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Owen Stephens Continues 'Real Game Industry' Posts
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<blockquote data-quote="Jd Smith1" data-source="post: 8213101" data-attributes="member: 6998052"><p>That only applies to the liberal arts, which is a questionable field to enter in any case. </p><p></p><p>It all boils down to supply and demand. So long as colleges crank out far more debt-ridden graduates than a particular field needs, then the value of that education is minimal at best.</p><p></p><p>The gaming industry is hit by a triple S&D issue: first, our hobby has a small customer base. Not as small as it has been in years past, but still small.</p><p></p><p>Second, you don't <em>need </em>game designers for this hobby; there are free rules, half-price used books, Ebay, and of course, the GM's ability to write his or her own material. I've been playing since 1979, and my per-year investment in this hobby would, if pro-rated to the start, run about $100 a year. Yet I play every week. One thing I do, is read reviews of gaming material, which generally give the gist of the scenario; I take these, and fill in the details as my campaign dictates.</p><p></p><p>Third, the products, old and new, are available for free. I don't know what impact piracy has on the industry, but I don't believe it is small; I know two weekly F2F games in my area that are run purely on pirated material, and I suspect some of my players hoist the skull and bones. This latter suspicion makes me loath to purchase commercial scenarios, since the odds are very good the secrets have already been compromised.</p></blockquote><p></p>
[QUOTE="Jd Smith1, post: 8213101, member: 6998052"] That only applies to the liberal arts, which is a questionable field to enter in any case. It all boils down to supply and demand. So long as colleges crank out far more debt-ridden graduates than a particular field needs, then the value of that education is minimal at best. The gaming industry is hit by a triple S&D issue: first, our hobby has a small customer base. Not as small as it has been in years past, but still small. Second, you don't [I]need [/I]game designers for this hobby; there are free rules, half-price used books, Ebay, and of course, the GM's ability to write his or her own material. I've been playing since 1979, and my per-year investment in this hobby would, if pro-rated to the start, run about $100 a year. Yet I play every week. One thing I do, is read reviews of gaming material, which generally give the gist of the scenario; I take these, and fill in the details as my campaign dictates. Third, the products, old and new, are available for free. I don't know what impact piracy has on the industry, but I don't believe it is small; I know two weekly F2F games in my area that are run purely on pirated material, and I suspect some of my players hoist the skull and bones. This latter suspicion makes me loath to purchase commercial scenarios, since the odds are very good the secrets have already been compromised. [/QUOTE]
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