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RPG Evolution: RPGs Have a Health Problem
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<blockquote data-quote="talien" data-source="post: 7820102" data-attributes="member: 3285"><p>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?</p><p></p><p style="text-align: center">[ATTACH=full]114382[/ATTACH]</p><h3><span style="font-size: 18px"><strong>The Scope of the Problem</strong></span></h3><p>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, <a href="https://www.gofundme.com/mvc.php?route=homepage_norma/search&term=rpg%20medical" target="_blank">which accounts for 1 in 3 crowdfunding campaigns for medical costs</a>) has become the crowdfunding platform of choice, with over 250,000 medical campaigns raising over $650 million each year.</p><p></p><p>Is it possible to make a living working on games? We have some notable data points.</p><h3><span style="font-size: 18px"><strong>It's Not for Everyone</strong></span></h3><p>Fred Hicks <a href="http://www.deadlyfredly.com/2011/06/deadly-living/" target="_blank">shares his perspective</a>:</p><p></p><p>Louis Porter Jr. <a href="https://lpjd.blogspot.com/2011/06/can-you-make-living-in-gaming-industry.html" target="_blank">responded to Fred's post</a>:</p><p></p><p>Louis mentions the 1,000 fans theory, and given the success of crowdfunding in role-playing games it seems there's some merit.</p><h3><span style="font-size: 18px"><strong>The 1,000 Fans Theory</strong></span></h3><p>The 1,000 Fans Theory espouses the belief that creators don't need to have a large number of fans, <a href="https://kk.org/thetechnium/1000-true-fans/" target="_blank">they just need a highly-engaged base that will support them</a>:</p><p></p><p>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?</p><p></p><p>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.</p><p></p><p>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 -- <a href="https://www.cnbc.com/2019/03/15/dungeons-and-dragons-is-more-popular-than-ever-thanks-to-twitch.html" target="_blank">Hasbro CEO Brian Goldner told Mad Money</a> 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."</p><p></p><p>Along with that growth is a fan base willing to spend more, as Andrew addressed in his article, "<a href="https://www.enworld.org/threads/how-expensive-is-too-expensive.666710/" target="_blank">How Expensive is Too Expensive?</a>" This in turn means creatives can get paid more. Russ has written an excellent reference piece on EN World that <a href="https://www.enworld.org/threads/whats-a-freelance-rpg-writer-worth.662811/" target="_blank">every writer should read</a>. 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.</p><p></p><p>A third factor to consider is that <a href="https://www.enworld.org/threads/tough-truths-about-the-game-industry.666205/" target="_blank">the barrier to entry into role-playing games has dropped considerably</a>. 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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="talien, post: 7820102, member: 3285"] 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? [CENTER][ATTACH type="full" alt="gofundme.jpg"]114382[/ATTACH][/CENTER] [HEADING=2][SIZE=5][B]The Scope of the Problem[/B][/SIZE][/HEADING] 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, [URL='https://www.gofundme.com/mvc.php?route=homepage_norma/search&term=rpg%20medical']which accounts for 1 in 3 crowdfunding campaigns for medical costs[/URL]) 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. [HEADING=2][SIZE=5][B]It's Not for Everyone[/B][/SIZE][/HEADING] Fred Hicks [URL='http://www.deadlyfredly.com/2011/06/deadly-living/']shares his perspective[/URL]: Louis Porter Jr. [URL='https://lpjd.blogspot.com/2011/06/can-you-make-living-in-gaming-industry.html']responded to Fred's post[/URL]: Louis mentions the 1,000 fans theory, and given the success of crowdfunding in role-playing games it seems there's some merit. [HEADING=2][SIZE=5][B]The 1,000 Fans Theory[/B][/SIZE][/HEADING] The 1,000 Fans Theory espouses the belief that creators don't need to have a large number of fans, [URL='https://kk.org/thetechnium/1000-true-fans/']they just need a highly-engaged base that will support them[/URL]: 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 -- [URL='https://www.cnbc.com/2019/03/15/dungeons-and-dragons-is-more-popular-than-ever-thanks-to-twitch.html']Hasbro CEO Brian Goldner told Mad Money[/URL] 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, "[URL='https://www.enworld.org/threads/how-expensive-is-too-expensive.666710/']How Expensive is Too Expensive?[/URL]" This in turn means creatives can get paid more. Russ has written an excellent reference piece on EN World that [URL='https://www.enworld.org/threads/whats-a-freelance-rpg-writer-worth.662811/']every writer should read[/URL]. 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 [URL='https://www.enworld.org/threads/tough-truths-about-the-game-industry.666205/']the barrier to entry into role-playing games has dropped considerably[/URL]. 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. [/QUOTE]
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