Tagged with paizo

Premise #1: High production values are (and should be) the most valued asset in the market.

Why is Paizo so successful? A lot of gamers issue spiteful, scathing reviews of them, their business model, and how they are building a company on reprinting the 3.5 OGL SRD with minor changes. I’ve seen it said over and over, and it’s based on one thing: the fact that Pathfinder, as a system, tends to come up lacking for a lot of people. However, I have a revelation for you anti-PF people:

NO ONE CARES.

I’m not saying that Pathfinder is a good system. I’m saying that they aren’t marketing the system, really. In a lot of ways, they are selling aethestics. They are selling the D&D you’ve always wanted, with the high production values you’d dreamed of when they released that weird art in the revised edition of AD&D 2E. It is really the finest version of D&D out there, from a production value standpoint. Let’s look at some pages:

Those books look downright beautiful. I want to read them. I was first blown away by this when I downloaded their free and awesome “We Be Goblins” adventure, which is legitimately more visually appealing than about 90% of the RPG books I have read.

This isn’t a new idea. In a blog post that I can’t find now, Steve Jackson talked about the release of GURPS 4th Edition five or so years ago. They were forsaking the idea of producing a lot of cheaper paperback, black and white supplements (as had been the primary strategy of the GURPS line for some time) and going with full-color, glossy-paged, deliciously laid out hardbacks. They were (and still are) a big hit. Those books that might have been produced for the old, cheaper lines are now ebooks – cheaper to produce, cheaper to buy, easier to handle, everything. But the core GURPS books are fucking beautiful (in my opinion) and really go a long way to sell the game to skeptical gamers.

Now, SJG hasn’t really jumped on the pretty website wagon yet, but they aren’t alone in that. Just look at the Federation Commander website (let’s not even mention the Star Fleet Games site or their awful Web Store). I don’t even know what the fuck is going on there. Where do I click? What if I want to buy the game? What the fuck IS all this?

Now go to Paizo’s site. I might be a little confused here, but then, right there on the left, it says BEGINNER. That’s me! I’m a beginner! What’s a Beginner Box?

It’s a box full of brilliant fucking marketing, is what it is. Just LOOK at it. It’s a month or two of fun for my friends and I. Seriously.

Fuck. Now, I want to buy it, and I fucking hate this game. It’s brilliant. I could give that for Christmas and not feel bad about it. This smacks down even Wizards’ Red Box Starter Set, in that it contains a pile of things that I’m going to keep using well past my time with the starter box.

So, if this independent publisher is producing something of that high value, what is Amarillo Design Bureau up to? Their Klingon Border page is pretty boring and poorly written, but how does it look?

I swear to God that’s the most attractive page I could find. Let me reiterate: this is their flagship product. This is what they’re trying to sell you to get you into this game, to convince you to spend hundreds of dollars more just to have all of the ships and rules you want to play with (not to mention miniatures)! Okay, one more try. Let’s try their “open the box” video:

Let’s be fair, you already knew that was going to be bad. You probably didn’t expect him to say “get it over with” in the first minute, though. I sure didn’t. He sounds like he is bored with the game already! It also leads me to a great question that I already want an answer to: why is this game $60, when the beginner box is $35?

(I’ll UPS a cookie to the first person to explain why.)

Okay, so we can see there’s a huge disparity in production value in the market. So, why is production value so important? It isn’t about aesthetics, directly. People will buy a book that doesn’t look as good, I’m sure, if it has the rules they need. However, when you’re talking about a core product, designed to get new business, it’s all about attractiveness. Have you ever asked yourself why board games generally look sharp and snazzy, while wargames all generally look like shit? It’s because board games are designed for a very specific purchasing process It goes like this:

Steve, who has never played a game like this before, walks into a nerd store with his friends. He sees walls and walls of games. Seriously, there are a metric fuck-ton of them. However, there on the endcap, he sees one that looks pretty neat. There are dudes fighting, and one of them is casting a spell or something, and that’s a metal looking monster right there! Kickass.

Steve isn’t ready to buy yet, though. That’s not the point of a cover. The purpose of a cover is to get him to pick up the product. Touch it. That’s all we want. Any good salesman will tell you that getting a customer to touch a product will get you further than just about anything else; it implies ownership. It’s theirs already, all they have to do it purchase it. Once he has it in his hands, he is going to turn it over, and read the back.

It’s the back of the product’s job to sell it. You’ll see photos of the game’s contents laid out, or other attractive art, or a photo or drawing of people playing it (and having a great time). Steve will read the blurbs on the back about the game. They will, of course, make it sound really fun and exciting. You have to get images in Steve’s mind of him playing this game with his friends, nights and nights of good times.

If it’s a book, the production value is even more important. Steve can leaf through that book, and find even more reason to be excited. Pages and pages of descriptions of how to be a hero. Awesome art. Kickass lasers or swords or mechs or whatever, all owning the fuck out of those punks. Oh! That dude on page 97 is fucked! Haha!

When you print a book without these things, none of these things happen. Maybe, just maybe, he might pick up the product, because you’ve got a franchise or cover art he enjoys. He might read the back, and see it really just seems kinda lame. Welp. Let’s keep looking.

You might find yourself wondering, how does this relate to small presses? What if I only plan to produce e-books? Well, it’s just this: gamers have come to expect this level of finished work. Without it, they aren’t going to be excited about your game.

One of my favorite small-press games, Cold City has this cover:

Very minimalist. I am sketchy about how it might stand out on a shelf, but these guys aren’t marketing to game stores, really. The page design is brilliantly laid out (like the sort of thing White Wolf was trying for):

And each chapter is led with a piece of brilliant art:

Oh, fuck. That intro makes me want to play the game, and the layout and design contributes an important element to that. It helps create the atmosphere I need to read this book (which is seriously awesome).

Go buy it if you like.

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Fallacy #1: Your market is small/shrinking/difficult to reach.

1. We wargamers (and I include RPG players in that honored group even if they reject the name) are a unique bunch, and a tiny, tiny, tiny fraction of the human genome. We’re people who get our fun by making our own decisions, and taking responsibility for those decisions. We’re risk takers. Most humans want to sit on the sofa, watch a TV show or read a novel or comic book, and be scared out of their minds that the hero is going to be killed (or sent to prison or kicked off the police force or reassigned to Toledo). But there is always the secret and secure knowledge that at the end of the adventure, everything will be right back where it was, with the hero in the same job he was in when the season or series started. Wargamers are perfectly willing to risk the starship captain’s life and career, and accept that we’ll be starting over as an ensign in the next game if we got it wrong. This has many implications, the worst of which is that the wargame industry is very small with very few customers. If a higher percentage of the human race were instinctive wargamers, the wargame industry would be as big as the comic book industry, and even small game companies like ADB, Inc. would have 20 or 30 employees and annual sales in the tens of millions of dollars.

- from the Federation Commander Blog

This is the most popular, fervently defended, and absolutely false truism of the tabletop gaming industry. It is often founded on the ideals that are seen above: that we gamers are a special breed, that it takes a special sort of person (a “nerd”) to enjoy our games, and this means that we’ll always be relegated to stinky stores and small-press publishing.

A corrolary that is often presented is that the gaming industry is shrinking in some way. This may be true (it would be difficult to collect data to disprove it without a lot of effort), but if it is, it’s not due to computer gaming, CCGs, or anything like that. Most market changes are cyclical or structural; I believe the current one affecting ADB is a little of both.

These claims are FALSE. Even a cursory glance at the gaming industry today will tell you that, if anything, we are living in the silver age of RPGs! There are more games, available to do more things, for more playstyles, than there ever have been in history. From Fiasco to Warhammer, from FATE to Magic: The Gathering, there is SO MUCH gaming to choose from, you can feel a bit inundated at times.

What’s more, there are a lot of game companies that are doing remarkably well: Paizo, Steve Jackson Games, and of course, Wizards of the Coast come to mind. Even smaller shops do well; this is the age of the one-man company, working for PDF sales and producing what may be some of the best (and worst) game work out there. These aren’t the signs of a failing industry.

As an aside, I love that he compares the gaming industry to the comic book industry, which is facing almost exactly the same issues as ours: an aging core fanbase which they feel the need to appeal to, which tends to alienate them from their new fans, and a definite sense that the loonies are running the asylum now. Sure, there’s more gross revenue in comics, but that means pretty much nothing to a small, indie publisher trying to get out there.

What are the issues for our industry? I can identify three, immediately, that work together to create a lot of the problems we see today.

1. Market Saturation. Seriously, there are a lot of games. A fucking lot of games, many without any real distinction between them, and marketed to increasingly small and alienated groups: hardcore miniature wargamers, old school revival fanboys, compulsive CCG purchasers. This is the observed effect: itlooks like there is very little market for your games, because it’s easy to get lost in a sea of contenders.

2. Single Dominant Brands. Despite the hand-wringing that occurs in this area, it’s true: Dungeons and Dragons is Roleplaying Games. No one even comes close. D&D had a brief retreat from its position of Level 20 Shit of Dragon-Turd hill in the nineties, but it’s back and here to stay for now. It’s hard to explain a roleplaying game without someone asking if it’s “like D&D.”

In other areas, it is much the same: Games Workshop (Warhams 4eva). Magic is TCGs. There’s no Pepsi to the Coke here. Every game looms under the shadow of its progenitor, and that leads me to the third point.

3. Reactionary Attitudes. It is often said that the last revolution in gaming was in 1993: Richard Garfield inventing Magic: The Gathering. It’s certainly the last time someone opened up a new market sector. That was TWENTY YEARS AGO. Of course the industry appears shrinking an cannibalistic; it would be like if automakers produced the same things for two decades and expected people to be amazed and motivated to purchase new cars.

Oh, wait, they did that.

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