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Owen KC Stephens' Tabletop RPG Truths #2
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<blockquote data-quote="Owen K.C. Stephens" data-source="post: 8011573" data-attributes="member: 3190"><p>It's even more than that.</p><p>IF I was making 100k a year, it would mean the Game Companies, large and small, had more money to throw at problems.</p><p>Archiving art assets takes time. Training people to be managers takes time and money. having staff that can handle more than the creation of products just-in-time to avoid bankruptcy takes money so you can HAVE time.</p><p>Having programs to seek diverse applicants rather than depend on whoever can make it to the bar at a con and buy you a drink takes time and money.</p><p>Playtesting takes time, and sometimes money.</p><p></p><p>Many people smarter than myself have tried to fix these issues, but what i am hearing from other professionals is that it's a problem still, in every decade, for every game company, at every size, in every country.</p><p></p><p>Many of <em>my</em> problems can easily be solved by x2-x3 more people backing my <a href="https://www.patreon.com/OwenKCStephens" target="_blank">Patreon</a>. But that only helps the industry at large if most full-time ttRPG creator can get well-supported Patreons, or if my having spare time to do things like talk about the state of the industry is somehow enough to enact real change (which, as much as I would love that to be true, seems extremely unlikely).</p><p></p><p>It may be insoluble. It may require something like all major RPG companies doubling their prices, and if that means some companies (almost certainly small ones, such as my own) go out of business because they can't compete with the big companies, that both increases the money per product for those big companies and reduces the number of game designers vying for that pool of money.</p><p>But that is ALSO unlikely to happen--instead companies will likely continue to compete a great deal on price, because if only 1-2 double their prices, they will almost certainly lose sales to companies that don't. Plus there's no assurance that doubling prices would lead to more income even in a market with fewer competitors--it's possible, but there's no way to know that for certain.</p><p>It could just make piracy vastly more widespread</p><p></p><p>I launched #RealGameIndustry primarily so customers would know what creators go through, and so people thinking of getting into the industry could do so forewarned about potential hazards. I wish I'd known half of this when I got started in the 1990s.</p><p>I believe that awareness can only help find solutions--but I don't currently have solutions to offer to go with the raising of awareness.[/USER]</p></blockquote><p>[/QUOTE]</p>
[QUOTE="Owen K.C. Stephens, post: 8011573, member: 3190"] It's even more than that. IF I was making 100k a year, it would mean the Game Companies, large and small, had more money to throw at problems. Archiving art assets takes time. Training people to be managers takes time and money. having staff that can handle more than the creation of products just-in-time to avoid bankruptcy takes money so you can HAVE time. Having programs to seek diverse applicants rather than depend on whoever can make it to the bar at a con and buy you a drink takes time and money. Playtesting takes time, and sometimes money. Many people smarter than myself have tried to fix these issues, but what i am hearing from other professionals is that it's a problem still, in every decade, for every game company, at every size, in every country. Many of [I]my[/I] problems can easily be solved by x2-x3 more people backing my [URL='https://www.patreon.com/OwenKCStephens']Patreon[/URL]. But that only helps the industry at large if most full-time ttRPG creator can get well-supported Patreons, or if my having spare time to do things like talk about the state of the industry is somehow enough to enact real change (which, as much as I would love that to be true, seems extremely unlikely). It may be insoluble. It may require something like all major RPG companies doubling their prices, and if that means some companies (almost certainly small ones, such as my own) go out of business because they can't compete with the big companies, that both increases the money per product for those big companies and reduces the number of game designers vying for that pool of money. But that is ALSO unlikely to happen--instead companies will likely continue to compete a great deal on price, because if only 1-2 double their prices, they will almost certainly lose sales to companies that don't. Plus there's no assurance that doubling prices would lead to more income even in a market with fewer competitors--it's possible, but there's no way to know that for certain. It could just make piracy vastly more widespread I launched #RealGameIndustry primarily so customers would know what creators go through, and so people thinking of getting into the industry could do so forewarned about potential hazards. I wish I'd known half of this when I got started in the 1990s. I believe that awareness can only help find solutions--but I don't currently have solutions to offer to go with the raising of awareness.[/USER][/QUOTE] [/QUOTE]
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