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<blockquote data-quote="Bullgrit" data-source="post: 5623176" data-attributes="member: 31216"><p>Interesting hypothesis. If this idea has truth, maybe it's not so much the mentality, but more the audience size.</p><p></p><p>If a company sells a million units, (core rules, in this case), maybe it requires 20 people in the company. And maybe with this sales figure and employee count, the company can service its market perfectly. But a company wants to grow.</p><p></p><p>The company has grand ideas for growth, and it needs more employees to do so, to push the growth and to keep up with the growth. But maybe something like D&D requires so much to grow and hold growth, that the cost of the sales growth outpaces the income from the sales growth. Maybe to sell two million units requires 100 employees. But then two million sales can't support 100 employees. And two million sales can't be sustained without 100 employees.</p><p></p><p>So maybe there is an equation for perfect equilibrium that D&D companies have either failed to recognize, broken, or maybe found and accepted?</p><p></p><p>Plus, D&D is a bit different than most other products in that the consumer tends to create as much of his own product as does the publisher. Player (DMs & Players) make their own characters, their own adventures, their own worlds, their own stories; they don't rely on the company to produce such stuff for them. In fact, after the core rules, the consumer can pretty much move on without the company at all.</p><p></p><p>Bullgrit</p></blockquote><p></p>
[QUOTE="Bullgrit, post: 5623176, member: 31216"] Interesting hypothesis. If this idea has truth, maybe it's not so much the mentality, but more the audience size. If a company sells a million units, (core rules, in this case), maybe it requires 20 people in the company. And maybe with this sales figure and employee count, the company can service its market perfectly. But a company wants to grow. The company has grand ideas for growth, and it needs more employees to do so, to push the growth and to keep up with the growth. But maybe something like D&D requires so much to grow and hold growth, that the cost of the sales growth outpaces the income from the sales growth. Maybe to sell two million units requires 100 employees. But then two million sales can't support 100 employees. And two million sales can't be sustained without 100 employees. So maybe there is an equation for perfect equilibrium that D&D companies have either failed to recognize, broken, or maybe found and accepted? Plus, D&D is a bit different than most other products in that the consumer tends to create as much of his own product as does the publisher. Player (DMs & Players) make their own characters, their own adventures, their own worlds, their own stories; they don't rely on the company to produce such stuff for them. In fact, after the core rules, the consumer can pretty much move on without the company at all. Bullgrit [/QUOTE]
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