LeStryfe79
President Spartacus
The Game Analists is a horrible poster. Low brofist ratio and out of touch with reality. SAD!
Forbes, Market Watch, the demographics and investment reports released by Hasbro (as well as related interviews). And they are normally discussing tabletop demographics since that's the golden goose, as well as wondering if online versions will eat into the $500-$750 that average hardcore enthusiast spends every year.The Aging Up thing is from the company itself, spoken of often in financial news, including fairly recently in an interview regarding the online version of Magic.
Source. Also, of course Magic Online isn't going to appeal to anyone outside a core minority of extremely competitive players. To suggest otherwise is completely absurd, and indicates you really don't understand what Magic Online is, what its original purpose was, or what its purpose is now. Get real.
The key thing to realize with any hobby is: it can be dying even as sales are good.
Dying: Audience numbers falling into one of a number of unwanted trends. A common version discussed on this site exists in the mmo market, where a company can have directly falling audience numbers, but can pull ever more funds from the whales through various means of wallet-mining.Define "dying" please. Or is this more blithe opining (hint: yes it is).
A hobby needs not just to have new recruits, it needs to have as many new recruits as needed to make this year's profits at least equal to last year's.
The goal of business to to grow, yes. Which is why it is best to at least break even. Certain rare items are a thing called Evergreen. Evergreens are like Monopoly, where the product keeps itself afloat with a constant inflow of new recruits without having to put out to new editions to make all the current Monopoly players buy new versions of Monopoly. (Which isn't to say that they don't make things like HALO Monopoly; they just don't have to.) Non-evergreen titles can boost sales in a number of different ways, such as wallet-mining whales through various means, releasing a new edition with new rules that every existing player "must" buy, and offering discounts, amongst many other means.Uh, the goal of a business isn't to break even. It's to grow profits. Which means expansion. Which means appealing to new markets. Which means NEW PLAYERS. Ergo: Magic is doing better business than ever; more product is being moved by more people. Gee fucking whiz.
It does indeed make bank. Especially from whales, which it has been mining for years. It also has expanded into Asia and South America, which has kept its general audience numbers about the same, even as core markets have faded a bit.Hasbro and WotC have come up with any number of schemes to try to make an appeal to younger audiences in order to pad the number of recruits. Those have mostly not succeeded.
Enlighten us, oh beneficent one; give us an example. "Those have mostly not succeeded" -- what the fuck is this? We've already established Magic makes fucking bank for Wizards these days.
Fine. Baby talk time. When an individual chooses to join a (just about any) hobby, they need to buy certain equipment so that they can actually do the hobby. As a person, they don't need to buy anything, yes, but by their choice of entering the hobby, they need to buy the accoutrements of the hobby.What the fuck does this mean? Who the fuck "needs" Magic cards? People buy this shit because they enjoy doing so. This is maximum autism.Rarely is a new edition something that people actually need.
D&D is certainly failing spectacularly (even though 5E is actually a pretty good game)
Forbes, Market Watch, the demographics and investment reports released by Hasbro (as well as related interviews). And they are normally discussing tabletop demographics since that's the golden goose, as well as wondering if online versions will eat into the $500-$750 that average hardcore enthusiast spends every year.
Those aren't a good way for the layman to start analyzing trends, though. Better to start at places like here: https://superdataresearch.com/content/uploads/2009/08/TCG2010.pdf, where you don't need to spreche the lingo.
Dying: Audience numbers falling into one of a number of unwanted trends. A common version discussed on this site exists in the mmo market, where a company can have directly falling audience numbers, but can pull ever more funds from the whales through various means of wallet-mining.
The goal of business to to grow, yes. Which is why it is best to at least break even. Certain rare items are a thing called Evergreen. Evergreens are like Monopoly, where the product keeps itself afloat with a constant inflow of new recruits without having to put out to new editions to make all the current Monopoly players buy new versions of Monopoly. (Which isn't to say that they don't make things like HALO Monopoly; they just don't have to.) Non-evergreen titles can boost sales in a number of different ways, such as wallet-mining whales through various means, releasing a new edition with new rules that every existing player "must" buy, and offering discounts, amongst many other means.
It does indeed make bank. Especially from whales, which it has been mining for years. It also has expanded into Asia and South America, which has kept its general audience numbers about the same, even as core markets have faded a bit.
Fine. Baby talk time. When an individual chooses to join a (just about any) hobby, they need to buy certain equipment so that they can actually do the hobby. As a person, they don't need to buy anything, yes, but by their choice of entering the hobby, they need to buy the accoutrements of the hobby.
Now, an evergreen hobby will have enough new recruits every year buying original equipment to effectively sustain the existing format. For instance, no need for AD&D 2e, 3e, 4e, and 5e, or no need to put yearly tournament packs out, since you already have an existing product that is sustaining itself on its own. This is, of course, separate from a clarification edition, which just straightens up any of the rules that have proven confusing to the public. It is, rather, the idea of new versioning, to make people buy the same product. People who already have an edition of D&D don't need a new edition of D&D in order to play D&D, because they already have the essential equipment. They're just "outdated" and "square" if they don't "upgrade", and thus spend more money buying the same shit they already own.
In short, start reading Financial News people. Publicly traded companies release a lot of information about themselves, because they are required to. And they do interviews on them. Sure, they're a lot more boring than infotainment interviews, but it's the venue in which companies talk about what's really going on in grown-up voices.
They switched to a two-sets per block vs three-sets per block and they cycle more frequently, so I don't have any numbers for anything (nor do I give a big shit) but cards are rotating more frequently than before for formats like standard, so they are selling more product more frequently, even if the userbase stays the same, which who knows?
Plus there are more supplemental sets this year (Conspiracy 2, EMA, Planechase whatever) than last year so I think on a strictly factual level, they're moving more cards than they ever have.
Apparently Chris Cocks, the new WotC CEO is a big fan of Baldur's Gate and wants to improve the digital side of D&D. The fact that the boss actually knows what a good D&D CRPG looks like is at least somewhat hopeful for the future.
says the guy who proclaimed the bestselling edition of dnd ever was dead despite evidence to the contrary. Also learn business history fuckoDnD 5e is murderfucking 4e and 4e murderfucked 3.5 and Pathfinder in terms of sales. (Pathfinder started to outsell 4e once they stopped making 4e books, though!).
4e failed so hard that the person in charge was fired for 3 years in a row. So hard that it was cancelled after those years, and it would be years before WotC even tried to release a new D&D product. They stopped making 4e books for a reason - no one was buying them. If you're going to make shit up and assume it's true because you want it to be, you're just going to make yourself look like an idiot.
There's also links on this site (from me) from ex-VPs of D&D. Or, if you think you're ready, you could just go to Hasbro and start reading the demographics they release. EDIT: As I said, starting off small and getting used to the language is good, though. Then go to Hasbro and start listening to them. Their demographics releases aren't any different, even if the language is a bit more technical.
Get real and present us with a sensible thesis on why Magic as a product is in decline
Telengard, do you actually have any substantial, game-related argument for why Magic has gotten worse?
Speaking from an oldfag perspective, the last few years have presented us with expert-level draft sets like Vintage, Modern and Eternal Masters, and incredibly deep limited experiences in core sets like BFZ and SOI. MTGO tournament package has been revamped so that actually participating in a MOCS is more competitive and accessible than ever. Legacy is thriving and Standard, though still constricted by virtue of a small cardpool, actually has a good number of Tier 1 decks.
Modern is still shit if you're a competitive player because you can't sideboard against the one million played decks, but things that oldfag noobs love - like deck diversity - is incredible in Modern. Show me ANY TCG with a playerbase as vast as Magic and a cardpool as huge that still manages a meta as diverse as modern's, and I'll sell you the fucking Eiffel tower. Hell, Modern's probably more diverse than any TCG format period.
On top of this more product is released than ever before, and getting to actually play the damned game in your local area - even if you're in Denmark - is easier than it's ever been.
Most importantly however, sets are basically always good. Khans of Tarkir was fantastic, BFZ was cool, and even run-of-the-mill noobfriendly sets like Oath were fine draft experiences. Only really mediocre set in new MTG history is Origins, and we knew that wouldn't be great. There's some argument that variance has been bumped a bit and that you play more creatures and less really, really complex decks in constructed, but unless you're a tried and true Grand Prix veteran playing through 10 years, I seriously question your ability to notice that.
The problems that plague Magic - pricing, Legacy inaccesibility, shitty MTGO client - have always been there. Your criticism sounds like the standard for someone who's been playing a bit of Magic for a long time but who has never really been a core veteran.
But worst of all - worst of fucking all - is that your criticism is the vague cop-out of someone who loves bandwagoning the decline-train, but has absolutely zero knowledge of the actual substance of the game he is talking about. All this shit about the new editions not catering to what players "need," Magic "dyring" in terms of players, speaks to an utter, absurd lack of knowledge of how Magic as a product works.
Grunker. These are not new concepts. But they are also the fundamental concepts of the creation of shit.
There are only so many good ideas out there, and that set is only further limited by setting and style. But if the command directive from the top is Make more and more cards, eventually the development team has to go to its previously rejected second tier ideas. And then the third tier. And while the gameplay remains the same, the core integrity of the ideas suffusing the cards drains away in quality. While this does not affect core players, who simply want MORE, it is a slow turn-off to retaining those with a more casual interest, as well as a turn-off to attracting new teens.
As to gameplay, MORE generates chaos. A tight little game with rules slowly refined over decades generally slowly improves in quality over that period. While chaos, instead, tends to eke out quality over time due to placing development attention on MORE instead of making BETTER what is.
This is also the fundamental nature of splat books and f2p DLC and any number of other things in the entertainment industry.
But the important thing for Magic is it is currently sitting where D&D was not so many years ago, where it was at its zenith, but it had an aging population due to its inability to engage with late Millennials and the upcoming Generation Zed. While it did have new recruits there, the numbers just haven't been there like they were with Gen X and the Boomers. Which led to, at its ultimate, the making of 4e and the attempt to engage a younger population, which attempt backfired most horribly. 5e has put the D&D house back in order, but it was, in essence, also an abandonment of the idea of attracting the young. The core D&D audience says Great, who the fuck needs them? But over the years, as more and more Gen Xs retire from the hobby to take up golf, this has led to a point where investors are starting to talk about the end of D&D. Not now, not tomorrow, but in the next decade or two.
Magic isn't at that point yet. But it has had an aging population for nigh a decade now. And in a game intended for teens, that can be quick trouble, since people start moving out of the hobby pretty quickly after 25 - as is normal with teen-oriented games. Magic has done wonders for engaging with the Millennials, but the investors are starting to question its future. Hasbro has talked about making moves to re-engage the youth. There's been no big 4e-like moves yet, though, which has caused even more worry. Lots of commentators have recommendations, like making a quick, cheap access deck to get new people competitive at an introductory price, and they keep hoping every time something new gets announced, but Hasbro has never moved in that or any of the suggested directions. And it is questionable what effect those suggestions would have on the youth anyway.
Now, Hasbro doesn't need to engage with the youth, if it doesn't want to. It is a valid business choice to keep doubling down on the current audience. The more you do that, the higher it raises the bar of entry, which will accelerate the drop-off in the target demographic, but it will also increase current revenue. And it will make current core players happy, since it keeps the game as the game they know and love. But it also means that we may be here again one day, talking about the upcoming end of Magic, and with D&D already folded.
Magic has the same overall problems that D&D does.
1) The player base is aging up (not as bad as D&D, but pretty bad). Meaning that the company, instead of selling the existing game as is to a new crop of players every year, has to sell more and more shit every year to the existing players in order to make the same amount of money year over year. Leading eventually to huge piles of shit.
2) Being owned by a ginormous corporate conglomerate has major advantages in production and sales reach. But it comes at the cost of ginormous corporate mindset that cares about whatever will make profits this fiscal year, not what is best for the long-term prospects of a single line. They make their profits now, and when the line runs dry, they fold the line and move on. Thus leading to a "do whatever makes the most money" mentality.
3) What players want from the materials is often at odds with what they want from the game. More tangibly, the things that will make players keep gambling on new card packs are the same things that will, in time, wreck the gameplay. So, a company in it for the money, they will keep giving the players what the want, until the game is ruined.
I will also add, apropos of nothing, that a card game lasting 20 years, and a boardless board game lasting 40 is already something stunning. And they're going to go on for a while yet, at least. This is a rare event. We are, here, only talking about whether they can take the next step and become icons which entertain future generations - like Monopoly has. And even Monopoly, we don't now if will become an intrinsic part of the culture that lasts a half a millennia, like Bridge has.
Harry Frankfurt said:The fact about himself that the bullshitter hides is that the truth-values of his statements are of no central interest to him; what we are not to understand is that his intention is neither to report the truth nor to conceal it.
Are you saying he jacks-off while looking at cars?...automasturbatory...
Are you saying he jacks-off while looking at cars?
Work is boring today, so I decided to write up a lecture on probabilities and statistics. Now, I know probabilities and statistics is like a foreign language to millennials, so this is a wasted effort, but into the abyss we go...
Lots and lots of research on the demographics of games has been done over the past several decades. Because of all that research, it is well known what the average demographics are for how people play games and when in their lives they play them. Examining this research, there are bunches of tables and graphs illustrating just what the probable populations are going to be over the lifespan of a game from all of its players - with separate listings for each type of game and its target demographic.
Which is where teen-oriented games come into the discussion. A game made for teens is supposed to be played primarily by teens. I hope that's obvious, but I dunno with you guys... This doesn't mean that other age brackets shouldn't be playing it; it means that the target demographic should be the primary players. In a game in its healthy years, the target is the majority. As it should be. Preferably, then, teens will join at the very early teen years, so that the seller can maximally sell their product to the individual over many years, thus making more money out of them over the course of all those years.
Now, some teens will leave the hobby while they are still teens, but this is a statistically small number. And we aren't caring about what individuals do here. We're caring only about the lumpen mass of humanity, because we're discussing probabilities. And the lumpen mass of teens are likely to continue playing as they age up into the college/early work age bracket (for funsies, let's call this bracket 'Young Adults'). The Young Adult bracket is when players of a teen-oriented game start to leave the hobby in significant, though not serious, numbers. Player numbers in this bracket are still good, but it's on a downwards trajectory. Then comes the next age bracket - let's call them Full Adults. The Adult bracket is when people start to put away teen-oriented things in serious numbers. The drop-off in player percentages here is steep. And then, it levels out in the Middle Age bracket, but that's because there are so few people in that bracket playing a teen game as to be statistically irrelevant. Which doesn't mean they don't exist; it merely means the company could cut them all out tomorrow, and it wouldn't hurt their pocketbook in a way that would make the bean counters care.
Now, though, we come to the hard bit for understanding demographics charts, and that is that these numbers flow. People are always leaving the hobby, yes, but there are also new tweens aging into the teen category, taking up teen hobbies. And in a game's healthy years, the number of these fresh teens is at least equal to the number of oldsters leaving the hobby. Even better, these fresh teens are totally green to the hobby, and thus they have to buy everything in order to play. So, when year-over-year these fresh recruits are equal or better than the number of oldsters leaving, the money is good.A constant source of fresh blood keeps the brand healthy, and income high, and the company doesn't have to look for ways to reinvent itself to extract more money from its existing players.
When the number of fresh teens coming in starts to wane, though, it is a sign of trouble. Magic history time. 2006, a report of a noticeable sign of dropping percentages in the key demographic - Hasbro's answer: it's a statistical blip. 2008 - it's the recession. 2010 - um. 2012 - uh. 2014 - we're going to be taking steps.
This demographics lull can occur even while player numbers are reaching their zenith. How? Things like expansion into foreign markets. Plus, for the core markets, Magic is a Millennials game. Sure some Gen Xers took it up, but we're talking probabilities here, not individuals. And right now, this moment, the Millennials straddle the three most profitable demographic brackets of a teen-oriented game. But even as we speak, the Millennials are leaving their teen years behind. And Magic just has not engaged Generation Zed, and in much the same way that D&D didn't engage the late-term Millennials before it. And as a teen game made for teens, if the company doesn't change this pattern, the trailing end of the Millennials are going to soon be moving into the brackets when people start leaving teen games in droves. And since Hasbro is constantly doubling down on extracting money from its existing audience (such as releasing one-time packs, which turn out to sell well, so they make them a full line), this is likely to only accelerate a crash that is already steep. Thus Magic, like so many teen-oriented games before it, could turn into a ghost town seemingly overnight. Leaving all of those cards stranded on eBay, worthless. Should Hasbro choose to or continues to fail to engage Generation Zed.
Now, Hasbro has promised to take further steps in this matter. There are no 4e-like radical changes on the table - for the moment. But don't expect that to continue, if they decide to try to keep the franchise going.
But as to the original question, why does these trebds produce so much shit? Because constantly doubling down on the existing audience is a shit practice (which pisses some people off outright), and as a shit practice, it causes garbage-in, garbage-out.
And, well, why did I say all of the above in this and other posts. Because you all asked me to prove what I said in my original post. And then started whining when I did. Which makes me hard. And now you're just insulting me for doing as you asked and answering. Which makes me hard as hell. Excuse me while I go get some tissues.
without dedicating as much a single syllable to making just one qualitative statement about Magic.
Work is boring today, so I decided to write up a lecture on probabilities and statistics. Now, I know probabilities and statistics is like a foreign language to millennials, so this is a wasted effort, but into the abyss we go...