Advice for women looking to get into game design: part 3 [LONG]

[This post is part of a series! Click here for Part 1 and Part 2 respectively]

Administrativa

Some caveats:

First, in the comments on my last post, Wendy makes an excellent point about the danger of using Lulu in that they will attempt to hard sell you on a variety of services that you should not pay for. Please read the full comment here.

It’s also worth noting that there are quality reasons not to use DriveThru RPG’s printing service; The quality of DTRPG’s paper at their non-premium printing levels isn’t as good as what is used by Lulu. Also important – DTRPG doesn’t allow for bleeds! For more information, check out this thread on StoryGames comparing POD services. In particular, make sure you read the posts by Johnstone Metzger. Many thanks to Ryan Macklin for making me aware of this, as I have only used DTRPG for PDF and not for print.

I’ve gone back and edited part 2 to add both of these concerns to my post.

Lastly, Rachel Kahn – the artist and creator of By Crom! – linked me to a talk that she gave about her experience of self-publishing as an indie comics artist. It’s not games, obviously, but she covers a lot of useful topics that still apply to game publishing, so it’s definitely worth a listen.

The agenda:

So far I’ve covered the thinky stuff about why you should consider self-publishing and common cognitive pitfalls to avoid. I’ve also talked about the economics of various distribution models and the pros and cons of each approach. However! I haven’t addressed the elephant in the room – crowdfunding! Nor have I talked about alternative content models and creative partnerships. So I’m going to do my best to address those three topics in this post.

I know that this doesn’t exactly make for scintillating reading, so this is the last post in the series and after this I will return to more entertaining things.

Economics of making the thing

It is literally impossible to possess all of the skills needed to make a polished and professional game without needing the input of another human. If you are fantastically lucky, you might be one of the rare humans[1] who can also make art and do layout in addition to writing and designing a game. However, you will always need a human that isn’t you to edit your work.

Yes always. You are legit not capable of editing your own work because your brain is an asshole and will lie to you about what is actually on the page.

So at the very least, you will need to find an editor. Depending on your skillset, you may also need a layout person and an artist. (Sometimes artists can do layout as well. But in my experience, it’s far more common that these would be separate people.) And of course, any editor, artist, or layout person capable of putting out professional-quality work is going to want to be paid for their time.

With that in mind, let’s look at different options available to you. Although it’s worth noting beforehand that generally, the less money you’re willing to spend, the more time you can expect to spend yourself.

1) Shoestring everything yourself

Admittedly, this is a lot easier if you are an artist or layout-capable person yourself. However, it is possible, and is something I have done in the past.

First, you’ll need an editor. If you’re trying to avoid needing to pay people, consider your network of friends. Do you have any friends who are competent editors? English or Journalism majors? Compulsive grammar nerds? Ask if they’d be willing to edit your draft! A lot of the time, friends will be willing to trade favors for favors. Can you help your prospective editor move? Provide free babysitting? Something else tedious and time-consuming?

Be creative – friends will be a lot more flexible in what they’ll accept as compensation. Just make sure not to screw your friend over by not following through on your end of the bargain. Few things sour friendships faster than screwing over someone in a business arrangement.

Next, artwork. Are you an artist yourself? Cool beans! Congratulations on being a lucky human! If not, however, don’t despair. The Prismatic Art Collection is an excellent collection of RPG stock art featuring inclusive and diverse artwork by a lot of fantastic artists.

If that doesn’t meet your needs, consider getting creative. If you can’t draw, are you any good with a camera? Consider using photography instead of illustration. J. R. Blackwell’s work on Heroine is a fantastic example of how well this can work out.what this can look like.

Lastly, layout. It is possible for the layout-inexperienced to do their own layout, but you need to be prepared for the massive time expenditure this will entail. How long do you think laying out your book will take? Great. Now quadruple that estimate. And maybe double that estimate. Essentially, you’ll be teaching yourself a new skill, and that takes time.

That’s not to say it’s impossible! If you want to go that route, grab several of your favorite game books whose look you want to emulate and crib (without plagiarizing!) from the elements that make those books pleasing. This will require trial and error. Persevere! (On no account, however, should you attempt to do this using any Microsoft product. Period. That way lies madness and despair.)

1a) Shoestring everything but art, source art cheaply

If the Prismatic Art Collection doesn’t fit your needs, stock art can be an inexpensive alternative – although it’s important to note that you’ll be sacrificing specificity if you go this route; you may need to go with something that approximates what you were looking for if you can’t find something that precisely fits what you had envisioned.

There are artists doing some really interesting things with stock art collections on Patreon; typically in exchange for becoming a patron you gain access to an artist’s stock art library. My favorites that I’ve seen are Kaitlynn PeavlerGeorge Cotronis, and James E. Shields. However, with more artists joining all the time, it’s worth taking a look at who else is doing similar projects to see whose art you’re most attracted to.

Your other option is to license stock art from a big stock photo site and then modify it yourself. One great example of this is Apocalypse World – Vincent Baker did traceovers of photos he found on stock photo sites and the end result is fantastic. Going this route will also represent a significant time expenditure! Because I can guarantee that you’re going to spend a fair amount of time on trial-and-error before you settle on something you like.

2) Assemble a team of freelancers, do a KickStarter to raise the funds to pay them

Increasingly, this is what the face of game publishing is looking like. If you go this route (and I’d say any project over about 20,000 words, you should definitely consider this as an option), look at what it is you need that you’re prepared to pay for.

Then go recruiting people to fill those needs. Pitch the project and explain what you want to hire them to do, then ask about their rates and availability. (Availability is important! Putting together a team of awesome people who can’t start working as soon as the campaign is over is going to lead to massive delays and headaches.) Add all that together and that’s your creative budget.

I have more to say about KickStarter, but we’ll come back to that in a bit.

3) Creative partnerships

The middle ground between option 1 and option 2 is a creative partnership. Say you have a project that you want to do, and you have about half of the needed skills. Consider shopping around for a creative partner who has the skills that you lack for the purposes of entering into a creative partnership in exchange for a mutually agreed-upon split of the profits (usually 50/50).

A great example of this is my partnership with Josh Roby on Princess Charming. Josh wanted to write a series of books for children; he was capable of handling writing, layout, and production logistics. However, he needed someone to do art as well as character and setting design. So he pitched the project to me and we became partners on this project. And it worked out really well for me! I did a bunch of fun (albeit time-consuming) art things, and then gave them to Josh and didn’t have to think about it anymore while he did all the work of turning them into physical books. Sucker.

If you go this route, it’s super important to put down in writing who is expected to perform which tasks and what the desired timeline is going to be. It’s also very important that you work with someone you can get along with, because you’re going to be spending  a lot of time interacting with your partner. Don’t be tempted to partner with someone who rubs you the wrong way simply because you like their work, because trust me – that will never end well. Also, consider working together on a small project as a trial run before committing to working on a large project with someone who haven’t partnered with previously. It’s no fun discovering halfway through that you like your partner as a person but they drive you crazy as a collaborator.

You will need to figure out how to monetize the thing you want to make and plan accordingly. Consider signing a contract as to how profits will be split and how and when royalties will be paid to the person not receiving the monies. It is absolutely vital that you be on the same page with your partner about money things.

Serial content: Patreon

Everything that I’ve said about self-publishing so far has been predicated on the idea that what you are looking to do is sell a game. But maybe that’s not what you’re after, and maybe you’re open to alternative content models? So here I’m going to divert a little to talk about Patreon, since it would be a massive omission to not talk about Patreon as a way of funding game content.

Patreon is a great way to create small serial content; with traditional publishing models you can invest hundreds of hours in a project before it’s ready to publish. Patreon helps level out the revenue stream by providing income for content delivered in smaller, manageable chunks.

Most people use this to create content in discrete, self-contained chunks. Josh Roby uses Patreon to create “steampunk ports of call”, which are basically steampunk mini-settings. Mark Diaz Truman is using Patreon to create a monthly ezine called the Fate Codex.

Some people, like Caitlynn Belle and Topher Gerkey use it to fund the creation of small game projects. However, it can also be used to fund the development of larger projects; Quinn Murphy has been using his Patreon to fund the development of Five Fires – a hip hop RPG. You can also release games by the chapter, as this Patreon for the development of a Mexican RPG about killing angels. (I know I’m not doing it justice with that description, so please do check it out.)

Alternatively, some people use a per month model to fund the development of a larger project, or to enable more nebulous, hard-to-quantify work such as activism. Avery McDaldno is a good example of this; she makes games, coordinates events, gives talks, and does all sorts of awesome gameish things.

(And of course, because I’m bound to leave someone out here, it’s worth checking out this list of RPG-related Patreons over on RPGGeek.)

It’s worth noting that generally if you’re just starting out in game design, you should consider sticking to a per-content model rather than a per-month model. Without a proven reputation or established audience, a per-month model can be a hard sell; there are too many great Patreons out there to ever be able to support them all. You need to make potential patrons feel secure about seeing a return on investment, and a per-content model is a great way to do that. If you don’t create content, they don’t pay you anything! You’ll also need to invest effort in promoting your Patreon. Simply creating a Patreon and waiting for the money to roll in isn’t going to work. At all.

(And of course, Patreon is still a pretty new platform, so it’s hard to say definitively that these are your only two options. Who knows! There might be other exciting things people are doing that I’m not aware of!)

KickStarter

There are two main crowdfunding platforms for game content: IndieGoGo and KickStarter. I’ve written previously about why I use KickStarter and why you should too, but tl;dr is that IndieGoGo’s ethics leave a hell of a lot to be desired.

Anyhow, this section isn’t going to be about logistics – because there are a ton of people who have written voluminously about the logistics of running a game KickStarter. I could probably do an entire roundup post of KickStarter advice, and now that I think about it I really should. (Hmm.)

Anyway, most of what’s out there is written from the perspective of people who are running REALLY BIG CAMPAIGNS. So here is some perspective from the opposite end of the scale.

Budget, budget, budget

It can be a bit daunting figuring out exactly how to put together your budget, so for illustration here is my budget for Ruined Empire[2]. It does not include an editor! Make sure you don’t omit that.

budget

YMMV, naturally, but this is a pretty good overview of the stuff that you should be thinking about. (Plus editing.) You’ll note that I’ve included payment for myself in my budget. ALWAYS ALWAYS DO THAT. KickStarters are a huge, huge job and you don’t want to wind up going through all that effort essentially for free.

I’m a big fan of spreadsheets, so I put this together using magic formulas to do the math for me. But if spreadsheets aren’t your thing, maybe check out these KickStarter budget calculators I found here and here? (I’m afraid I can’t vouch for their effectiveness in depth, but they looked useful when I was checking them out.)

KickStarter will be your lord and master

Running a KickStarter is like having a baby. No matter how prepared you may think you are, you aren’t ready at all. There will always be tasks that you hadn’t anticipated doing. A KickStarter is like a hungry, angry baby constantly demanding your attention.

Sound annoying? It is! And stressful! And time consuming, if you’re doing it right!

There is no replacement for KickStarter in that it can enable large projects that would otherwise be out of your reach. I would never have been able to put together Ruined Empire in a format that I felt would do it justice without KickStarter. However, KickStarters are a huge time and energy sink. Expect to be able to run 1 per year when you’re starting out; even the really experienced single-person publishers I know only manage 2 per year.

Make sure that your KickStarter revenue and expenses are in the same calendar year

This is actually something covered in pretty much all “mainstream” advice, but it’s important enough that I’m going to say it again here.

I didn’t do that with Ruined Empire and it’s kind of fucking over my taxes. Whoops.

Pay your damn freelancers

The big companies get away with screwing freelancers with unfavorable terms, but you should aspire to a higher standard. Half payment up front and half upon completion of work is a reasonable standard, and paying your freelancers promptly when you determine that their work is the final draft with no further changes needed will endear you greatly to them.

Seriously.

I could say more but I won’t

I know there’s more that I could say about KickStarter, but I’m going to hold off on that until after Ruined Empire and do a detailed post-mortem of that, since it’s the closest thing to a traditional game product I’m probably ever going to publish. Until then, to the Google!

onward

So how much money can I make?

On my previous post, I got asked how much money you can expect to make selling RPGs. But that question is kind of impossible to answer for a number of reasons. To quote myself:

It depends. What kind of game are you trying to sell? What is it about? Is it something with broad appeal, or a weird little niche thing with limited appeal? How polished is it? Is it a standalone product or a supplement that requires another book to play?

How long have you been working on building an audience? Are you part of a community of gamers/game designers who can help promote your game? Have you been going to conventions to run your game? Have you been making an effort to get your games into game retailers?

I can’t give you numbers. Game design is like ANY business in that you have to put time IN to get money OUT.

So that is what I leave you with, my lovelies. I can’t promise you great fame or riches, all I provide here is a roadmap of what self-publishing can look like and how to get there. However, self-publishing is a business, and like any business you can’t expect the money to come in by itself. Businesses take time and effort sustained over years in order to build – they’re not something that just happens overnight.

Still, I hope that writing at such length (!!!) is helpful at demystifying the publishing process.

[1] John Harper is seriously amazing.

[2] Note that these numbers are in $USD, while the campaign itself funded in $CAD

Crowdfunding platforms: why I use KickStarter and why you should too

[In the interest of transparency, I’ll disclose that I’m currently running a campaign on KickStarter; I also sort-of-know two people who work for KickStarter, so, you know, #corruption or #ethics or whatever[1].]

[ETA: The officer who murdered Michael Brown was Daren Wilson, not Darren Watts. I am a tremendous moron, and that mistake has been corrected. I deeply apologize for the confusion.]

One of the biggest and, to my mind, best changes to alter the indie tabletop publishing landscape in the last few years is the advent of crowdfunding. Prior to things like KickStarter, publishing even small book projects required a substantial investment, one that might not pay off for the first few months of a new project. That privileged people with the ability to tie up hundreds or even thousands of dollars in dead-tree books for months at a time until they saw a profit.

True story, the first edition of Thou Art But A Warrior that I published cost me about $400 for the initial print run, and I did everything myself. EVERYTHING. Writing, art, layout (that was a mistake – I’m terrible at layout), the only things I had to pay for were printing and shipping. I had a pretty successful debut at GenCon in 2008, for indie values of success that is, but even so it took two and a half months to earn back my investment and start making “profits”, as it were.

Luckily, I could afford to do that. When I published the first edition of TABAW, I was a DINK[2] living in an apartment with no significant ongoing expenses. I had the financial ability to write off that $400 knowing that it would come out in the wash. Eventually. Probably.

Now obviously, that sort of publishing landscape is going to privilege a certain class of creator, and serve as a bar to entry to other classes of creators.

So KickStarter was revolutionary, in that it allowed designers to make games without the painful initial investment. It also took away the financial worries behind publishing a new project. Was this going to be a flop? What if no one bought it? What would you do with 200 copies of a game no one wanted? With KickStarter-style crowdfunding, you can know if your project isn’t commercially viable before sinking massive funds into it, which again is a huge, huge deal for people who want to make games but can’t afford to waste money on a failure[3].

(Sidebar: Patreon has been even more revolutionary in lowering the barrier to publishing paid content, because the ability to get funding on an ongoing basis for creating a stream of content is really just the best and so much less stressful than project-based platforms like KickStarter. And I think it’s not a coincidence that I’m seeing more women and PoC and queer designers putting out work since Patreon became a thing, but that is maybe a post for another time.)

The success of KickStarter has spawned a legion of crowdfunding platforms, however some of KickStarter’s biggest competitors have not adhered to KickStarter’s high ethical standards. So since ethics in gaming seems to be “a thing” right now, I thought I’d provide a publisher’s-eye view of the ethical concerns behind my decision to switch to KickStarter for my most recent crowdfunding campaign.

The ethical quandaries inherent in running a crowdfunding platform

The thing about KickStarter and other crowdfunding platforms is that they make money on each campaign that funds successfully. So as a business, it’s in their best interest to see lots of campaigns funding successfully so as to make lots of money. However, the fact that KickStarter and similar funding platforms are what is enabling the projects being funded to exist adds an interesting ethical wrinkle. KickStarter is not itself a publisher or creator, but it profits from the works that are created through their campaigns.

Ergo, there’s a balance that has to be struck when considering projects – where does a crowdfunding platform draw the line of content they won’t publish, or do they even draw one at all? Being willing to deny or shut down campaigns for projects that are harmful in some fashion also means turning down potential income.

So how do different crowdfunding companies balance these two concerns?  I’m not going to look at every crowdfunding company, because that would be insane. But I thought it would be worth comparing KickStarter and IndieGoGo – the two most popular sites for crowdfunding games right now.

KickStarter

Until very recently[4], KickStarter’s campaigns were 100% curated – meaning that they had to approve every campaign before it was allowed to go live. So a lot of the worst (ie offensive/harmful) campaigns were simply not allowed to fund on KickStarter.

Even when something truly awful managed to get through the approval process, KickStarter has been willing to shutdown harmful campaigns in clear violation of their ToS, such as in the case of Tentacle Bento – a truly awful game about aliens abducting school girls and sexually assaulting them. Thankfully, KickStarter stepped in and shut that one down. (Though it didn’t stop the game from being produced, depressingly.)

But even more tellingly, KickStarter is also able to admit when they get something wrong. Take this example of a campaign for a PUA manual that instructed men in how to get around clear refusals in order to coerce women to sleep with them. This repugnant manual was at the very least advocating sexual harassment, and at the worst advocating sexual assault. KickStarter staff were alerted to the campaign and were faced with making a decision a mere two hours before the funding deadline and they decided to not shut down the campaign.

However, in the wake of that campaign they repented and wrote this blog post called “We Were Wrong” in which they explained the motives behind their decision and how they got it wrong. They then pledged to donate $25,000 – which was more than the offensive campaign raised in the first place – to RAINN.

Which, you know, kudos. They took it on the chin, admitted they got it wrong, and took action as a result. Which is more than can be said for…

IndieGoGo

IndieGoGo’s main selling features as a competitor of KickStarter were that they didn’t curate campaigns and that creators have the option to run “flexible funding campaigns”, which means you can choose to keep all of the money you raise even your campaign fails (though the fees for this type of campaign are higher than the all-or-nothing campaigns). And in theory, the lack of curation isn’t a terrible thing, so long as they’re willing to enforce their own ToS, which prohibits: “Bullying, harassing, obscene or pornographic items, sexually oriented or explicit materials or services”.

The problem is that they’re willing to let pretty much anything fly, ToS be damned, because sweet sweet filthy lucre. Take, for example, the case of Tentacle Grape Soda – a truly repugnant campaign for rape-joke-themed grape soda. (Yes really)

Here is a copy of what I sent to IndieGoGo staff when I reported the campaign:

This item promotes rape and sexual harassment through the trivialization of rape. They have a disclaimer at the bottom saying that they don’t support rape, but this is belied by the following:

* their artwork depicts a woman about to be raped by a tentacle in a rather playful light
* the campaign creators FREELY ACKNOWLEDGE that the name of their product is a play on “tentacle rape”
* the campaign includes unused label designs that show women in mild to extreme distress about their impending tentacle rape
* this alternate art is being sold as a premium reward level, allowing the creators to profit off of a graphic depiction of a woman clearly in distress
* their reward levels include not-at-all-veiled rape jokes, such as the $25 Get Graped level or the $6000 A Ton of Grape level.
* the promo descriptions of their reward levels imply that women enjoy and actually look for rape, such as: “$25 – Get Graped – We all know why you’re here and what you really want…”

These are the sort of rape jokes that normalize rape culture and promote the harassment of women. Simply saying “we don’t support rape” DOES NOT obviate the fact that this campaign is seeking to profit on rape jokes at the expense of survivors of sexual assault, harassment, and rape – which continue to be a HUGE problem in the geek community these campaign contributors claim to represent.

There are only 10 days left. Please act quickly to remove this campaign and send the message that Indiegogo will not support creators that promote rape and sexual violence, even as a joke.

Unfortunately, what I got back was a whole lot of boiler plate weasel words. And sure enough, not only did IndieGoGo not remove the campaign, THEY FEATURED IT ON THE FRONT PAGE TWO DAYS LATER. So not only was IndieGoGo NOT willing to enforce their own ToS, but they were totally okay with officially endorsing a rape-joke-themed-product! WOO! RAPE JOKE SODA! DRINK UP EVERYONE!

But, guys, guys! It’s okay, because Tentacle Grape Soda totally does not support rape:

Tentacle Grape Soda does not support rape

Rape is a serious subject. The makers of Tentacle Grape (Cosplay Deviants, LLC) do not, in any way, shape, or form condone the despicable act of violence towards women. While we are open minded about the nature of sexual relationships and respect the variety of ways that people choose to express these things, we do not (and never have) supported the idea of unwilling participation… the difference between fantasy and flagrant violence.

That said, Tentacle Grape is a play on the phrase “tentacle rape” – a staple in popular Japanese animated pornography aka “hentai.” The facts are these:

  • The drink is a parody of a parody. (A play on words based on a fictional animated sexual cliché.)
  • The drink doesn’t promote an act of violence – it mainstreams a phrase that already exists in a popular adult subculture.
  • It’s a cartoon image. No actual schoolgirls were assaulted, hurt or violated in the creation of the soft drink. In fact our Mascot Murasaki is quite happy in ALL images of her and her tentacle companion.
  • There have not been, to date, any reported cases of tentacles raping women that we know of. *

While we respect (and agree with) the firm stance opposing sexual violence, we feel strongly that Tentacle Grape soda does not condone this unspeakable act.

*We reserve the right to revoke this bullet point in the event of an impending alien invasion… just in case

Oh, yes, of course. Us awful feminists are just being hysterical and over-sensitive again for thinking that rape jokes – even tentacle rape jokes – shouldn’t fucking be mainstreamed.

And of course the campaign succeeded +$8000 and I hated life and was totally not surprised when I found out later that they’d initially tried to fund on KickStarter, only KickStarter didn’t approve the campaign and they noped on over to IndieGoGo, because IGG is awful. The end.

All of which is why I switched to using KickStarter for my most recent campaign, because seriously. Fuck those guys.

But hey, at least IndieGoGo isn’t GoFundMe

As bad as IGG is, at least it can’t compete with GoFundMe for the crown of The Biggest Asshoe of Crowdfunding Sites. Because GoFundMe, among many other dubious decisions lately, has the distinction of hosting a campaign to give money to Daren Wilson – the #Ferguson cop that murdered Michael Brown. And not only did they not shut the campaign down, but they actually issued a Cease and Desist to Color Lines – an advocacy organization that was pressuring GoFundMe to honor their own fucking ToS and shut down the campaign.

So congratulations, IndieGoGo! You may be willing to profit off of the sale of products that normalize rape jokes and perpetuate rape culture, but at least you’re not literally profiting from the murder of children.

[1] It astounds me that #GamerGate is still a thing. STILL. Like, Jesus. Don’t any of them actually, you know, play games?

[2] Dual Income, No Kids

[3] Although no negative judgement on publishers that prefer and can afford to avoid the crowdfunding model of publishing. It is time-consuming and STRESSFUL, and certainly not how I would like to put out major projects if I had another choice.

[4] That has since changed, owing to the growth of the platform and number of campaigns. It’s too early as of yet to say if this will have an effect on the quality of campaigns on the site.