As I said before, this is a great method to attract people who use the internet regularly in this way - but I think you make a huge assumption that all gamers follow their games in this way. The evidence we hear from game companies, limited as it is, is that pdf sales and the whole internet gaming community account for just a fraction of the overall market. As I said before, you need to appeal to a wider net of gamers by approaching it eclectically - that includes attempts to get games into mainstream retail as well as online support.
I'm not saying there should stop being product in stores. There should absolutely be product in stores,
I'm saying that a dedicated Starter Box that kids are expected to buy themselves is likely not the ideal method. It's expensive to make and expensive to buy.
Buying a demo of a game is just plain silly.
We're looking at strategies to bring in the next generation of gamers. That audience, the kids of today, are online. They're comfortable online. Many have smartphones and kindles and iPads in Elementary school. Most schools have the internet, if not wi-fi. All colleges and universities have places to gain computer access. Many console and PC games require an internet connection now.
I have family that lives on a farm. In rural Saskatchewan. They have the internet.
Asking people to be online for the 10 minutes it takes to find and download a printer friendly PDF is not a huge requirement.
If kids have the money to buy the game, let them buy the whole game not some truncated portion of the game. If someone is buying it for them, let them also buy the whole game.
Put the full focus on a Core Rulebook and try and sell a bajillion copies of that, because the more copies you sell of a book the more money you begin to make per copy.
Just because Starter Sets
used to be mandatory doesn't mean they always have to be mandatory. We're not including a crayon with dice any more either.