<br />Mike,<br /><br />Thanks for the feedback. It’s an interesting philosophical topic. Here are some more thoughts:<br /><br />Certainly there are many reasons that a person might not come to GenCon from year to year. That’s taken into account. But look at the extremes. It would not be healthy if new players made up 100% of the players in any given year. This would be extremely concerning as it means that you have zero customer retention. At the other extreme if 100% of the players were returning players, this would be concerning as well, but less so. It would mean that there is zero growth and attrition would eventually take its toll on ticket sales.<br /><br />So given that both extremes are not good, this means that there exists an ideal percentage of new players. A lot of research has been done on this in business schools and the ideal percentage depends on the Business Model for a given company.<br /><br />But ultimately the goal is to grow and then maintain a healthy customer base. This is done through customer retention (a quality event and availability) and growth of the customer base through a stream of new players (advertising and word of mouth). True Dungeon is odd though in that there are a fixed number of slots. So we need to look at the percentages of new customers (among other things) to gauge growth and health of the customer base. But it is a mistake to draw the conclusion that faster sales means an increase in this customer base. People hear about quick sales and people are afraid of getting shut out. So they try harder and earlier to get the slots they and their friends want. <br /><br />So what is the ideal percentage? I don't know. But think of it this way. As the player base grows, the need for growth decreases. In the beginning, businesses need rapid growth but when you are producing at capacity like True Dungeon is doing now, it is retention that becomes more important. <br /><br />So yes, of course True Dungeon wants a player base larger that the capacity provided because there are reasons why a certain percentage of the existing player base will not play each year, can't get time off work, can't afford it, other events going on, etc. You can also leverage the size of your customer base and increase prices (if Jeff wanted to go that route). But when there are 10,000 players who want to play True Dungeon, do we need a significant percentage of players to be new? Only in so much as that it counters attrition to the customer base. Beyond that, an increasing percentage of new players should be a warning sign.<br /><br />-Douglas<br />
<br /><br />Hi Douglas,<br /><br />Thank you as well for the interesting thoughts. <br /><br />I agree with much of what you're saying. Of course 100% new players for an event that is several years old would be bad, as would 100% returning players. You do need a mix, and I don't think anyone has determined what the ideal mix for True Dungeon would be for new and returning players, nor do we have firm numbers on how many new players we have had on each year (other than 2003 of course, when it was 100% new players). So, it's impossible to debate with any accuracy whether the current percentage of new players is healthy or unhealthy given that we don't have accurate data on what the ideal state is or what the current state is.<br /><br />I also agree that it would be a danger sign if the percentage of new players was markedly increasing each year - but we don't know that is the case, as we have no numbers as to how many new players there have been each year. And there are other factors that come into play, for instance it would not be surprising that there might be more new players in 2006 than in 2005, since 2005 had two unique dungeons and 2006 just had one. <br /><br />As far as ticket sales go, True Dungeon is equally healthy whether the percentage of new players is higher or lower as long as the tickets sell out, and will continue to sell out for the foreseeable future, which I believe they will. On the other hand, True Dungeon's financial health is dependent upon more than one revenue stream. Ticket sales is one revenue stream, while token sales is another very important revenue stream.<br /><br />Certainly it is important to retain the hard-core True Dungeon fans that are big spenders each year on tokens. On the other hand, it could be argued that True Dungeon token sales will remain healthier in the long run if there is a large influx of new players each year, who start collecting treasure tokens each year. With just a static pool of True Dungeon fans buying tokens, eventually the market will be glutted with tokens. If you have new people coming into the hobby each year buying tokens, that provides a larger base of token buyers. It would be interesting to see studies of token spending broken down by how many years they had played True Dungeon. <br /><br />You mention that it would be a mistake to assume that faster sales means more people wanting to play. I agree that you can't make that definitive conclusion without more data - but it would be an equally big mistake to assume that the faster sales
doesn't mean there are more people wanting to play. One of the most obvious reasons why tickets are selling out faster each year could be that the base of people wanting to play is growing, and competition for the fixed number of tickets is increasing and resulting in faster sell-out times. You can certainly conclude that the current state of True Dungeon is extremely healthy given that there are so many more people wanting to play than there are available slots. <br /><br />Now, if we ever did see some real figures on percentages of new players each year, the demographics of token buying, etc., we could have discussions on the topic grounded in facts, which would be fascinating. <br /><br />Thanks!<br />Mike