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What is Success in the RPG Industry?
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<blockquote data-quote="TheAlkaizer" data-source="post: 9235910" data-attributes="member: 7024893"><p>Working in games I had that discussion many times before a game hit the market. <em>"What is success for this product?"</em></p><p></p><p>The only real answer is that it depends.</p><p></p><p>Some creators will seek to work full time on tabletop products. In that case, breaking even, being able to give themselves a salary, have some margin of profit to expand operations are all measures of success.</p><p></p><p>Some creators will do it out of creative and social motivation. They want to make a game or a product and have people play it. In that case, not having the game make a ton of money but having a dedicated fan base might be a definition of success.</p><p></p><p>Some creators are very focused on some impacts: more inclusion, better representation, less violence. Then having testimonies of players affected by your products, or players telling you how refreshing it is to have such a product can be a measure of success.</p><p></p><p>And of course, most creators have several motivations so it all blends it.</p><p></p><p>For example, the project I'm currently closing after six years of development led to a discussion where we know that financial success is unlikely, but we established that if the reviews were good, that the game ended up being studied and names in universities (it's a social impact game) and that the communities we worked with (eastern Canada natives) felt that we had done a good job representing elements of their culture; then the game will be a success.</p></blockquote><p></p>
[QUOTE="TheAlkaizer, post: 9235910, member: 7024893"] Working in games I had that discussion many times before a game hit the market. [I]"What is success for this product?"[/I] The only real answer is that it depends. Some creators will seek to work full time on tabletop products. In that case, breaking even, being able to give themselves a salary, have some margin of profit to expand operations are all measures of success. Some creators will do it out of creative and social motivation. They want to make a game or a product and have people play it. In that case, not having the game make a ton of money but having a dedicated fan base might be a definition of success. Some creators are very focused on some impacts: more inclusion, better representation, less violence. Then having testimonies of players affected by your products, or players telling you how refreshing it is to have such a product can be a measure of success. And of course, most creators have several motivations so it all blends it. For example, the project I'm currently closing after six years of development led to a discussion where we know that financial success is unlikely, but we established that if the reviews were good, that the game ended up being studied and names in universities (it's a social impact game) and that the communities we worked with (eastern Canada natives) felt that we had done a good job representing elements of their culture; then the game will be a success. [/QUOTE]
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