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RE: New Skill mods.



no offence taken. But rather than saying my research is out of date.... how
about scaring up something more current? Without that Sean, we are
just shooting in the dark here.
				dan

-----Original Message-----
From:	Sean L. McLane [SMTP:zodo@laf.cioe.com]
Sent:	Friday, July 10, 1998 4:10 PM
To:	gmlist@cioe.com
Subject:	RE: New Skill mods.

> From dan@aquest.com Fri Jul 10 15:41:29 1998
> Subject: RE: New Skill mods.
>
> Research done bu TSR in the early eighties showed their buying audience 
> averaged in the 12-15 year old
> range. I don't know of any more current research on this issue, but we wave 
> to take the 'collage' crowd
> of players as more the exception than the rule.
> 				dan
>

Bother. I was writing a response, and my connection to CIOE went pfft. let
me try to remember all my spew...

Actually, that research is probably about 15 years out of date. There has
been a change in the way games are designed now, because the people who
are actually buying the games are older. A few years ago, the big name
in the gaming world was White Wolf, who had a decidedly adult flavor to 
their games. Then Collectible Card Games swept over the gaming world, and
sucked up all the money. Currently, there seems to be something of a lull
in that industry, and Game making companies are focusing at the people who
are still buying games... the ones who were 12-15 years old in the early
eighties.

I think Dan, and this is just my two cents' worth here and not intended
to be offensive, that if you are still seriously considering marketing 
this game nation-wide, that you might want to use more current market 
research. I also think that if you are still intending to focus on a 12-15
year old market, that you might want to keep in mind the way someone 
that age might find a 500 page tome daunting. (and that's without pictures)

Please don't take offense at this, as I'm not trying to hurt any feelings
here. I just want to put in a point of view that may have not been 
considered.

-Sean