Advice for people (especially women) who have been thinking about starting a Patreon

I’ve gotten a lot of really positive responses to my last post about the barriers that keep women from engaging with Patreon. In the comments I mentioned that something I had meant to address in that post was advice for how women could go about having a Patreon ANYWAY, but that time and space constraints prevented me from including that. I’d been planning on moving on to my posts about KickStarter, since I try to avoid spending suuuper-long stretches of time on one particular topic – especially when that topic is highly specialized and isn’t of particular interest to people outside of a specific group. However, I’ve gotten several requests from people to please write this post. So here we are!

0: Material Previously Covered

Last year I did a huuuuge series on “advice for women looking to get into game design”. It covered pretty well everything, from the pros and cons of self-publishing to all of the various economic models for doing so. I’m not going to say you need to read all of that, because seriously it’s really long. However, I’d recommend reading part 2 of the first post in the series here about common cognitive pitfalls to watch out for. I also wrote a little about the different types of Patreons out there in part 3 of that series with some examples (under the heading Serial Content: Patreon), some of which are now sadly out of date.

So you can go read that stuff. You know, if you want.

1: JUST DO IT

If starting a Patreon is something that you’ve been waffling about for a while, then in the words of the immortal Shia Lebeouf…

Seriously, though. JUST. DO IT. Especially if what you want to start a Patreon for is shit that you would do anyway. What’s the worst that could happen? People don’t support you and nothing has changed. Setting up a Patreon page takes 1-2 hours, depending on how much thought you put into it. You’d be out that time, sure, but nothing else.

“But, wundergeek! If I start a Patreon and no one pledges, I’ll be so embarrassed!”

Look, I get it. I do. But I’ll tell you a secret, gentle reader. Failure is an unavoidable part of being creative. Not every idea is going to catch on! Patreon at least front-end-loads the failure so that you haven’t lost tens or even hundreds of hours on something no one wants to consume. (Which is something that I’ve done, by the way, and wow does it ever suck. But that’s a tale for another post.)

However, I’ll also note that sometimes it’s the projects that we most expect to fail that surprise us. Take this blog, for example; when I first started writing it, I thought that there was no way any significant number of people would read it. And yet nearly five years, 2+ million views, and 81 (at the time of writing this post) patrons later, here we are. So don’t let your assumptions about what people will be willing to support keep you from trying, because brains are assholes.

1a. “But the thing I want to do is weirdly specific and there’s no way anyone would pay for it!”

First, while there are some people who become patrons purely with a goal to consume specific content, there are also people who become patrons because they want to support the creator, and not necessarily because they’re a super fan who loves everything that that creator is producing.

Second, never forget that the internet is a weird place. Your weirdly specific thing might be someone else’s “thing they wished someone would make” that they’ve been waiting for someone to make so that they could give them money for it. The outrageous overnight success of Send Your Enemies Glitter is proof of that.

Third, if you are a member of a marginalized community, there’s a really good chance that your brain is being an asshole. Tell your brain that in a market as saturated with RPG content as the current market is, weird and specific also means distinctive, which will help you stand out. And then tell your brain to get stuffed.

2. Don’t feel pressured to make a video.

A profile and a cover picture is more than sufficient to launch a campaign with. Don’t let yourself get hung up on the idea that you “have” to have a polished video in order to be taken seriously, even though I’m pretty sure Patreon says when you’re setting up a profile that pages with videos get more patrons (or at least it did when I was setting mine up, which was admittedly two years ago).

2a. Cover images are easy, and here’s why

Are you making game hacks? Take a picture of some character sheets spread out on a table! Are you making stock art? Collage a few of your best pieces together. Blogs and other writing projects are a bit harder, since the end product is a bit more intangible. But even then there’s no need to get fussed, because here is what you can do.

First, do an image search on Wikimedia Commons (because stealing other people’s work to promote your own is a shitty thing to do). Find an image that you like and put some simple text over top of it that summarizes what you do. No graphics software? No problem. Pixlr’s photo editor is a nice, free, in-browser image editor that is pretty well equivalent to the old Limited editions of Photoshop. (Make sure you select Pixlr Editor and NOT Pixlr Express.)

example 1
SO PROFESSIONAL

Now, you might feel like your image looks a little slapped-together when you do that. So here is my totally easy trick to make your image look more polished with about 15 seconds of work: OUTER GLOW. So here’s what you do. You have your image, and your text will be on its own layer. Click the layer styles button (highlighted in the screenshot above). Then follow the steps in the screenshot below:

example 2

Now your text has a black border! Except it will still be fuzzy and not really all that useful, so you’ll need to tweak the settings a bit, like so:example 3

Bam. Now you’ve got an image that looks like you actually worked on it. Win.

3. Decide on a content model and communicate that content model clearly to your patrons

There are two basic ways of charging patrons – either they pledge a static amount per month, or they pledge per content – at which point their pledges might vary from month to month if you are getting into posting multiple items per month and they have monthly limits set up to cap their maximum contribution.

My recommendation to people just getting started with Patreon is that they default to per-content for their pledge model. When you’re just getting started, a per-month model is going to deter a lot of folks who might want to support you but also want to see a proven track record of providing consistent return on investment. Setting up your Patreon as per-content means that your patrons are only on the hook when you produce content, and the controls for setting monthly caps are robust and relatively easy to set up such that your patrons won’t need to worry about getting into paying you more money than you’d expected.

If you are someone who has a lot of real-world obligations and know that your content production is going to be inconsistent, make sure you make that part of your pitch upfront. That way your patrons are going into supporting you knowing that the content flow is going to be uneven, and if you have a few weeks where your life explodes and you don’t make anything – it’s okay. (Though if something happens that keeps you from adhering to your usual content frequency, it is polite to drop a note to your patrons letting them know. I’ve done this as patrons-only messages through Patreon when it’s happened to me in the past, and my patrons have always been wonderfully supportive when it’s been an issue.)

There are drawbacks. Per-month funding evens out the revenue stream; per-content logically means that you get more money in months where you produce more. And, also logically, the inverse is also true in that if you have a month where you don’t produce anything… you also don’t get any money. Still, I feel those are pretty minor considerations overall. I’ve had my Patreon for two years and still wouldn’t consider switching the funding model, because per-content is much better for how I operate given the meatspace demands on my time and attention.

3a. Different model subtypes: examples

For the sake of clarity, and because you shouldn’t do exactly what I do just because it works for me, here are the four most common Patreon models that pertain to game type. YMMV:

  • Charges per unit content, all content publicly available (ex: this blog!)
  • Charges per unit content, all content available to patrons (ex: Kaitlyn Peavler)
  • Charges per unit content, content available to patrons with previous content available for purchase (ex: Worlds Without Master)
  • Charges per month, grants access to content (ex: Avery McDaldno, now defunct)
  • Charges per month, all content publicly accessible (ex: John Harper, now pretty much defunct)

4. Offer a $1 level, even if $1 won’t give access to the thing you are making

Never underestimate the $1 pledges, because they really add up! Having a $1 level makes it possible for someone to say “well I’m not interested in that thing they’re doing, but I really like the creator so it’s worth $1 to me just to help them do what they want to do”.

TEN out of my 81 patrons have set themselves up as “no reward”, meaning they don’t want any of the perks that come with their donation level. They just want to give me money, and that’s it.

Patreon patrons are generous folk, is what I’m saying here.

5. Be conservative in setting up your milestones (if you set them up at all)

Milestones are NOT something that you need to start right away. Hell, two years later I still haven’t set up milestones, because I don’t know what I would set as my goals. I tailor the amount of work I do for posts here on my blog to the amount of support I get. When I first started this Patreon, I was averaging around 1500 words per post. Now 2000-2200 is much more my usual average, because I can afford to go more in-depth.

Still, if the thing you want to do is a thing that it would make sense to set up milestones for, BE CONSERVATIVE. I lose between $5 to $10 per post on pledges that don’t get processed, for whatever reason. People don’t do it maliciously – most often it’s because their credit card information changed and they forgot to update all of their peripheral shit like Patreon. But it happens. Add in the fact that Patreon’s and PayPal’s cut adds up to about 10-11% of your total AFTER dropped pledges… you can end up on the hook for a lot more work per unit dollar than you wanted to be doing.

My advice – don’t set them up right away. And leave yourself lots of wiggle room if you do set them up, and be willing to communicate with your patrons if you have to change your milestones.

Speaking of which…

6. Thou shalt communicate with your patrons

If you’re someone who sucks at email, learn to not suck at it. Patreon isn’t exactly a business transaction, in that your patrons aren’t buying and selling content per se. But they are making it possible for you to do the thing that you want to do, so be courteous about responding quickly to messages. It will go a long way toward building goodwill. It sounds stupid and obvious, but you want your patrons to feel good about you as a human being, since that will make them more likely to want to continue supporting you.

7. Don’t feel guilty about charging your patrons

If you’ve communicated what it is that you want to do, and you’ve communicated your expected content schedule, and the thing that you’ve produced is even remotely within the scope of your Patreon, then let go of your guilt and make that post paid already! Having a clear pitch isn’t just important to attracting new patrons. It’s also important to set expectations so that your patrons know who you are and what you’re doing.

If someone is your patron, they have agreed to become your patron because they WANT to give you money to do the thing that you are doing. So feeling guilty about doing the thing that you are doing and NOT allowing people to give you money for it is actually the opposite of what your patrons were hoping for.

Of course, I say this as someone who still struggles with this. I had to be reassured that it was okay to make this a paid post before I did so, and even then I still feel a bit hinky about it. So, you know, do as I say and not as I… feel? Or something.

Why don’t more women just… you know, create Patreons?

[Big thanks to the awesome ladies in my G+ circle who helped give me ammunition I needed to outline this post. Thanks especially to Filamena Young and Laura Hamilton for being super on-point about evil money things.]

In my last post, I looked at a sample of games-related Patreons and the not-too-encouraging gender breakdown of creators, and the breakdown is pretty dismal; only 24% of the Patreons that I looked at included one or more female creators. Of course, in the face of such numbers, the solution seems simple. Get more women to create and maintain Patreons, right? We can’t expect men to stop using Patreon to rectify the gender imbalance, so logically this means that more women have to get on board to even things out.

Sadly, I can only wish that this was such an easy problem to solve. I know that there were a number of gendered factors that made me a very reluctant adopter of Patreon. And since I ultimately did jump on the Patreon bandwagon, I know that I can’t necessarily speak to the experience of women who have considered it and decided it wasn’t for them.

So I threw out the following questions to my ladies-only circle on Google+, which is chock full of brilliant and talented women: 1) If you don’t have a Patreon, why not? 2) If you used to have a Patreon and have stopped doing things with it, why? And I got a wide variety of responses, which mostly can be broken out into four categories that form a pretty clear picture of the obstacles keeping women from being active, sustained creators on Patreon:

First: Imposter Syndrome[1]

“I don’t have anything to offer”, “No one would be interested in paying to hear what I think”, “I’m not really talented enough to make it on Patreon”. Imposter syndrome is an asshole, and it keeps a lot of super smart, super awesome women from simply believing that they have something unique to offer that people might be willing to pay to support.

And lest you think I’m talking dismissively from my lofty perch as a “successful” Patreon creator about “Those Other Women” who need to learn to “have confidence and everything will be fine”… actually, I’m including myself in this. Because to be honest, I got pushed into Patreon out of financial necessity, and even despite the previous success of my blog, I never anticipated the level of support that I’ve gotten.

Even more absurd, I actually argue with friends who try to state simple facts about how successful my blog has been. Not opinions. Facts. Because I’m not capable of believing that anything that I do or say here is actually important, no matter how much evidence to the contrary that you might show me. Because deep down, this is still just me yelling at the internet. And shit, I’d do that for free, so doesn’t that mean that people shouldn’t be paying me for it?

So just getting past the initial hurdle of believing that you are competent enough to have something to offer through Patreon? It’s a pretty damn big hurdle. But even if you manage to clear that and you do, create a Patreon, you’ll quickly run into the next hurdle that Imposter Syndrome throws at you: feeling guilty for charging your patrons for content that you create. Never mind that you’ve laid out what you want to do and how you want to get paid. Imposter Syndrome is that voice that shouts in your ear that your work isn’t nearly as good as everyone else’s, and your patrons deserve better.

And if you happen to have Imposter Syndrome and depression, that’s when things get really fun! Because not only do you get your brain telling you that your work is worthless, but it also tells you that you are worthless, so good luck ever being able to seriously believe that people would ever actually give you money to create things.

Second: Female Socialization

So. Let’s say that you are a woman who is either 1) lucky enough not to have Imposter Syndrome, or 2) has managed to find ways of at least getting it to shut up for a while. Awesome. That’s the big hurdle, right? From here everything should be easy! Except, wait. Just believing that you produce work that is worth paying for isn’t enough, because once you start actually doing the planning required to make the actual Patreon page, female socialization rears its ugly head.

First, there’s the trap of needing to polish things. A lot of men can have an idea, spend some time throwing together a proof-of-concept, get it to a reasonable level of “eh, good enough”, and expect that when they show it to people what they will respond to is the idea behind it. Unfortunately, if you’re a woman looks matter – even when it’s your work and not your actual personal appearance. In art school, I certainly had enough experiences where my male peers had their work engaged on a conceptual level while mine was criticized for execution, despite being created with the same level of craft.

Unfortunately, “perfect” is the mortal enemy of “good enough”. I’ve seen many a project languish forever in the “polishing” stage, never to be launched because of fear that it wouldn’t been seen as “professional” enough. Meanwhile, there are dudes slapping together some pretty sketchy campaign proposals and simply throwing it out there.

There’s also the issue of marketing. Women are taught pretty explicitly not to put themselves forward, and self-marketing requires doing exactly that[2]. And honestly, it would be pretty hard for me to overstate how drastically hard that is to deal with, because that conditioning isn’t something that simply happens in childhood and stops when you become an adult. It happens every goddamn day.

It happens when I decide to tone down my language on a subject that I feel passionately about, because I don’t want to seem too bitchy. It happens when I disclaim the ever-living shit out of something when I need to talk to a guy about a problem that he is causing because I don’t have the bandwidth to deal with him causing a scene. It happens when someone asks if there are people with specific qualifications who might be able to participate in a thing and I feel I have to choose my words carefully in responding so that I sound interested without being arrogant.

It’s a balancing act, one that women are constantly navigating. So expecting women to be good at the thing we socialize them not to do as part of their success? Yeah, that’s a problem.

Third: “Second Shift” Labor:

Say you manage to get past hurdles one and two. Fantastic! You’re well on your way to becoming a creator! Except, of course, for the fact that the internet is a voracious beast that consumes content at a ferocious rate. The Evil God of Content demands regular sacrifice, and if it is not appeased frequently and on something resembling a schedule, your audience will suffer as a result.

And, you know, fine. As Dorothy Parker once quipped, “writing is the art of applying the ass to the seat”. It’s only fitting that running a Patreon is something that takes work if that work is something you’re getting paid for, yes?

However, actually finding the time to do that work? Is pretty damn difficult if you’re a woman. “Second shift” domestic labor is something that still disproportionately falls on the shoulders of women. If you work all day, then have to come home to more domestic work, when exactly are you supposed to find the time to be creative? And if you have children? Multiply that problem by about three. Nobody is as good at finding ways to interrupt your concentration as a small child, because they love you and want to spend all of their time with you. Which is, okay, adorable (sometimes), but not exactly a boost to one’s productivity. So finding a way to manage all of the competing demands for attention and time, it’s not surprising that a lot of women simply don’t feel they have the bandwidth to sustain a Patreon for any length of time.

Personally, it’s something I struggle with quite a bit myself. I’m incredibly lucky to have a partner who does his fair share of housework and parenting. But being in school and raising a toddler are both full-time jobs, and much as my husband supports me, the economic realities of our situation means that if there is some sort of childcare emergency or doctor’s appointment, I’m always the one who gives up work time to deal with it. As such, keeping up with blogging means that I have to be pretty damn creative about finding time to do research and work on the posts I write here. It also means that I’ve had to learn to be able to write in small chunks – twenty minutes here and there. I don’t have the luxury of slowly “getting into the groove”. When I have time to write, I need to write. It takes a hell of a lot of discipline, and it’s not always something I’m capable of.

So it’s not too surprising that some women would consider all of the factors and say “you know what, I’ve got too much going on in my life to add yet another highly demanding obligation”.

Fourth: Practical reality – money

Even if you manage to deal with the previous three obstacles, money is still going to bite you in the ass. The wage gap is a thing for a reason – it didn’t just spring out of nowhere. Work produced by women is seen as having inherently less worth, which is something you run into… just about everywhere. Take, for example, the fact that white women earn about 78 cents on the dollar for what white men earn, and for women of color, it’s even worse. Hispanic women make only 51 cents on the dollar! Or how about the fact that only 3.5 percent of works of art in the MOMA were created by women – a figure that has held pretty steady despite noises being made about increasing the representation of women artists in the MOMA’s collection.

It’s a self-reinforcing conundrum. Part of the reason women have trouble believing that what they create is worth paying for is because everyone else has trouble believing it too. And if people aren’t going to pay to support the thing you’re making, that causes problems. In some instances, it can be a simple matter of “the time to dollar ratio means that I am working for less than minimum wage”.

Or there can be other problems specifically related to Patreon’s funding model – which takes pledges monthly off of credit cards. Inevitably, when a portion of your pledges get declined (and it happens every month), that’s money that you should have gotten but didn’t. And if you planned your milestones around needing a certain level of support, and your page says your getting that level of support, you can wind up being on the hook for doing extra work for a milestone goal that you didn’t actually financially achieve.

Which, you know, is pretty shitty.

Lastly, according to Pledge Society, there are a whopping 2485 games-related Patreons right now. Given the number of Patreons that exist, and given that we seem to be reaching a level of market saturation in that most people who are patron supporters have long since reached their cap of money that they are willing to contribute to support artists looking for patronage, there is a limited pool of money that is being chased after. If women’s work is seen as having less worth, how exactly are women supposed to compete with the dudes who are hogging so many of the available patron dollars?

For a lot of women the answer ends up being “I can’t”. And I’m not going to lie, sometimes when I look at the amount of money that some dudes are making off of Patreon to do stuff that requires significantly less effort than what I put into what I do here…? It makes me question why I even bother, sometimes.

Fifth: Practical reality – gender

Okay. So there are conceptual hurdles, social hurdles, and practical hurdles, none of which are easy to navigate – even if you happen to be someone with comparatively high levels of privilege like me. (I’m a woman, but I’m also white, middle-class, cisgender, heterosexual, able-bodied, and culturally Christian, so believe me. I’m well aware I have a lot of advantages.) But even if you manage to deal with all of that, gender is always going to be a factor that you absolutely can’t control.

IF you persevere through all of the shit I just described AND you manage to achieve a level of success, congratulations! You’re making something of yourself as a female creator!

Except, don’t forget that making something of yourself as a female creator means that you’re also just plain making yourself more visible as a woman, which on the internet is often a dangerous proposition – especially when one is dealing with gamers. As a consequence of writing this blog, I’ve had some truly unnerving shit happen to me simply because I had the nerve to express opinions about games while female. I once had one dude write more than 11,000 original words about what a terrible human being I am in the space of about a week. (For perspective, my games average between 10,000 and 20,000 words.) I’ve had a professional comics artist swamp my blog with fans after telling them to tell me what a horrible, awful cunt I am. I’ve had people accuse me of being a professional victim for making money off of this blog at the inception of Gamer Gate when Zoe Quinn, Brianna Wu, and Anita Sarkeesian were being crucified using that same language.

I’ve stuck it out this far because I’ve been lucky – I haven’t become a hate meme (yet). And because I’m stubborn, and contrary as hell. But I also make a point of telling women in my circles who lament that they don’t have my “courage” that not being willing to put yourself in a situation where you can expect this sort of abuse isn’t “cowardice”. It’s fucking self-care.

Does becoming a creator on Patreon guarantee that you’ll get harassed? No. Of course not. But any time a woman makes herself visible online, that is always a risk, and for some women that just isn’t something they are prepared to deal with. And good for them for knowing that about themselves.

Phew

[That turned out a lot longer than anticipated! Next time: I turn my gaze to KickStarter and the unique problems that women face there.]

[1] Mind, in citing this as an obstacle for women, I’m not saying that men don’t ever deal with imposter syndrome. However, it’s definitely something that is a bigger problem for women than men.

[2] And look. Self-marketing SUCKS, okay? For anyone of ANY gender. But as bad as it sucks for dudes, at least they don’t have an entire lifetime of socialization screaming at you that you’re a terrible person for doing it.

The gender imbalance of games-content creators on Patreon

Since the end of the year, I’ve been working on a numerical analysis of my freelance income in 2015 (although admittedly, it did get derailed by real life stuff; I’d been hoping that it would be finished before now). Non incoincidentally, the income I receive through Patreon for this blog is a large part of that.

My Patreon has done pretty well for itself since inception. I started out with 17 patrons in 2014 and currently have 80 patrons – though that’s down from a high of 84. According to data compiled by Graphtreon, as of the time of writing this post my blog is in the 88th percentile of all Patreons by number of current patrons. Still, as well as I’m doing here, it’s sometimes a little hard for me not to get hung up on the number of male-fronted Patreons that are doing… significantly better than mine. And sure – obviously I recognize that a feminist blog about games is much more of a “niche” Patreon than Patreons producing “actual” game content. Still, something I have been quietly discontented about for a while is the fact that Patreon is a platform heavily dominated by men, and it got me wondering – just what are the gender demographics of games-related Patreon creators[1]?

Unfortunately, this is a difficult question to answer, since Patreon’s interface is, frankly, really really bad. To be fair, they are trying to improve on this, but the results so far have been… mixed. So gathering this sort of data required looking to sources outside of Patreon, since I was not able to determine a way to do this using Patreon’s own website.

Sources

In the introduction, I mentioned Graphtreon as a source of Patreon rankings. I actually wound up not using Graphtreon as a source for my data, since it turns out they were actually a little too accurate for my purposes.

Instead, I gathered all of my ranking data from Pledge Society – which combines Patreon’s own data with a pretty, actually sort of usable UI. Unfortunately, Pledge Society doesn’t do anything to mitigate Patreon’s awful sorting algorithms, which don’t take into account the different revenue models built into their own site, and makes the rankings that it comes up with pretty useless if what you want is an actual list of “who ranks higher than whom”.

What do I mean by this? Well, the ranking system used by Patreon (and thus Pledge Society) doesn’t differentiate between Patreon’s structured around revenue generated per unit content and Patreon’s structured around revenue generated per month. So to use my own blog as an example, I average between 3-5 paid posts per month, with a nominal pledge level of $170/post (which doesn’t incorporate the diminishing returns effect of monthly pledge caps, but that’s a different can of worms entirely). Logically, my blog outperforms Patreons which only bring in $170 at the end of the month, and yet that’s where it appears in the rankings.

However, in this case, that mix of high and medium-level campaigns in the top rankings actually wound up more useful in capturing a representative sample for two reasons: First, the very top of the top of the leaderboards are even more homogenous than the lower-high-end and the middle of the pack, which still aren’t terribly diverse anyway. Second, despite the different sorting methods, both Graphtreon and Pledge Society are getting their data from Patreon, which does not include gender of creator in its rankings or campaign summaries. So in order to put together the data for this post, I had to go to each individual Patreon page to attempt to determine the gender of the creator(s), which was a stupid amount of extra, incredibly tedious work.

About three quarters of the time, this was all that was needed. Hooray! However, the rest of the time I wound up needing to go to a YouTube channel, or a Twitter account, or a Facebook page, etc. Given how irritating all of that was, I lost patience early on and decided I was only going to do the “top” 200 games Patreons as ranked by Pledge Society, since the inaccurate sorting method meant that I’d get a random sampling of middle-level Patreons sprinkled in. Because NO EFFING WAY am I going to look at 2485 INDIVIDUAL PATREONS. Nope nope nope.

Data

In gathering data, I looked at two things: 1) what a Patreon was producing and 2) the gender composition of its creators[2] – which I recorded as either “male creator(s)”, “female creator(s)”, “mixed-gender group”, and “unknown gender”. You’ll note that there’s no differentiation between solo creators and homogeneously gendered groups of creators. Unfortunately, this is something I regret, however I didn’t think to record solo versus group until I was around #175 or so, at which point I wasn’t about to go repeat almost all of my work.

As for what a Patreon is producing, the categories that I recorded were: games (video games, tabletop games, game settings and resources, game mods, etc), videos (let’s plays, streams, vlogs), podcasts, comics, and other (multimedia, art, reviews, blogs, criticism, etc).

It’s important for me to note that there was one category of campaign that I trashed from my results entirely, despite being the third largest category overall: porn. It may sound naive, but I honestly was surprised that porn is even allowed on Patreon, and I was even more surprised by how much porn there is and how much support it’s receiving. But it’s there, and there is a lot of it, and wow is it making a lot of money.

Out of the 200 Patreons that I looked at, a whopping 54 are for campaigns producing porn. The largest portion seems to be for campaigns making porn games and interactive novels. However, there were also things like porn comics featuring notable video game characters, porn videos using custom renders of video game characters, and even an online platform for virtual furry sex rendered in… uh… quite graphic detail.

These sorts of Patreons were not only nearly 100% male-created, but it also seemed that the issues present had much more to do with the subculture of porn content production than the subculture of games content production, for all that the content being created uses the medium and visual language of games. As such, these sorts of campaigns were not included, although an analysis of these Patreons would be interesting on its own (even if I’m not likely to ever write it myself.)

The Results

Out of the 200 Patreons that I looked at, here’s how they broke down by category:

PATR-overall

Patreons producing video content through YouTube are outproducing Patreons producing actual games by 4%, which was a bit of a surprise. Although reflected in those numbers is an increasing trend of content that would have been delivered as podcasts now being delivered as vlogs or video series – as indicated by the fact that podcasts are making up a measly 3% of the Patreons surveyed. I suspect had Patreon been available five years ago, the proportions of vlogs and YouTube Channels being funded would have been far lower, and podcasts would have been much higher; certainly five years ago[3] it seemed like there were an awful lot of gaming podcasts out there (many of which are now defunct).

Unfortunately, when you start looking at the breakdown of gender of creators overall (again, this is not including porn), the results are depressing but not really all that surprising.

PATR-games

Female-only creator(s) make up only thirteen percent of non-porn Games Patreons! That’s squarely in “just barely better than the MOMA” territory, which is pretty goddamn sad. And creator teams that simply include even just one woman still only bump the total up to 24%! Yikes! Now, yes, it is true that creators of unknown gender account for 10%. However, even if you say that every single one of that 10% of creators is actually a woman (statistically unlikely), that still leaves two thirds of the non-porn Patreons that were examined with no female contributors whatsoever, which is pretty sad.

Things get sliiiightly less bleak when you look at the breakdown of non-porn Patreons that are producing games, although I still wouldn’t start dancing in the streets:

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Just under half of Patreons surveyed that are making non-porn games have zero female contributors while fewer than one-fifth of Patreons for non-porn games are controlled exclusively by women. Including mixed-gender teams gets the distribution much closer to half, but again these numbers are belied by the fact that in mixed-gender teams of creators with more than two people, the women were always outnumbered, usually rather significantly. (Again, something I’m kicking myself for not recording actual numbers on.)

But wait, it gets worse. The most popular content type provided by the Patreons I surveyed is also the second-most male dominated!

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SEVENTY SIX percent of Patreons creating video content have zero female contributors, while only a fifth have any female contributors at all! Unfortunately, it seems that as Let’s Plays continue to expand in popularity as an entertainment trend, the people actually getting paid to produce that sort of content are… pretty well all male.

But even seventy six percent is still better than zero, which is how many Patreons producing podcasts featured any female contributors:

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Yup. That’s a thing that happened.

As for comics, they look downright egalitarian by comparison.

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Hooray! Fifty percent of Patreons for comics feature content by women! Except, the sample size is pretty absurdly tiny, so I’m pretty sure all I did for this one was make a pretty chart. Oh well.

Lastly, the “other” category, which encompasses art, conventions and events, reviews, criticism, etc. This is the hardest to gauge, because it has the highest proportion of unknown gender creators:

PATR-other

Is it good that people producing content that is hard to categorize are less likely to be male? Or is it that people producing this sort of content feel more compelled to obscured? I’m honestly not sure what to think.

Whichever way you look at it, though, it’s impossible to deny that the gender imbalance on Patreon in its games-related content is pretty staggering.

[1] It’s worth pointing out that the thesis of this post completely ignores the overwhelming whiteness of games-Patreons, which reflects the overwhelming whiteness of the games industry itself. However, while using names, bios, videos, and profile pictures to make judgements about gender presentation is itself (at the very least!) venturing into problematic territory, it is impossible to use these same methods to determine anything useful about a creator’s racial or ethnic identity. As such, I figured it was best to not even try.

[2] I know that my data falls into the gender binary trap, which is problematic and can be erasing of trans and nonbinary gender identities. And I acknowledge that that sucks! However, I feel strongly that looking at the gender imbalance of crowdfunding platforms like Patreon is important, so this is where I simply acknowledge that “hey, this thing I’m doing is still a bit problematic but I didn’t know how to solve that problem”.

[3]

Revising art for Undying: A conversation with Paul and Shannon Riddle [NSFW ART]

The Conversation

[Note: Artwork and quoted correspondence shared with permission of Paul and Shannon Riddle]

Last year, I did a series of numbers posts in which I analyzed the art in the three core books of the new edition of Dungeons and Dragons. I got a lot of positive responses, but my favorite was actually from Paul Riddle – the author and designer of Undying, a diceless roleplaying game about vampires which had raised more than $31,000 on KickStarter approximately a month before I posted my series about D&D:

I read through your three write-ups analyzing the art of D&D 5 and I applied your methodology to the art for Undying, the vampire game that I am in the process of publishing. As a result, I discovered a strong bias that I didn’t intend for, but clearly did nothing to solve. I’d like to get the art on the right track by increasing the presence of women in the art and to make improvements to the current depiction of women to remedy the latent problems. Shannon and I went over my findings this morning and I’d like to share them with you and get your feedback. Is that something you’d be interested in doing?

Since I was pretty excited to receive Paul’s message, I responded enthusiastically in the affirmative. The process that I use to do my numbers posts is pretty laborious, and while I’ve seen a good number of friends who are publishers express support and appreciate of the work that I do in numerical analyses of game art in finished books, this was the first time that anyone had ever applied my methods to examining art in progress in a game that was still in the publication stages!

I was even more impressed and delighted when what Paul actually sent me was a full on report, with graphs, charts, and analytical commentary, as well as all of the completed pieces of art that had been done so far. I mean, seriously, here’s one of the first charts from the report:

 

Undying-chart

 

In the end, the numbers brought forward the conclusion that the art showed a clear gender bias (albeit a much smaller one than is typical in most roleplaying games!). Again, from Paul’s own report:

Conclusions While there is a clear bias toward men and male monsters in the artwork by the numbers, this bias could be reduced by adding more illustrations featuring women. To preserve the proportionality of fully clad to not fully clad women relative to men, not more than ¼ of these new illustrations should feature scantily clad or nude women, as defined above.

Overall, it was an impressively thorough analysis. My favorite aspect was that Paul noted where he and Shannon had disagreed on something; It’s a small detail, but it’s the small things that add up.

After looking through the report and all of the art that Paul and Shannon had forwarded, I agreed with his conclusion, although I did add a few cautionary caveats:

I would tend to agree with your conclusions that additional pieces of art centered on female characters would be the best way to go about resolving the imbalance – assuming that it’s something that you can make work with your remaining budget. If your budget won’t stretch far enough for more than a few additional pieces, I’d suggest that adding images of monstrous female characters would give the most bang for your buck – although I’d also stress that any monstrous female characters illustrated should be as non-sexualized as possible. If you search for “corpse boobs” on my blog, you’ll come up with lots and lots of reasons why sexualized female monsters get really awful really fast.

Thank you so much for taking this so much to heart – it’s obvious that you put a lot of work in examining what had already been done for your game and didn’t flinch from the results, which honestly is super rare and super encouraging. Overall, the art that you have for Undying is already comparatively great, so seeing that you are taking this so seriously makes me really happy.

We bounced emails back and forth during the revision process. And while I don’t want to spoil all of the art, because seriously Undying is a really interesting looking game and you should go check it out once it’s been released, I wanted to highlight a few particular pieces and the conversation that happened around them as an example of Doing It Right with regards to publishing and art direction.

 (And to be clear, this isn’t to say that Doing It Right = Doing What I Say, or Agreeing With Me Always. What I mean is that Doing It Right = always being willing to look for where you failed and how (because you did, somewhere), and then actually do something about it instead of handwaving and saying “we’ll do better next time”.)

Specific Examples

Example the first: Step into my parlor…
One of the pieces that jumped out to me the most in the original batch of artwork that Paul sent with his first report is the following piece; overall it’s a solid piece. It reminds me a lot of the Vicky Nelson urban fantasy series by Tanya Huff, which features as its protagonist a hard-nosed private eye who dabbles in the supernatural while simultaneously having zero fucks.
However, there’s also the issue that in the background, there’s a Randomly Naked Woman who is standing in a doorway while naked out in the open because… reasons? Now, to be fair, this was also one of the things that Paul called out in his initial report and identified as something that needed to change before I even offered any input. And the revision, while small, really makes a big difference:
Which just goes to show that often, small tweaks can help take a piece of art from “problematic” to “compelling and awesome”. Instead of Random Naked Woman prompting all sorts of questions about “why the fuck is she standing naked in her doorway, wtf, they are just out on the street”, the focus shifts to the woman in the foreground, which is good because she’s way more interesting!
Example the second: consensual bitey sexytimes versus nonconsensual corpse-biting
This (admittedly incredibly NSFW) piece is a perfect example of accidental terrible implications. In the original version, on the left, it was intended that what was to be depicted was some fun bitey sexytimes. However, because the piece is in black and white, the blood trail coming down her neck and across her collarbone as well as the hair draped across her neck can create the illusion that she is, in fact, dead and that the vampire is snacking on a sexy corpse whose throat has been slit.
Given that sexualizing female corpses is a thing that happens with disturbing frequency in game artnot including sexy female corpses is a thing that really most publishers should be aiming for.
Thankfully, this was something that Paul was aware of and was proactive in saying needed to change. I did make some additional commentary that the revised version might need further attention to ensure that the bitey sexytimes being depicted are clearly consensual sexytimes. (Because honestly, vampires in roleplaying games tend to come off as pretty rapey a lot, and murder-rape-vampires are also not uncommon, which is gross.) However, in the end the simple changes that Paul outlined in his notes make all the difference.
Vampires-naked
Hot. And now no possibility of reading as murder-rape. Hooray!
Example 3: Filling in the gaps with some monstrous ladies
The last piece I’ll point to as an example is one of the new pieces that was commissioned in response to the initial report that Paul did. As I’d observed, while there were monstrous nonsexy (ie non-naked) male characters, there weren’t any similarly nonsexy monstrous female characters. So that was something that Paul specifically asked for when he was commissioning a second round of images to fill in the gaps as discussed. And as it turns out, this piece is actually one of my favorites out of all of the art that Paul has shared with me!
3
Honestly, this is such a great piece. And it wouldn’t have existed at all if Paul hadn’t taken the initiative to take a hard look at his game’s art and to address the imbalances that were identified.
So many thanks to Paul and Shannon for being part of this conversation, and for allowing me to quote them. I’ll say that Vampire-specific roleplaying isn’t necessarily my roleplaying genre of choice (nevermind the fact that I’ve contributed to two separate Vampire books), but this is definitely a game that I’ll be keeping an eye on, and encouraging people to check out once it’s finished and released!

Hiatus ending, lots of stuff in progress

Hi, folks!

I’m actually working on the final formatting for a post that will go up in a few minutes, but I wanted to take a moment to address something that I had already apprised my patrons of.

You’ll have noticed that there haven’t been any new posts in the past month. That’s because my life kind of got turned upside down, but in a good way. It turned out that I had the chance to go back to school to upgrade my credentials, something that I’ve been wanting to do for quite a while, but I had to do it starting the January term. As in, right now. So getting all that sorted had to take precedence, which required putting the blog on pause.

I’m happy to say it all worked out. I’ve just finished my second week of classes and I’m happily optimistic about where this will lead. And now that I’m finding my feet, I’m working on getting back into the swing of things blogging-wise. My schedule may end up being less predictable – there will be homework and exams and the like to schedule around. So, for instance, I’m putting up a post today and another on Monday, and that might be more the way things go for a bit. I honestly don’t know! This is a new and weird adventure.

What I do know is that I have LOTS of things I want to write about, and that this blog is my number one priority for freelance scheduling for the forseeable future. And now that the “who the fuck knows what I’ll be doing with myself for the next year and a half” uncertainty of the past month+ has finally been resolved, I can get back to working on plans for providing more and better content for you, my lovely patrons and readers.

Thanks for all of your support, and for sticking with me.