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<blockquote data-quote="Maggan" data-source="post: 3472978" data-attributes="member: 6616"><p>I was actually thinking the exact opposite.</p><p></p><p>The readership of Dungeon and Dragon represents around 1% of the total number of D&D players.</p><p></p><p>If this poll indeed would be representative of D&D players, the 3.25% who would absolutely buy into the digital initiative is three times the number of those who bought Dragon and Dungeon.</p><p></p><p>That would be enough for WotC to go "boooyah pwned" to anyone who's predicted the failure of the digital offering, since that would mean that instead of getting a fraction of the money from 1% of the gamers (since Paizo needs their cut and all that), they would be getting all of the money from 3.25% of the players.</p><p></p><p>Add to that almost 30% who are saying that if the service is as good as Dragon and Dungeon they will take a look at it. Not all will like it of course, but a lot will, which will add to the 3.25%.</p><p></p><p>And add to this 22% that are undecided, of which a substantial part might be expected to sign up if they think the service is up to what they expect.</p><p></p><p>Let's be conservative in our estimates. Based on this poll 3.25% would absolutely try it. Let's say that out of the 52% who might be interested, around 7% sign up, making the total 10%.</p><p></p><p>Let's say that the number 5 million D&D players which has been used in other threads is too high, so I'll revise it down to 3 million.</p><p></p><p>10% of 3 million is 300 000.</p><p></p><p>300 000 players signs up to the digital initiative. Let's say that they pay two bucks a month, that's 600 000 dollars going straight to WotC each month. Even if only 5% sign up, that's 300 000 dollars each month. If 1% sign up, equalling the population that bought Dragon and Dungeon, it's still 60 000 dollars each month that can be used to produce content for the digital initiative.</p><p></p><p>At 5 cents a word, for every % that signs on, WotC could buy over 1 million new D&D words (rules or setting material) each month from freelancers. That's more than one hardback book each month (I actually believe it's close to 2,5 books, but I'm not sure of the word count). </p><p></p><p>For the money they bring in from just 1% of the D&D players available.</p><p></p><p>So IF these numbers were representative of the entire population of D&D players, it proves that WotC has made the correct commercial decision, and shows why it would be important for them not to concede even the small percentage that bought Dragon and Dungeon as customers.</p><p></p><p>But as the numbers aren't representative, it doesn't prove squat. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>/M</p></blockquote><p></p>
[QUOTE="Maggan, post: 3472978, member: 6616"] I was actually thinking the exact opposite. The readership of Dungeon and Dragon represents around 1% of the total number of D&D players. If this poll indeed would be representative of D&D players, the 3.25% who would absolutely buy into the digital initiative is three times the number of those who bought Dragon and Dungeon. That would be enough for WotC to go "boooyah pwned" to anyone who's predicted the failure of the digital offering, since that would mean that instead of getting a fraction of the money from 1% of the gamers (since Paizo needs their cut and all that), they would be getting all of the money from 3.25% of the players. Add to that almost 30% who are saying that if the service is as good as Dragon and Dungeon they will take a look at it. Not all will like it of course, but a lot will, which will add to the 3.25%. And add to this 22% that are undecided, of which a substantial part might be expected to sign up if they think the service is up to what they expect. Let's be conservative in our estimates. Based on this poll 3.25% would absolutely try it. Let's say that out of the 52% who might be interested, around 7% sign up, making the total 10%. Let's say that the number 5 million D&D players which has been used in other threads is too high, so I'll revise it down to 3 million. 10% of 3 million is 300 000. 300 000 players signs up to the digital initiative. Let's say that they pay two bucks a month, that's 600 000 dollars going straight to WotC each month. Even if only 5% sign up, that's 300 000 dollars each month. If 1% sign up, equalling the population that bought Dragon and Dungeon, it's still 60 000 dollars each month that can be used to produce content for the digital initiative. At 5 cents a word, for every % that signs on, WotC could buy over 1 million new D&D words (rules or setting material) each month from freelancers. That's more than one hardback book each month (I actually believe it's close to 2,5 books, but I'm not sure of the word count). For the money they bring in from just 1% of the D&D players available. So IF these numbers were representative of the entire population of D&D players, it proves that WotC has made the correct commercial decision, and shows why it would be important for them not to concede even the small percentage that bought Dragon and Dungeon as customers. But as the numbers aren't representative, it doesn't prove squat. :) /M [/QUOTE]
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