I don't see how that at all helps with what I described? There would always have to be a cut off with pre-orders, be it 15 minutes, 15 hours or 15 days because at some point to you have to order the quantity that people bought. From then on there is a 1-2 month wait + delays because that's how long it takes to produce these games. But that changes nothing about the situation. The length of the pre-order period would have little impact on the number of ordered copies.
And no one wants to "enforce" small quantities. It's in no one's best interest. The ideal situation is for Everyone to get a copy, I don't see why a dev or LRG would ever print a smaller amount intentionally.
In its present state, Limited Run has to awkwardly, and understandably, straddle game sales between profitability and a certain state of enforced rarity as part of being a new publisher. Part of the reason I proposed a pre-order system with limited sale windows would, hopefully, bring a compromise between those two fundamentals of operation for the company. I don't see how waiting on the release of a title constitutes a negative factor in an industry that already champions this type of aforementioned sales well in advance of release. I'm completely find with waiting months, perhaps years, for the availability of a product as it wouldn't be any different from the usual stuff that could be offered from GameStop, Amazon, Kickstarter, etc. I agree that manufacturing issues will occur and, once more, I'm fine with waiting for the respective item to reach my possession. Customer service will always be a "necessary evil" for both the moral level for those operating the provision on top of negotiating through legitimate issues stemmed from offering any kind of service within a company. It will forever be a "tug of war" between badgering consumers, like some folk exemplify in the ongoing
Zero Time Dilemma watch discussion, and the strive to provide positive communication with customers just like the wonderful gentleman stopping by in this thread. Whenever someone posts about a damaged product, the representative encourages getting in direct touch with LRG to sort out the unfortunate circumstance. I completely understand with trying to avoid a customer service snafu in the early going of a business, but I would like to believe the respective crew will expand, perhaps with dedicated people just for the customer department, along with their profitability as time marches forward.
Reaching back to the pre-order or made-to-demand suggestion, I was thinking theoretically that pre-sales could be utilized to increase the number of prints for products while caving to the rarity of the collector marker. As I stated previously in the thread, I always felt having limited pressings were the cost for ultimately making these games available in a format the preserves and offers a project beyond the confines of the digital realm. I'm still
incredibly grateful for the existence of Limited Run Games for this very reason as I can finally play these games in a form that will outlive the life of a server without tangling its access directly to a specific console hard drive as well. It additionally by-passes the option of re-purchasing the item having skipped out of digital downloads entirely as a result of this approach. Enforced rarity is an arguably precarious situation for them moving onward. Indeed, small quantities aren't in the best interest of fans, but it's a reality that we'll have to deal with based on their mission statements. In the FAQ section of their site, it clearly states print size are finalized straight from the developer regardless of them pushing for a higher amount. As a new provider, developers will understandably be unsure over how many copies to print from a financial standpoint. I'd like to speculate that a pre-order system could provide concrete data for both demand and sale revenue for a title that has been solidified for release. For example, a hypothetical
Transistor release becomes a reality and demand comes out at a collective 10,000 copies ($250,000-300,000 revenue[?]) from two limited, fifteen minute batches. No concrete release date has been announced, but it's scheduled for a few months down the road thus providing flexibility for the manufacturing state. Just take enjoyment out of knowing it's actually coming out on disc or cartridge as exact details are coming later! Most developers will probably be fine with whatever number comes their way, but a pre-established number at 2,300 packages leaves potential sales out in the cold with the present model or a studio could intentionally pursue the rarity for whatever reason. I'm speaking in the grand scheme, but developers do currently have a final word in the amount getting released so fans should speak with respective designers for higher numbers and direct pre-sale could demonstrate this demand with exact numbers. If a preset quantity has been done, it could be split between the order windows respectively on a "first come, first serve" basis. Folk are walking away empty handed at this time and that's why I think made-to-demand sales assist in elevating the floodgate approach when life might keep buyers away from the two-to-three minute sell out period. Apologies for the long-winded response. I was going to comment further upon the stance of no re-prints, but I'll leave of thoughts here for the moment.
Again, I'm extremely thankful for the work being done by LRG and the collaborative developers making these formats come true! I hope these discussions aren't discouraging to them and I enjoy hearing from the community that physical copies are still in demand out in an aggressively digitized world.