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Worlds of Design: Eight Awful Truths About RPG Marketing
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<blockquote data-quote="Dave Walker" data-source="post: 7765503" data-attributes="member: 6977246"><p>So this article seems to miss the move toward self-publication as a bad thing? The crowdfund model makes game design viable, it allows market leaders like Monte Cook to get wealthy - and allows indie creators like Avery Alder to make some form of living and not the poverty wages main stream RPG work pays (when I did some a few years ago for a 'big' publisher price per word was 2c and art between $25 and a $100. </p><p> </p><p>The move is clearly to put creator in contact with their fanbase - giving a clearer and less speculative 'is this game for me' approach. From a business model this means the creator can also understand if the product is, viable, based on demand the 'premium' value of the product - so hits like Blades in the Dark have redefined the sector by word of mouth. </p><p> </p><p>The distributor model is dying on its arse - companies who sniffed the distribution opportunities of Kickstarter like modiphius have been fast to exploit this - increasing wallet share to creators. </p><p> </p><p>This article suggests RPG turmoil - I see it as a golden age that saves us folks from having to put up with a handful of major players - many who are doing well but in turn, like any other industry, have to adapt their operating models.</p></blockquote><p></p>
[QUOTE="Dave Walker, post: 7765503, member: 6977246"] So this article seems to miss the move toward self-publication as a bad thing? The crowdfund model makes game design viable, it allows market leaders like Monte Cook to get wealthy - and allows indie creators like Avery Alder to make some form of living and not the poverty wages main stream RPG work pays (when I did some a few years ago for a 'big' publisher price per word was 2c and art between $25 and a $100. The move is clearly to put creator in contact with their fanbase - giving a clearer and less speculative 'is this game for me' approach. From a business model this means the creator can also understand if the product is, viable, based on demand the 'premium' value of the product - so hits like Blades in the Dark have redefined the sector by word of mouth. The distributor model is dying on its arse - companies who sniffed the distribution opportunities of Kickstarter like modiphius have been fast to exploit this - increasing wallet share to creators. This article suggests RPG turmoil - I see it as a golden age that saves us folks from having to put up with a handful of major players - many who are doing well but in turn, like any other industry, have to adapt their operating models. [/QUOTE]
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