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Forked from WotC Layoffs: Industry Size
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<blockquote data-quote="Infiniti2000" data-source="post: 5041903" data-attributes="member: 31734"><p>The RPG industry has a significant disadvantage (for designers) than probably any other industry. The RPG industry has a massive talent pool. In fact, <em>the games themselves are designed to create a bigger pool</em>. At least one individual (the GM) from every single group playing the game is given training by the books and gets training every time they play to be a designer. How can anyone who has GMed not thought to themselves, "Hey, I could work as a game designer!"? This is the disadvantage because it creates a huge amount of competition for those people who desire to do this professionally. For example, I think I would do well as a game designer, but I also realize that it would be extraordinarily difficult, if not outright impossible, to get into the business. With two small children, I'm happy to stay in my reasonably secure six-figure salary at a large (45K+ employees) fortune 500 company. There's no way I could get similar job security in the RPG industry.</p><p></p><p>Like it or not, having such a huge pool of telented game designers, trained mostly by your games in fact, can easily and understandably lead to a high turnover rate. The mere fact that we have so many heated topics (e.g. edition wars) shows that there are A LOT of people who think that they know what they're talking about in terms of game design (and I daresay most if not all of them do, because they were trained well enough as GMs).</p><p></p><p>I'm not justifying or explaining any business decisions by Hasbro, Paizo, or others, but just pointing out a fact that I don't think has been mentioned in any of the threads I've read (including the large, closed one).</p></blockquote><p></p>
[QUOTE="Infiniti2000, post: 5041903, member: 31734"] The RPG industry has a significant disadvantage (for designers) than probably any other industry. The RPG industry has a massive talent pool. In fact, [I]the games themselves are designed to create a bigger pool[/I]. At least one individual (the GM) from every single group playing the game is given training by the books and gets training every time they play to be a designer. How can anyone who has GMed not thought to themselves, "Hey, I could work as a game designer!"? This is the disadvantage because it creates a huge amount of competition for those people who desire to do this professionally. For example, I think I would do well as a game designer, but I also realize that it would be extraordinarily difficult, if not outright impossible, to get into the business. With two small children, I'm happy to stay in my reasonably secure six-figure salary at a large (45K+ employees) fortune 500 company. There's no way I could get similar job security in the RPG industry. Like it or not, having such a huge pool of telented game designers, trained mostly by your games in fact, can easily and understandably lead to a high turnover rate. The mere fact that we have so many heated topics (e.g. edition wars) shows that there are A LOT of people who think that they know what they're talking about in terms of game design (and I daresay most if not all of them do, because they were trained well enough as GMs). I'm not justifying or explaining any business decisions by Hasbro, Paizo, or others, but just pointing out a fact that I don't think has been mentioned in any of the threads I've read (including the large, closed one). [/QUOTE]
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