a couple begins a new family at some point they may acquire some board games like monopoly. So as long as there are new families being generated, the game naturally sells and sells well. Even with that however, there are tons of variants of the game that add in additional income. 2) CCG games live and breath on expansion packs. Its worth noting that a lot of modern board games are also designed to add in several expansion packs (look at Fantasy Flight's popular Arkham Horror game as an example). Its just good business. Its hard to get someone to go from no product to some product, but often much easier to get someone that likes your product to buy more. So while CCGs don't always have new editions, they continuously add new product to survive. 4th edition is actually trying to adapt more of the CCG model. The online subscription model is an attempt for WOTC to make continuous stable profit by offering what amounts to expansion packs...chunks of new powers, feats, classes, etc. I believe WOTC would love to move away from the new edition model. They recognize all the problems it causes. However, the traditional problem is that as new content is added to DND it seems to create bloat...and resistance to new product increases. 3rd edition went through this, as the lists of feats and prestige classes continued to increase. This is the frustration with RPGs vs CCGs. In CCGs this is often the easier part of the model, in RPGs this has been traditionally difficult. WOTC has not found a way to constantly add new content to the same edition and continue to make the same amount of profit....which leads to a cycle on a new edition. [/QUOTE]
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