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Hasbro/WotC has crossed the Trust Thermocline
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<blockquote data-quote="The Scythian" data-source="post: 8898664" data-attributes="member: 6875986"><p>In the now infamous December 8th investor presentation, the example that WotC president Cynthia Williams gave of D&D being under monetized was this:</p><p></p><p><em>"So when we think about our future monetization, we start here. Dungeon Masters, which are the people who guide you through the adventure, they only make up about 20% of the audience, but they are the largest share of our paying players. For the rest of the players at the table, we believe digital will allow us to offer a lot more options to create rewarding experiences post-sale that helps us unlock the type of recurrent spending you see in digital games, where more than 70% of the revenue in digital gaming comes post-sale. The speed of digital means that we're able to expand from what is essentially a yearly book-publishing model to a recurrent spending environment..."</em></p><p></p><p>They understand the distinction, and they're in the process of restructuring their entire business model to get more money out of non-DM D&D players. That's what 6e is all about. The end goal isn't simply a new edition of D&D. It's moving the game from the dining room table to a state-of-the-art VTT with impressive graphics and other features, which will become a platform to sell everything from subscriptions to virtual currency to virtual miniatures to game materials (like classes, feats, spells, monsters, etc.) to customizations (for virtual dice, virtual miniatures, digital character sheets, etc.) and other things that I lack the business savvy to imagine.</p><p></p><p>WotC didn't just stumble into the OGL debacle because they don't understand the composition of their customer base. It's part of a larger plan.</p></blockquote><p></p>
[QUOTE="The Scythian, post: 8898664, member: 6875986"] In the now infamous December 8th investor presentation, the example that WotC president Cynthia Williams gave of D&D being under monetized was this: [I]"So when we think about our future monetization, we start here. Dungeon Masters, which are the people who guide you through the adventure, they only make up about 20% of the audience, but they are the largest share of our paying players. For the rest of the players at the table, we believe digital will allow us to offer a lot more options to create rewarding experiences post-sale that helps us unlock the type of recurrent spending you see in digital games, where more than 70% of the revenue in digital gaming comes post-sale. The speed of digital means that we're able to expand from what is essentially a yearly book-publishing model to a recurrent spending environment..."[/I] They understand the distinction, and they're in the process of restructuring their entire business model to get more money out of non-DM D&D players. That's what 6e is all about. The end goal isn't simply a new edition of D&D. It's moving the game from the dining room table to a state-of-the-art VTT with impressive graphics and other features, which will become a platform to sell everything from subscriptions to virtual currency to virtual miniatures to game materials (like classes, feats, spells, monsters, etc.) to customizations (for virtual dice, virtual miniatures, digital character sheets, etc.) and other things that I lack the business savvy to imagine. WotC didn't just stumble into the OGL debacle because they don't understand the composition of their customer base. It's part of a larger plan. [/QUOTE]
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