RPG Evolution: RPGs Have a Health Problem

Increasingly, the families of older gamers in the U.S. are turning to crowdfunding campaigns to fund their medical costs. Although gaming hasn't always been a lucrative field for designers, it's clear that even our most experienced designers aren't making enough to manage a medical crisis. Can we do anything about it?

As the game industry ages, our iconic game designers are aging with it. Increasingly, they are turning to crowdfunding campaigns to fund their medical costs. Although gaming hasn't always been a lucrative field for designers, it's clear that even our most experienced designers aren't making enough to manage a medical crisis. Can we do anything about it?

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The Scope of the Problem

For some designers, yearly deductibles have crept up to the $10,000 range; with game designers often working as freelancers without insurance, costs are even higher. Incidental expenses, like wound care supplies, specialized diets, and transportation all add to these costs. To address these expenses, GoFundMe (and it is usually GoFundMe, which accounts for 1 in 3 crowdfunding campaigns for medical costs) has become the crowdfunding platform of choice, with over 250,000 medical campaigns raising over $650 million each year.

Is it possible to make a living working on games? We have some notable data points.

It's Not for Everyone

Fred Hicks shares his perspective:
Through a combination of: Running Evil Hat (I made $0/month for several years; then we got a little success, enough to justify $450/month for a while; I’ve gotten to increase that since, but I am pretty sure I’m still not quite rating McDonald’s wages, and unless Evil Hat can improve its product output over the next few years, I’m not sure the increase can be sustained; behold part of my motive to grow the company! I should note I don’t charge the company anything else for any writing, development, or layout work I do beyond this monthly draw.) Running Jim Butcher’s online presence (the site has amazon referrals, other referral programs, the occasional ad revenue, cafe press gear, all of which funnels to me to pay the website costs and then pay myself the remainder for doing the work of creating & running all that over the past ten-plus years) Freelance layout work (which is bursty, unpredictable, and can sometimes wind up with late or very late or never-happened payment if you’re not careful)… I am just in the last year or two finally at the point where I’m making about what I made when I started in the internet industry back in 1996. Only without any benefits (save those that I get as a spouse), which is a lot like saying that I am making 30+% less than what I was making in 1996.
Louis Porter Jr. responded to Fred's post:
But there is another side to this. The side of what is "making a living"? I live is South Florida where I own a house, two cars, have a wife, one year old son and mother-in-law all living in the same house. My wife and I do well financially (She's a therapist and I am a graphic design / web designer) and LPJ Design gives me extra money to do a few fun things. But can I live off of it? No. But do I work it like a 40 hours a week job where I get full medical, weekly paycheck, 401k retirement planning, free use of internet, copier fax machine and roughly four and a half weeks off and 2 weeks of sick time? No. But I do know if I worked the LPJ Design business as well and hard as I work my "real" job the out come would be different.
Louis mentions the 1,000 fans theory, and given the success of crowdfunding in role-playing games it seems there's some merit.

The 1,000 Fans Theory

The 1,000 Fans Theory espouses the belief that creators don't need to have a large number of fans, they just need a highly-engaged base that will support them:
Here’s how the math works. You need to meet two criteria. First, you have to create enough each year that you can earn, on average, $100 profit from each true fan. That is easier to do in some arts and businesses than others, but it is a good creative challenge in every area because it is always easier and better to give your existing customers more, than it is to find new fans. Second, you must have a direct relationship with your fans. That is, they must pay you directly. You get to keep all of their support, unlike the small percent of their fees you might get from a music label, publisher, studio, retailer, or other intermediate.
If each fan provided $100 per year, that would amount to a $100,000 year income. It's worth noting that a percentage of this number also covers things like insurance and medical bills. The total number of fans can be adjusted up or down according to the individual's needs and goals -- those creatives who live in areas where they can get by on $50,000 need only 500 fans, while those who have fans with less disposable income may need double that amount. Where do RPG fans fit in this model?

There are two constraints that working against game developers hoping to make a living using this model. For one, tabletop RPG fans are not nearly as large a market as video games or other creative outlets. For another, gamers are accustomed to lower price points than other entertainment, including the aforementioned video games.

As the market continues to expand, we're seeing movement on both of these factors that may give future designers hope. The market is growing -- Hasbro CEO Brian Goldner told Mad Money that "people are more into Dungeons & Dragons today than ever before. In fact it's enjoying its best year ever, it's been the last couple of years where it's grown. People are reengaged with that brand because it's a face-to-face game, it's immersive, and it's a game that people really enjoy playing with one another. We have more new users coming on board -- double digit, new user growth."

Along with that growth is a fan base willing to spend more, as Andrew addressed in his article, "How Expensive is Too Expensive?" This in turn means creatives can get paid more. Russ has written an excellent reference piece on EN World that every writer should read. It's worth noting that when it comes to paying fairly, Russ is a leader in the industry -- and I speak from personal experience working for him.

A third factor to consider is that the barrier to entry into role-playing games has dropped considerably. Thanks to digital platforms like DriveThruRPG and the DMs Guild, creators can make and sell games at very little cost. By keeping their expenses as low as possible, game designers can net more profit from their games. There are also more platforms to allow fans to directly contribute to creators, like Patreon.

Adding this all up, the 1,000 fan theory seems more achievable for game designers than ever before. But until the market expands enough to support more creatives in the field, economic conditions will continue to push everyone in the tabletop RPG field to test the 1,000 fan theory in the worst way...when they have a medical crisis.
 

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Michael Tresca

Michael Tresca


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Dire Bare

Legend
This is not a RPG problem.

This is a "why the hell doesn't the USA have universal health care" problem.

It's not a problem limited to game designers, yes, and many folks regardless of profession struggle under the US healthcare system, but it is a particular problem for those who work independently and don't hold regular jobs, which includes most artists. If you don't have a health plan through work, and you aren't putting away for retirement, you can find yourself in a very bad situation when you're older.

This has been happening to aging scifi authors also, with similar calls for crowdfunded help to cover medical expenses. I'm sure it happens in many creative fields. What brings it to our attention is that these folks are famous and well-respected in their fields, we are shocked to learn they are penniless and facing signficant healthcare issues in their golden years. It seems wrong, and it is (although not really more wrong than others who suffer).

When you are a young, struggling artist in your 20s . . . you aren't making much, you have no benefits, you are putting away for retirement, but you might be making more money than you ever have before and you're getting paid for your art! It's a awesome rush and it's easy to push future problems to deal with later. As you continue into your 30s, 40s, and maybe even 50s, you've gotten into some bad habits and suddenly you are in your 60s facing serious healthcare and/or living issues with no benefits or savings to cover them. Our country's healthcare system exasperates the problem, but it is also a problem often stemming from choices we made when we were young.

People who choose to go into the creative fields really need to consider these issues and ask themselves, "Do I really need to work full-time as an independent game designer?" Having a more mundane "day job" with benefits (health and 401k) is probably the wiser long-term choice. I'm a teacher, and I explore my creative side nights, weekends, and over that summer break. It's hard to focus on my creative endeavors, but I have a good health plan and retirement plan, and it's a good balance for me. God help me if I ever sell a novel or something and feel that temptation to ditch the day job and go full-time writing.
 

talien

Community Supporter
When you are a young, struggling artist in your 20s . . . you aren't making much, you have no benefits, you are putting away for retirement, but you might be making more money than you ever have before and you're getting paid for your art! It's a awesome rush and it's easy to push future problems to deal with later. As you continue into your 30s, 40s, and maybe even 50s, you've gotten into some bad habits and suddenly you are in your 60s facing serious healthcare and/or living issues with no benefits or savings to cover them. Our country's healthcare system exasperates the problem, but it is also a problem often stemming from choices we made when we were young.
I was going to add this, but you did it so well I'll just quote it. This is the concern -- the industry is getting mature enough that we can now see what happens to our elders, and it is a worrying trend.
 

Stacie GmrGrl

Adventurer
One thing I noticed from this article is that it states that D&D has spiked in popularity and seen a dramatic increase... But does that actually translate to the rest of the rpg medium of products not D&D?

IMHO, the popularity of D&D is only for D&D. Everybody else still scrapes by.
 




dragoner

KosmicRPG.com
This would be less of an issue if more people invested in smaller games instead of exclusively playing D&D.

Pretty much no; the US would have a 60% savings on Healthcare if it followed the French model, by eliminating administrative costs. So what is actually happening is a shakedown, it's not like one can chose anything about your healthcare or treatment when you are unconscious or dying in the ER; so in economic terms, there is very low frangibility. It's sort of a disease in itself, the ballooning "administrative costs" scam, spend a dollar to save a dime.
 

Beleriphon

Totally Awesome Pirate Brain
Unfortunately, the "I wish people would do {insert unpopular thing} instead of {popular thing}" is an argument that, while oft-repeated and lauded in theory, is even more often ignored in practice.

See also: Why can't people listen to opera instead of that darned hippity-hop music?

Because opera is 200 year old hippity-hop music. ;)

As for health coverage, as much as we like to bag on the American health system as Canadians ours is not as universal as we'd like. I still have to pay for medication, mind you its about 20% the cost of the same thing in the US since we have price caps, and most provincial governments will pay for super expensive stuff if it is life saving.
 

Mercador

Adventurer
It will be worse as the life goes by. Within a few years, we might be faced to difficult society choices as UBI and the likes. When 20% of the population have nothing else to do than create arts and an AI can do it better, I'm not too sure where it will goes.
 

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