We've all be throwing our hats into the ring regarding our sales figures for 2006, which I think is a very positive and open move that really helps the community as a whole.
So, I've decided to set this one thread up so that we can debate sales in general and any trends we might be seeing.
Here are links to the various sales threads:
Let's think about what we see coming out of the sales figures for 2006. I think that two main think immediately leap out at us:
1) Conventions are a main source of sales and contact.
2) PDF is a nice sideline, but not really a main sales source for most titles.
Cheers
Malcolm


Peaks
Submitted by Gregor Hutton on Tue, 23/01/2007 - 12:41.
Sales don't just start high and then always decline (as say, some d20 products do since they are either new, or after some weeks, not).
You tend to get peaks of sales, these from my experience coincide with (in declining effect):
(1) Actual Play by gamers/gaming groups (when someone who's bought the book/pdf some time ago actually starts up a game of it), or demos
(2) Actual Play posts and people reading them (leads on from 1 hopefully)
(3) Someone famous talking about it (most potent when combined with number 2)
(4) Reviews online
I'm not sure where PodCasts fit into this heirarchy but they can have an affect, especially if they talk about play.
There is another way I've observed that hasn't affected me yet...
(X) Flamewars, or mean abuse online, just watch your sales peak.
You mean the Pundit Effect?
Submitted by Rich Stokes on Tue, 23/01/2007 - 13:10.
You mean the Pundit Effect?
It's a fair point. Given the
Submitted by Malcolm Craig on Tue, 23/01/2007 - 13:27.
It's a fair point. Given the recent hoo-haa over at The RPG Site regarding the Collective Endeavour, it will be interesting to see if there is any effect on sales and interest in the games produced by CE members.
I guess things such as IPR sales and so forth will prove this out (or otherwise).
Cheers
Malcolm
Contested Ground Studios
Have any of us experienced
Submitted by Andrew Kenrick on Tue, 23/01/2007 - 16:29.
Have any of us experienced more than 1 or 2 quarters with IPR? I'm curious as to whether sales remain consistent.
With Key20 (and distribution in general, of course), sales start high and then tail off after the first quarter. And of course all of those sales count for much less as you only get 35% of the cover price.
The U
Submitted by Gregor Hutton on Tue, 23/01/2007 - 18:34.
I am curious to see if a prediction will hold out. I'm sorry that I can't remember who it was at GenCon last year that I spoke to, but the theory is this (and they've see it on their books):
Sales follow a U shape. You have a good start then a dip and then a peak when, if the game is good to play, you get a second wave of associated sales.
There's some talk I know that first year at GenCon people can make a splash, then are mortified to see sales slump/dip. They do come back up as new people discover the game.
A few points I'm looking out for: will this be killed by the (over?)abundance of games in the field? Are our games good enough to get this effect? Was there another reason for the observed effect?
For me: My IPR numbers are low and I've only had two quarters to navel-gaze at.
Ours have certainly followed
Submitted by Andrew Kenrick on Thu, 25/01/2007 - 08:42.
Ours have certainly followed the U shape. We peeked when we first released it in 2005, then it slumped heavily, then peeked again last summer/autumn with some actual play reports/release on IPR.
Do you think an abundance will cause a glut? Or a groundswell of players? I guess if you have too many games, then you will end up with more than people can play, which will reduce the number of people playing any one game at any one time.
So what can we do? How can we increase/maintain the health of our various products?