resistor
First Post
Yesterday on the train ride home, I was musing about some comments I'd read around here about how the changes in 4e were in response to preferences noted in customer surveys, etc. I think the particular comment I read said that people usually identified finding new magic items as something fun, but that identifying them was sometimes too difficult.
Thinking about this process of customer survey, I was reminded of an interesting talk I saw a while ago about spaghetti sauce, and I realized that it might be applicable to this situation. To begin, a short parable:
In the early 1980s, a major US spaghetti sauce brand was struggling. Their sauce met all the assumed requirement (quality ingredients, good adherence to pasta, competitive price), but it just was not performing in the market. They performed surveys and held focus groups to collect opinions on what made a good spaghetti sauce, and invested tons of money in tweaking their recipe to match the most popular response.
In desperation, they finally turned to an outside consultant, who had a crazy idea. He cooked up 45 different varieties of spaghetti sauce varied on every imaginable parameter, and performed extensive comparison tests across the country for months. Then, after collecting a mountain of data, rather than trying to find the most popular sauce, the instead did a clustering analysis.
He broke the data down to find out that spaghetti-sauce eaters fall into roughly three categories of preference: regular, spicy, and extra chunky. And, while the company had always produced a spicy variation on their sauce, not a single brand on the market offered an extra chunky variety. They put it into production, and went on to make $600 million in the following years.
----
Now, there are a few morals of that story. The most obvious is, of course, that an average doesn't necessarily please everyone. Equally important, however, is the fact that people are, in general, really bad at pinpointing what makes them happy. In all the focus groups and surveys, almost nobody had identified extra chunky as what they wanted from their sauce, and yet it went on to take over almost a third of the industry.
I obviously don't know anything about what kinds of market research went into determining the direction of 4e, but I have to wonder if similar forces might be at work. How many distinct preference clusters are there among D&D players? Was 4e designed with that knowledge, or just an average over everyone?
If not, it might explain why notable subsets of the population feel that it does not appeal to what they find fun.
EDIT: I really don't intend this to be a flamewar thread. I'd be genuinely interested to hear from any WotC'ers about the validity/falsity of my theory. I'd also love to hear reasoned responses. Please, no flaming.
Thinking about this process of customer survey, I was reminded of an interesting talk I saw a while ago about spaghetti sauce, and I realized that it might be applicable to this situation. To begin, a short parable:
In the early 1980s, a major US spaghetti sauce brand was struggling. Their sauce met all the assumed requirement (quality ingredients, good adherence to pasta, competitive price), but it just was not performing in the market. They performed surveys and held focus groups to collect opinions on what made a good spaghetti sauce, and invested tons of money in tweaking their recipe to match the most popular response.
In desperation, they finally turned to an outside consultant, who had a crazy idea. He cooked up 45 different varieties of spaghetti sauce varied on every imaginable parameter, and performed extensive comparison tests across the country for months. Then, after collecting a mountain of data, rather than trying to find the most popular sauce, the instead did a clustering analysis.
He broke the data down to find out that spaghetti-sauce eaters fall into roughly three categories of preference: regular, spicy, and extra chunky. And, while the company had always produced a spicy variation on their sauce, not a single brand on the market offered an extra chunky variety. They put it into production, and went on to make $600 million in the following years.
----
Now, there are a few morals of that story. The most obvious is, of course, that an average doesn't necessarily please everyone. Equally important, however, is the fact that people are, in general, really bad at pinpointing what makes them happy. In all the focus groups and surveys, almost nobody had identified extra chunky as what they wanted from their sauce, and yet it went on to take over almost a third of the industry.
I obviously don't know anything about what kinds of market research went into determining the direction of 4e, but I have to wonder if similar forces might be at work. How many distinct preference clusters are there among D&D players? Was 4e designed with that knowledge, or just an average over everyone?
If not, it might explain why notable subsets of the population feel that it does not appeal to what they find fun.
EDIT: I really don't intend this to be a flamewar thread. I'd be genuinely interested to hear from any WotC'ers about the validity/falsity of my theory. I'd also love to hear reasoned responses. Please, no flaming.