Thomas Shey
Legend
Small, yes. I never suggested otherwise.
"Vanishingly" was not an accidental inclusion in my post.
Although, I expect that as a professional editor, you likely wouldn't hear from someone who is capable of doing their own editing, since that would be somewhat redundant. Editing is serious work though, no doubt, and a professional editor is invaluable (I used to work professionally as a proofreader for translations, and I've edited the works of a few friends, albeit "unprofessionally", so I have some understanding of the process).
You'd think, but I did editing for people who were perfectly capable of doing their own editing, but had simply run out of time. Its one of those things that an small group or individual cannot avoid on occasion (in fact, that was probably the biggest part of my work life, in addition to individuals who did not feel competent to do their own editing in general; larger groups had their own editorial staff that were more likely to be able to absorb an occasional work surge, barring special projects).
(And a tip of the hat if you proofread translations. I distinctly left that to specialists).
Usain Bolt is unique. Kevin Crawford's success is a rarity, I won't even argue that. However, it is not unique. It might currently be unique in the RPG industry, but as stated that market is tiny by most measures. In terms of small businesses, he is not the only successful one-man-band out there.
My argument is that there really aren't too many other businesses that closely parallel ultra-small RPG publications. As I noted, even self-published authors normally hire someone else to do their editing (and I've never seen an example of someone who didn't with anything with technical elements where it didn't come out a trainwreck, and very few that were with fiction or non-technical nonfiction. Even people who are competent at both writing and editing are usually bad at editing their own work.)
By way of citation, I'll point to my friend James' dad, who ran a very successful business by himself for many years, supporting a bit of old software that no one else was willing support anymore.
Yes, but note the fact I was including a number of different things in that. I effectively ran my own business for a while, but all I had to do was A) Edit, B) Do a vaguely competent job of doing the limited marketing I did, and C) Manage my own finances. A self-operated game designer has at least three more elements there than that, and I suspect its more likely to be five.
(As I noted before in another context, if I'm given a choice about fighting with a landlord and a printer, I'd do the landlord every time, especially given how often the printer these days isn't even in the country).
For those who aren't a one-man-band, they'll need to find their own strengths to be successful, to compensate for their weaknesses. Don't get me wrong, I'm not saying that running a small business is easy (quite the opposite). I've known quite a few successful small business owners, and it is an tremendous amount of work, with no assurance of success. If you don't put the work in though, failure is all but guaranteed.
I'm simply arguing you're probably underestimating just how particularly multi-task a game company is, even a tiny one. I'm frankly astonished anyone can do it with less than three people, and that's assuming they're jobbing out all the artwork.