Epilogue: On “KickStarter Diversity” – problems, but not many potential solutions

[Edit to add July 2020: I am leaving this post up because it covers some important topics. However, regarding the third part of this post, I feel it’s important to mention that Drew abused me and others, and I don’t wish to be seen as promoting his games or boosting his reputation. You can read my account of that experience here.]

 

[Note: I know I’ve been a one-note blog these last few weeks. This is going to be my last post about KickStarter for a while, promise.]

I would be remiss if I did not mention the tremendous response that I got to last week’s post. So thank you to everyone who said positive things in response, or who offered words of comfort, or who tried to offer assistance.

Thanks also to people who bought one of my games, or who became a patron. Not gonna lie, I’m feeling a bit guilty about the spike in sales that I saw – it wasn’t my intention to guilt people into buying my games or becoming patrons, I can understand how me opening a window onto some of the harsh, ugly feels that I’ve been having would seem like me yelling at you, my readers, which wasn’t my intention.

Of course, not all of my responses were that friendly and receptive. Like these, for example:

comments

There was also someone who popped up on my G+ and commented using the hashtag for GooberGate, which freaked me the fuck out for a few minutes when I saw it. (Thankfully that crowd doesn’t seem to be very active on G+?) So that was fun. Nice to know that after all of the word count that I devoted to gathering data on proving how fucked women publishers are, talking about feelings in gaming is still the biggest sin you can commit when writing about games while female.

Lastly, I feel like it’s worth addressing that a lot of people had questions about how I handled The Starlit Kingdom specifically, when honestly the second half of the post was by far the more “serious” of the two situations. The lack of response to TSK was an irritant, not the crushing disappointment and maddening frustration of being able to prove that people don’t buy games by women and still trying to find a way to be successful anyway. I lost a lot of time and effort, and that sucks and is discouraging. But it seems like that’s what a lot of people focused on because that’s the part that could be “fixed”.

So, you know, yeah I acknowledge there’s more I could have done to promote TSK. I probably threw in the towel a bit too quickly. But it’s also important to remember that the best places to promote an anime-themed game (Reddit, YouTube, and 4Chan) are virulently unfriendly to women and my anxiety just couldn’t deal with venturing into those spaces. As I pointed out in a comment:

There’s a REASON I never approached 4Chan. The NICEST thing anyone from 4Chan has ever called me when linking to my material is a “jealous lesbian”, so you’ll understand that sort of reaction isn’t exactly motivational for me to engage with 4Chan. Likewise, given the shit that gets leveled at me here on my own blog, the idea of putting a demo of play up on YouTube gives me HIVES, given the things that people say about women there. Likewise, I never did an AMA on Reddit because Reddit is where men call me things like “ignorant judgemental cunt” and compare rape to a sport in threads about things I’ve written.

So that’s a thing. Moving on.

In which I disclaim:

(It’s important to note here that I am going to talk about this in terms of women, but this goes double for people who are visible minorities, queer, disabled, etc. It just gets a bit laborious trying to include all of that, so please just remember that we’re not just talking about white ciswomen like me here.)

(Also I’m perfectly aware that I am presenting problems without solutions. I KNOW that. With the huge volume that I have written in the last month+ about the complexity of issues surrounding being a female publisher, this isn’t something where I can write a 2000-3000 word post about “here are the problems and here are the solutions”.)

(Also, I just KNOW that some people are going to read this and say “she doesn’t think white men should make money on games!” or “she thinks that recruiting diverse teams for game projects is bad!” or “she’s saying she should get more money just for being a woman!”. Which. Um. No. I am talking a problem that exists at a SYSTEMIC LEVEL. It’s important not to get bogged down in specific examples, even if specific examples are what I’m using to illustrate my point.)

KickStarter Diversity

Okay. So basically what we’ve been covering here for the last month and a bit is that being a female publisher sucks. And part of the reason you don’t see many female-fronted KickStarters is because of all the structural and cultural barriers that are placed in front of women designers and publishers. The result is that the games publishing industry tends to look a whole lot more homogeneous than their customer base actually is; it doesn’t matter if you’re looking at the big companies or at the scrappy indies, the tRPG industry is overwhelmingly white and male.

Now this is something that certain publishers are starting to be aware of. It’s also something that tRPG gamers are beginning to care about. As a result, it’s becoming more common to see efforts to have diverse creative teams for KickStarters. However, all too often the “diversity” that you end up seeing is what I think of as “KickStarter Diversity” – it’s disappointingly shallow at best, and outright deceptive at worst.

What do I mean? Well, here are two of my personal experiences that I feel serve as pretty solid examples of what I’m talking about.

Case Study 1: Deceptive Diversity

Pretty early in my game writing “career”, I happened to sign on as a freelancer to a pretty mammoth project – I was going to be one of a large number of co-authors writing a monster game book for a Really Big Name Publisher. The lead developer (who, I want to be clear, was also a subcontractor and not employed by the Really Big Name Publisher) wanted to put together a diverse team of writers to do a truly inclusive project. I was really excited about that! And it was early enough in my efforts to be a “real” game designer that the “legitimacy” of being able to say I’d written for Really Big Name Publisher was appealing.

And in the end, the work that I did for RBNP was some of the best work I’ve ever done. I’m proud of the work that I did, and of the book that we created. But here’s the thing, RBNP’s terms were outright abusive.

First, they only paid 3 cents per word. Even for small assignments of 1000-2000 words, you end up being underpaid when you do the math of how long it took you to write those words versus how much you’re getting paid. But when you’re talking the massive wordcounts that most members of the team were pulling in order to put together this mammoth tome? 10 thousand, 15 thousand, or even 20 thousand word assignments require time, research, and planning. A lot of it! Even with the advantage of plenty of my previous writing experience, with the amount of time that I spent on my assignment I miiiiiiight have gotten (American) minimum wage for it. Barely.

There’s also the issue that RBNP’s contract terms were (and as far as I know still are) half on acceptance (which I’ll come back to) and half pay-on-publication. Given the length of time that your average game book spends in development, this means that writers are putting in time and effort without any guarantee of payment; books do get delayed, and even canceled. Not often, but it does happen! Now yes, game development is an expensive process; there are illustrators and layout artists to be paid, as well as production and shipping costs to consider. But given that KickStarter is now the default publication model for any seriously large game book, it’s even more abusive that a company would still make their payment terms pay-on-publication, because a few weeks after the campaign ends, they already have all that money sitting in the bank.

In the case of the project that I worked on, it broke six figures on KickStarter, and yet I didn’t get the second half of my money until eighteen months after I’d completed and turned in my drafts. And don’t even get me started on how hard it was to get a copy of the book, which was also in my contract.

The whole experience left a sour taste in my mouth, because again – I truly believe in the product that we made and am grateful to the lead developer for his hard work in putting together such a wonderfully diverse team of writers and in pushing some hard conversations to make sure that we got things right, from a standpoint of being inclusive. But the fact is that the lion’s share of the profit from the six figures that were KickStarted are going to owners who are white and male, whose business model seems (at least from the subcontractor end of things) to  to revolve around getting marginalized writers who crave legitimacy to sign on to projects, because they don’t have expectations they should be treated better.

It is great that RBNP is publishing games that are inclusive, and it makes me happy that that is something that audiences are excited about. But when their business model is predicated on achieving that inclusivity by getting a diverse team of writers, treating them like shit, and then stuffing all of the money into the pockets of some white guys? That sucks. And don’t get me wrong, I’m not saying the owners don’t deserve to profit! Publishing is a fucking huge job and it’s expensive. But it is possible to be a publisher AND treat your freelancers well, which they are not.

Case Study 2: Shallow Diversity

After my experiences writing for RBNP, I swore off of spec writing for big game projects. Especially when I ended up making more money per word on SexyTime Adventures, which isn’t even a real game, than I did on my writing for RBNP. And I definitely earn more money per word here on my blog, even on the long posts. The return on investment just wasn’t worth it.

However, subsequently a friend of mine contacted me about a KickStarter for a game by Another Big Name Publisher that was written around themes of diversity and inclusion that was looking to put together a diverse team of stretch goal writers to reflect the themes of the game. Because of the reputation of the game in question, and because the request came through this friend who had done a lot to support me as a publisher, I decided to sign on. But unfortunately, I wound up regretting that decision.

To be fair to Another Big Name Publisher, their terms were objectively better – 5 cents a wordand pay on acceptance. However, “on acceptance” turned out to be unexpectedly vague – the contract didn’t specify what “on acceptance” actually meant – on acceptance of my draft? On acceptance of everyone’s drafts? How soon after “acceptance” would we get payed? And how was I supposed to know when “acceptance” had happened? None of these questions came up until after I turned in my draft (on time) and… then didn’t see any money. It ended up being three months between the deadline for drafts and the date that I actually got paid. When I started asking about payment and timelines at about the two month mark, it was generally a week between emails. All in all, it was not a happy freelancer experience.

Now admittedly, 3 months is still a hell of a lot better than 18. But the amount of money that I was owed didn’t even break 3 digits, and again, this was for something that already had many thousands of dollars in the bank thanks to the KickStarter.

There’s also the problematic element that ABNP is a company that is mostly male and almost entirely white is using diversity as a selling point for this game. Given that the diversity of participation was through fairly small stretch goals, it makes sense that the profits would go to the company (and the writers) making the game. But as with RBNP, you have the very people who are contributing the diversity that is desired being the people who are least compensated.

Case Study 3: The Forgotten – Progress!

Andrew Medeiros is the co-designer of Urban Shadows and, in the interest of full disclosure, my co-designer on The Watch – recently finished his KickStarter for The Forgotten – a card-based LARP about people trying to survive in a city under siege by doing whatever it takes to stay alive. His second stretch goal (also full disclosure, extra photography by me was the first stretch goal) was actually to commission Kira Magrann to write a variant game based on The Forgotten that would be available to backers.

I found that idea hugely interesting! Because it goes beyond the standard approach to diversity of “if we get $4000 more we’ll add $100 worth of cost and maybe a bit more in terms of development costs for a stretch goal by a not-white-guy”. Because that model of KickStarter diversity is only ever going to be shallow by definition, and the demographics of game development logically dictate that shallow models of KickStarter diversity are always going to funnel the most money to white dudes. Which, you know, fuck that. Diversity should be more than just a wallpaper selling point!

Instead, what is happening with The Forgotten is that the designer is taking a share of his games profits and saying to a not-white-dude game designer, “I want you to create a game”. It represents taking a share of the extra profits earned by male-fronted games and funneling toward a female creator in a way that results in MORE compelling content, not less. (Kira’s variant game is going to be about patriarchal dystopia, a la The Handmaid’s Tale, and I am RIDICULOUSLY excited to play it.) And of course, the devil is in the details. The game hasn’t been written yet, and there are lots of details to be ironed out. But the potential for this sort of arrangement is HUGE.

And sure. This sort of arrangement wouldn’t work for every KickStarter. It would be a nightmare for something the size and complexity of 7th Sea (which also just ended, and raised 1.3 million). But part of why I’m writing this is to start a conversation. Publishers are a smart lot, used to solving a lot of complex problems. So, publishers, what can we do about this? How can we start creating meaningful diversity in publishing that isn’t just wallpaper on a mostly-white product?

Publishing while female: 2 vignettes of bafflement, frustration, and humiliation [long]

Last time I wrote about the many and sundry reasons why it sucks being a female publisher, and how that suckitude is driving women out of publishing, and how the only way to fix the problem is for people to START BUYING GAMES BY WOMEN, and it was a very difficult piece for me to write. The entire time I was writing it I was afraid that people would read it as sour grapes on my part and use that to dismiss what I was saying, because unfortunately my personal lack of success as a female publisher is of course the very thing that will most commonly be used to dismiss what I am saying when I try to talk about the lack of success of female publishers in general. So because I didn’t want what I was saying to be dismissed entirely out of hand, I worked very hard to keep that post’s tone more distant and less emotional – despite wanting nothing more than to yell my hyperbole-laden and profanity-laced anger at the internet.

As it turns out, wrestling with fear about how people will react to what you are saying while trying to perform a tone-balancing act is difficult and emotionally draining! (Amazing! Who’d have thought!) So it was nice that I did get some sympathetic commentary about my last post. Some.

But I also got dudes commenting on my Plus about how they “agreed” with what I was saying, but, well, you know. The kinds of games that they like to play are the kinds that are more likely to be produced by men, and WHAT COULD THEY POSSIBLY DO? It’s just too bad that the situation for female publishers is so messed up, and they want to do more, but HOW could they possibly make any personal contributions to changing things? HOW?

And let me tell you, that kind of willful helplessness in the face of what is a pretty damning and clear picture of how fucked things are in our hobby? It’s pretty goddamn frustrating having the biggest perpetrators respond with willful obliviousness while simultaneously trying to get credit for acknowledging that there is a problem and that they feel bad about it. “Wow. You’re right! This is terrible! It’s such a shame that this is all inevitable and that there is nothing more that can be done!”

… BRB, setting the world on fire.

You know what? Given that the wage gap is still DEFINITELY A THING (and actually getting worse here in Canada – so much for being a liberal community utopia), why don’t you men spend some of those extra 22-28 cents on the dollar on buying a game or two by women every now and then that you don’t actually want to play, just to show some support for women designers and publishers? You know, especially since you don’t have to worry about the extra gendered costs of inequal healthcare or products made for your gender or places to live.

JUST A THOUGHT.

So. Because my mostly dry, logical analysis didn’t seem to quite hit home for some people, let me attempt to put things in perspective by sharing two vignettes with you from my personal experience.

Case #1: The Starlit Kingdom, Andy Kitkowski, and Magical Girls

Andy Kitkowski, the brain behind Kotodama Heavy Industries (which is a game company, not a Japanese industrial company), has been doing pretty well with publishing translations of Japanese anime-themed RPGs for… quite a while now. Tenra Bansho Zero – the gonzo “throw literally every anime trope in a blender” game that I actually wrote Ruined Empire as a setting for – KickStarted for $129,000+; Ryuutama, a gentle and “heart-warming” game about traveling and adventure, KickStarted for $97,000+; and recently Shinobigami, a game which seems to be about schoolgirls having ninja battles (I admit to skimming the description on that one and going by the art, since it didn’t seem like my thing) just KickStarted for $87,000+. Even before KickStarter was a thing, I remember Andy going to GenCon and selling absurd numbers of copies of Maid RPG to anime fans who were dying to try out anime-themed roleplaying games. He pretty much created the market for English-language translations of Japanese, anime-themed tRPGs.

So I had all of that very much in mind when I first started developing The Starlit Kingdom. The Starlit Kingdom was inspired by the launch of a Sailor Moon reboot – Sailor Moon Crystal. There was a lot of excitement about that in my circles, and given that the idea seemed timely and that Andy had been doing quite well at publishing anime RPGs for several years, I figured than a game about magical girls as inspired by Sailor Moon would be a good investment in terms of time to eventual dollars returned. If even only a small number of the people who threw money at Andy to translate all sorts of anime-themed games bought copies of The Starlit Kingdom, it would still pay off since I was doing everything – from writing to playtesting to illustration to layout – myself. I might not make a lot of money, but certainly I’d make a nice little sum – enough to justify the effort, right?

Well…

I should have seen the writing on the wall at GenCon last year and just walked away.

You see, at GenCon in 2014, I ran 4 sessions of The Shab al-Hiri Roach at Hogwarts (my light setting hack of the Shab al-Hiri Roach to take place in the Harry Potterverse) and sent more than 10 people over to the IPR booth to try to buy copies of a game that they hadn’t stocked because it’s so ancient. So in 2015, I was determined that I would run my own games and actually, you know, PROMOTE MY OWN WORK. Only… no one wanted to play my games. Out of the four 4-hour slots I was scheduled for, two of them didn’t happen due to lack of interest. The third, I wound up running the other game I was playtesting, and the fourth? Well, I did get to run The Starlit Kingdom. Once. BARELY. But it only happened because I ambushed another GM (a man) whose slot had also fallen through and begged him to play it with me so that I could run it for the one person I’d met at Games on Demand who actually wanted to play it. The con variant of TSK is supposed to run with four people. I made it work with 3.

Still, the game went so well and was so great, and both my players said that they had a ton of fun – even the male player who I’d had to beg to play, who admitted after that it wasn’t something he would have chosen to play on his own given the subject material. So, falsely encouraged, I went home and did more playtesting and spent time polishing, editing, rewriting, and illustrating the game before releasing it in November. To… crickets. (Fun little aside: To date, TSK has made half as much money as SexyTime Adventures: the RPG – which is silly, stupid parody game in which character creation involves paper dolls, and players are encouraged to get rerolls by making inappropriate pornface while narrating their actions.)

It took finishing and releasing the game, which I am still incredibly proud of, to make me realize the ugly truth: it doesn’t matter how much commercial appeal Sailor Moon has; no one wants to play a game about magical girls. Because, you know, cooties.

As you might imagine, this realization was hugely discouraging. As a result, I decided that I wasn’t willing to pour even more time and effort into trying to revive a game that had been such a dismal failure; maybe it could be done, but the amount of time and effort it would take could be spent more profitably on other endeavors. So I walked away from TSK and turned my attention to other things. That is, until it came time to do signups for GM slots for Dreamation; I wanted to get my badge comped, and I was reluctant to go back to running other peoples’ stuff, just because I didn’t have anything newer than The Starlit Kingdom that I wanted to try running. So I signed up to run TSK, since it was finished – hoping I could maybe move maybe one or two copies. Except this time I refined the pitch to remove anything that would signal “inspired by Sailor Moon” to an observer not already intimately acquainted with Sailor Moon.

This met with… moderate success. I got enough people to run one session of TSK; the other session, no one signed up for. The session I did get to run went very well! There were two women and two men, and the men were just as into the game, if not moreso, than the women. It was intense and emotional and hard-hitting and horrible in all the ways it was supposed to be, which was great!

But then, when we were finished, one of the male players – the one who had been not at all familiar with Sailor Moon – admitted that if he’d known that The Starlit Kingdom was a game about magical girls, he wouldn’t have signed up. He’d gotten the impression that TSK was a game about “space tragedy fantasy”, which is what interested him. And, you know, retroactively he was glad that he’d played and had fun and stuff – because actually enjoying a game about magical girls turned out to be a pleasant surprise.

And that moment right there killed the last vestiges of my willingness to promote the game, because how fucked is it that the only way to effectively promote my game is to pretend that it’s about SOMETHING ELSE. Especially when I KNOW that it succeeds at making men actually care about and enjoy playing a game that forces you to tell stories about powerful women? And when the reason that I wrote the game is because I have INCREDIBLY POWERFUL FEELS about the feminist value of Sailor Moon (and about magical girls as a genre) and the value of stories that depict heroic women working together and getting shit done while also being apologetically feminine, it really fucking hurts getting confirmation that the things that give me those POWERFUL FEELS are the very reasons why gamers don’t want to play The Starlit Kingdom.

And it makes me wonder, what is it about magical girls that people are so “uninterested” in exploring? Is it the idea of playing a story where most of the protagonists are necessarily women? Is it the idea of exploring stories that are marked as being “for girls”? Is it as simple as seeing a woman’s name on the cover of a game about women? I’ll never know, and that sucks.

Case 2: PLEASE SIRS, MAY I HAVE SOME LEGITIMIZING MALENESS?

As frustrating as the situation with The Starlit Kingdom is, that’s not nearly as humiliating and upsetting as an experience that I’ve been suffering through the last few weeks.

You see, I have an alpha draft for a game that I’m pretty sure would have a lot of commercial appeal… but not if I published it. And the numbers that I gathered on the statistics of KickStarter funding of roleplaying games support me in that assessment! By looking at both the statistics that I collected and also examining trends regarding the revenue earnings of various kinds of games KickStarters, I determined that a medium-sized game studio could gross 4-5 times more than I would be able to make if I were to attempt KickStarting the game on my own. And when I showed my numbers to other (male) friends who do game publishing, they agreed with my assessment!

I decided that what I needed was a publishing partner that was:

  1. not a huge company that would screw me out of my IP and keep the lion’s share of the profits for themselves
  2. a company that I had either worked with before or knew enough by reputation to trust their ethics
  3. published the same kind of games that I was writing and…
  4. could confer legitimizing maleness

As you might imagine, that set of criteria rather severely limited my options – there ended up being only 2.5 publishing companies that fit all of the criteria. (The third company mostly didn’t fit #3, but sorta did? A little?) It was not at all encouraging, but still. I put on my grown-up pants, polished the alpha draft of my game into something professional-looking, wrote up a business proposal showcasing the commercial viability of the game that I wanted to publish, and started approaching potential publishing partners.

…who have all officially turned me down.

And to be fair, each of the companies that I approached had legit business reasons for not accepting my proposal. Publishing-Me understood and agreed with the reasons that each of the companies laid out (and each company did have different reasons) for why it didn’t make sense to work with me on that project. CREATOR-Me, however… Creator-Me has spent a lot of the last few weeks crying and trying to deal with rejection in a calm, competent, professional manner that wouldn’t result in any burned bridges while dealing with a whole lot of harsh, ugly feels.

Firstly, it is incredibly, profoundly depressing that I can prove with numbers that female publishers operate at a disadvantage in terms of net profits as compared to their male publishing peers. I have a Bachelor of Fine Arts, have been publishing games since 2008, and have freelanced for some of the biggest companies in the industry – Green Ronin, Onyx Path, and Wizards of the Coast. But knowing that none of that matters, that no amount of hard work and hustle will overcome the gender penalty that female publishers operate under in the current publishing landscape… it makes it hard for me to feel pride in my abilities and accomplishments as a game designer and publisher. Worse, it is incredibly humiliating having to go hat-in-hand to male-led publishing companies, present my research findings calmly and clearly, and ask in perfectly calm and neutral tones for them to confer some legitimizing maleness on my project while also trying to convince them that there are good business reasons to want to do so. Because doing so requires admitting that no matter how hard I try, without a male business partner I am never going to be anything other than a third-rate micropublisher.

And getting the rejections themselves? …there is so much that I want to say about how that felt that I don’t know how to assemble into a clear picture. All I have is fragments.

Like crying in a school computer lab, my hands shaking and a friend patting my shoulder as I typed calm and professional-sounding assurances that I understood their situation and didn’t bear them any ill-will, because of course this was business. Or being terse and distant with my husband when he was trying to get me to talk about what was wrong, and then crying over the dishes when he got me to open up. Or crying on a friend’s shoulder and feeling ashamed that I couldn’t just act like a damn grownup and get over the disappointment already. (And of course, the fact I can’t stop crying about these disappointments makes me feel like a fake and a failure, because crying is for girls and if I was a “real” publisher, I would be able to roll with the punches and move on. THERE’S NO CRYING IN GAME DESIGN. See how that works?)

This leaves me trying to figure out what the fuck to do with this game that I still believe in. The last thing I want is to invest hundreds, if not thousands, of hours into developing, writing, testing, and publishing a full-length game only to have it fail as badly as all of my recent projects have. But without a male-fronted publishing partner, what options do I have?

Publishing under a male name? That’s all well and good for someone just getting started, but what about the 8 years of work that I’ve done as a game designer? I have an established reputation, no matter how small. Walking away from that would be cutting my nose off to spite my face. Do I give up and walk away? Even knowing that this is the most commercially friendly idea I’ve had in a very long time? Do I find, as some of my female friends put it, a KickBeard – a Totes Legit Male Micropublisher willing to put his name on the cover and promote it as a project he’s associated with (despite having nothing to do with development) in exchange for a tiny percent of the profits? It would increase my profits, but inevitably some people would see it as “his” game, no matter how open he is about his lack of actual involvement in writing and development.

I honestly have no fucking idea what I’m going to do. All I know is that I am TIRED. I am tired of beating my head against this wall and it not moving. I am tired of trying and failing and trying and failing and trying and FAILING and NEVER having any hope that next time will be different. I am SO FUCKING TIRED that sometimes all I want to do is lie down and never get up again, because men get to “fail forward” and “find fruitfulness in failure”, but all women get is ground down, chewed up, and spat out. It makes me want to give up, throw my hands in the air, and quit altogether. Except I’ve been painted into this corner by own small amount of never-quite-enough-to-survive-on success, and I don’t have any damn choice but to keep trying, because all of the other options I’m faced with are even worse.

Even now, writing this. My throat feels tight, my eyes tingle, and my teeth are clenched. I am in mourning for the me that never got to exist – the me that was a “real” publisher, and who was able to build her audience such that she could stop falling into a series of abusive dead end jobs and realize her dream of being creative full time. But no amount of blood, sweat, and tears is going to bring that me into existence, and so it’s time to let her go.

So to those of you who “feel bad” that the games you like “just happen” to be made by men and there’s “nothing” you can really do about that? Why don’t you stick that in your pipe and smoke it?

KickStarter Part 2: The Only Way to Fix the Problem is to BUY GAMES BY WOMEN

Okay, folks. Today’s post is a 301-level post, in that it builds on a lot of things that I’ve written previously here. I know I’m shooting myself in the foot in terms of expecting anyone to read this by linking to a bunch of stuff right off the bat, but…

So here goes.

In the past, I’ve written about

Importantly, I’ve also written about the statistics of crowdfunding while female for both Patreon and KickStarter – although looking back I can see that my stats for Patreon were not as in-depth as I would like. (I may go back and correct that, but probably not.)

Everything I write here in this post is going to be predicated on the assumption that you have read those posts, or at least understand the concepts that I’ll be addressing. If I get any questions or comments referencing something covered in one of the above posts, I’m going to moderate your comment.

Again, this is NOT a 101-level post, so fair warning.

WHY IT SUCKS TO BE A FEMALE GAME DESIGNER/PUBLISHER: A SUMMARY

One of the classes I’m taking, now that I’ve gone back to community college (Canadians call it “college, which confuses the shit out of me, still), is Operations and Supply Chain Management. I never expected to get much out of it, but surprise! I am. And one of the things that we’ve spent A LOT of time on is various types of flow charts, or “process charts”. Which is sort of what I’m starting with here.

…so to tl;dr everything I just linked to in the most reductive way possible, if you are a female game designer and/or publisher, you will face the following barriers to designing, producing, and publishing your own games:

  • lack of community support (passive): fewer reshares of promotional posts on social media, less “buzz” around the development of projects you are working on, etc etc
  • lack of community support (active): gate-keeping, misogynist backlash against your games because… reasons (it’s a thing folks, it really is), marginalization of your work as “for women” or “niche”, etc etc
  • internal cognitive: especially Imposter Syndrome – this one is the biggest
  • practical realities of being a woman, and miscellaneous RL shit: the wage gap, second shift labor that disproportionately affects women, losing emotional/mental bandwidth to having to deal with microaggressions on a daily basis

If you struggle and persevere and actually start publishing games, you will attract:

  • less community buzz/support: Yes I listed it twice. It’s that important. Buzz translates into post-crowdfunding sales. Without it, you can’t expect anything substantive with regard to post-campaign sales
  • fewer backers/patrons: which when combined with less support leads directly to
  • fewer long term sales and lower overall revenue

These factors translate directly into:

  • women designers having to set lower goals and take on less ambitions projects: which is itself an ugly catch 22, because over time this perpetuates an unconscious view of women designers are people who make scrappy little games and niche projects and men as designers capable of pulling down the big bucks ($50,000+). Look at all of the $200,000+ RPG KickStarters in the past two years. It’s not a coincidence that every single one of them was fronted by a man.
  • projects by women designers attaining their goals with much lower margins of success (which is stressful): look, I’ve done it. I didn’t think Ruined Empire was going to fund, to be honest. It’s stressful, and it sucks, and that stress was the main reason why I didn’t do a KickStarter in 2015.

Over time, this has long-term consequences:

  • Women become less active or simply produce less over time: You can’t afford to produce what you won’t get paid for. Designing for the “passion” or “the love of the hobby” just doesn’t cut it when you’re talking about something that takes as much work as designing games
  • Talented and amazing women leave the hobby: Elizabeth Shoemaker-Sampat leaving tabletop gaming, or Leigh Alexander leaving video gaming are just two of my least favorite depressing examples of this. Not everyone is as amazingly hard-headed and contrary as I am, and that’s mostly a good thing, because sometimes choosing to leave is the only objectively sane course of action.
  • Women become 2nd class designers: Women resign themselves to being 2nd class designers who write freelance for larger projects on which they won’t earn any royalties (this is distressingly common), or who write small games that might make a couple hundred here or there, but nothing else

All of which translates into A PAY GAP FOR FEMALE GAME DESIGNERS. And unless you ACTUALLY BELIEVE that men just do better work than women, that is a problem, not just for the women but for the hobby itself. Because logically, if male game designers aren’t better at game design than women, it means there are a whole lot of amazing games that could change the face of the hobby entirely that just won’t ever get written, because women don’t have the time, energy, and bandwidth to write them.

The only way to fix this is for people to START BUYING GAMES BY WOMEN

It doesn’t matter if you personally buy games by women. I mean, of course YOU do, gentle reader, because you’re lovely and progressive and are invested in the betterment of the hobby and all that. Now be quiet and don’t interrupt.

Look, the numbers are stark, and the only conclusion that can be drawn is as bleak as it is inescapable: as a community, WE ARE NOT BUYING GAMES BY WOMEN.

Obviously that needs to change. So what can you, personally, do? Well…

1) TAKE A HARD LOOK AT WHO YOU FOLLOW AND HOW YOU BUY GAMES

First, look at your social media: Who is in your circles on G+? Who do you follow on FB/Twitter? What is the breakdown of the space where you go to talk about games? How many women are in those spaces?

Second, look hard at who are the designers whose work you follow most closely? How many of those designers are women?

Third, look really hard at how much money do you give to men versus how much to women? (I’ll admit that I’m not so great about this, myself. My personal games collection is hugely unbalanced, and I don’t feel great about that.)

Note that I am NOT saying “don’t buy games by men”. FFS, that’s some straw-manning bullshit, so don’t even do that shit.

What I am saying is this: if the if the people you talk about games with are mostly white dudes, expand your circles to include more people who aren’t white dudes.

If the designers you follow are mostly white dudes, start following designers who aren’t white dudes.

If the people you buy games from are mostly white dudes, try to buy more games from people who aren’t white dudes.

I’m not saying that you’ll reach perfect parity overnight, but being aware that your spending is skewed isn’t enough. You need to actively look for ways to support projects by women.

2) PROMOTE WOMEN’S WORK

I can’t tell you the number of times I’ve had what I felt like was a solid, appealing project and tried to promote it and gotten… crickets.

This goes DOUBLE for you, whites dudes with community “cred”. Your word carries more weight than mine ever will, because that’s how bullshit identity politics work. You may not like it, you may not want to hear it, but it’s the truth.

3) MAKE GENDER A TIPPING POINT

How many times have you thrown money at a game you know you probably won’t ever play but want to read? Shit, I’ve done it. I’ve got half a shelf of game books that looked appealing but I knew I probably wouldn’t play, and most of them are by men.

Make “IS IT BY A WOMAN” part of that calculus. If you’re not sure if you want to buy a thing, and it looks interesting but you’re not sure if you’ll play it, check the gender of the author. And if it’s by a woman, and you have the money to spare anyway, consider actually buying it – because that supports that game designer in making more games down the line.

This got longer than I was expecting, so next time: I’ll look at examples of what I’m talking about “in the wild”

Detailed analysis of successfully funded games KickStarters in 2015 [SO MANY CHARTS]

Lately, I’ve been working on a series looking at the gender distribution of crowdfunding, starting first with Patreon – which is a crowdfunding model that enables serial content. So far in the series, I’ve done a gender breakdown of a representative sample of Patreon creators with games-related Patreons, a look at the barriers that keep women from becoming creators on Patreon, and an aside with advice for women who want to get into having a Patreon anyway. And unfortunately, the statistics of Patreon creators are pretty dismal; only 24% of Patreons had female contributors, with only 13% of creators surveyed being solo women.

However, only looking at Patreon would be ignoring the elephant in the room. Patreon has changed the landscape of creativity in that artists who want to do projects that wouldn’t traditionally be commercially viable now have a venue for doing work that they want to do instead of having to focus on projects that they are not as interested in but they know will be an easier sell. But Patreon’s funding model doesn’t really do much to address the economic realities of game development: it’s expensive. In order to produce a polished, finished game there are a lot of expenses – writing, editing, artwork, layout, printing, fulfillment, and they’re all vitally important.

Tabletop RPGs are procedural documents – ensuring that your text is clearly written and conveys what it needs to is vital. Layout is just as critical, because the best writing and editing in the world won’t keep your customers from being frustrated if they can’t find the rules they need to reference at the table. Art is important to draw people in to the world you are creating, and to convey the feel of the game. And as with any creative work, you get what you pay for. You can save money by finding people who are willing to work on the cheap, but generally the people doing the best work know that they’re doing the best work and will insist on being fairly compensated for their time.

Lastly, while I’ve heard increasing grumbling from publisher friends that “next time” they’re going to do a KickStarter with digital-only distribution, we have yet to reach a point where that wouldn’t be cutting off your own nose to spite your face. But face it, shipping physical product suuuuuuckkkkksssss. Production and shipping the physical product is a huge chunk of any KickStarter budget, and costs are non-negotiable. If you want the thing, you pay what the supplier demands. Those costs add up quickly, and even for small projects with only modest aspirations, budgets for a typical RPG tend to be thousands of dollars. So for most small to medium-sized publishers, KickStarter (or other platforms like IndieGoGo) is the only way that indie publishers can afford to produce polished, professional quality game products.

So with all of that said, I felt that I would be I would remiss were I to not do examine the demographics of KickStarter, just as I have already done with Patreon.

Methodology and Sources

In determining which data I wanted to examine, I decided that I would look at all successfully funded RPG KickStarters from 2015 – excluding campaigns that were either canceled or failed to meet their goal. Unfortunately, assigning gender to a KickStarter is a much trickier prospect than with Patreon; very few Patreons had more than two creators, and only one that I surveyed had a creator team with more than four people. However, since KickStarter projects can be much larger, teams for RPG products can get pretty damn huge. For example, I was one of twenty or so writers on V20 Dark Ages. Then there were lead developers, an editor, and I don’t even know how many artists. So figuring out how to determine the “gender” of a project becomes a much trickier prospect.

In the end, what I settled for was looking at who it was that fronted the project – so either who was it that created the campaign, or if that was inconclusive was there a name attached to the title of the campaign itself? (Frex) I then assigned each result to one of the following categories:

  • solo male (a single man working alone)
  • solo female (a single woman working alone)
  • all male (a group of at least 2 men working together)
  • all female (a group of at least 2 women working together)
  • mixed gender (a group with at least one woman and one man working together)
  • studio (a medium to large sized games company or publisher that is not a sole proprietorship)
  • unknown (aliases or names for which gender could not be determined)

I also broke down the types of campaigns, since “roleplaying games” is a pretty broad category, into the following sub-categories: campaign settings, adventures, events, multimedia, dice, accessories, supplements, and games. Lastly, for each campaign I recorded the total amount raised and what percent of their goal was raised. (Logically, since I only looked at successful campaigns, all results for percent of goal raised were over 100%)

Sadly, KickStarter’s interface is pretty terrible for collecting this sort of data. So I wound up turning to RPGGeek, where RPGGeek users maintain an ongoing list of games KickStarters by year. I’ll admit that I have no way of verifying if their data collection is 100% comprehensive, but it is definitely exhaustive. In collecting the data that I needed, I had to go through twenty four pages of forum results. Given that I counted a total of 388 successfully funded campaigns, I feel that my results are definitely statistically rigorous.

That said, I did filter my raw results slightly. In putting together “final” numbers for the charts that I was preparing, I chose to omit 18 campaigns from the results because of sketchy practices surrounding artificially low funding goals. For instance, there was one guy who by himself had 8 successfully funded campaigns in 2015 – which sounds impressive! Until you realize that he was funding basic adventure modules and his goal for each campaign was only $30. So despite that each campaign was only making around $800-$1500 or so, he was seeing THOUSANDS of percent on his campaigns in terms of percent of goals raised. Since I was very interested in percent of goal raised to see if gender was a factor, I wanted to get rid of the extreme results so that my conclusions would actually be meaningful. So it should be noted that while I recorded 388 successful campaigns, results below were tabulated based on the filtered total of 370.

The Results

Overall-gender

As someone who has been observing KickStarter as a publishing platform for several years, I wasn’t too surprised that the gender breakdown even less egalitarian than Patreon. What did surprise me was how much lower the percent of female participation was. Patreon’s 13% representation of female-only creators is pretty dismal, but 13% is at least mostly in line with the current representation of women in the industry as a whole.

KickStarter, however, had slightly less than half those numbers in terms of solo female representation, with only 6% of all successfully funded games projects in 2015 being fronted by solo women. And widening the focus to include all campaigns that include at least one female front person actually makes the numbers worse, which may be due to the fact that out of 370 KickStarters, not a one of them was fronted by a group of just women. As it turns out, solo female campaigns together with mixed gender campaigns made up 9% of overall KickStarter campaigns, as opposed to 24% of the Patreons that I examined having female creator participation (or only 3/8 of Patreon’s numbers).

Pretty bleak, right? Well strap in, because it gets worse.

Overall-funds-pie

Holy shit! Solo female campaigns make up 6% of the total number of KickStarters, but account for only 3% of 2015’s total funds raised! Mixed-gender campaigns also suffer a penalty, although not quite as bad – they received only 2% of total funds raised despite making up 3% of overall campaigns. By contrast, all-male campaigns accounted for 10% of total funds raised while only making up 4% of overall campaigns.

Granted, it is true that solo male campaigns “underperformed”, at 41% of total funds raised for 65% of total campaigns. However, I think that probably has a lot to do with the fact that there were an awwwwful lot of sketchy solo-male campaigns that I saw that had super-low (ie sub-$1000) goals, so it makes a lot of sense that the studio campaigns would overperform so dramatically while solo-male campaigns would suffer.

So what happens when you start looking at averages by gender category? Well, things get interesting, and a bit less clear.

Overall-amt-raised

Studios had the highest average funds-raised-per-campaign, which makes sense. A company like Onyx Path or Green Ronin is going to have a larger audience and has the logistics in place to fund a campaign with a much larger scope than the smaller operators, which lets them rake in the big money. What I didn’t expect was how comparatively small the gap between studios and all-male campaigns would be, and how large the gap between all-male campaigns and everything else would be.

The fact that mixed-gender campaigns outperformed solo gender campaigns is interesting, although it may be another reflection of the preponderance of low-goal “sketchy” campaigns by solo male creators. Still, it is undeniable that solo female creators have the lowest average funds raised by far, with solo female campaigns averaging a mere quarter of all-male campaigns, and just under 90% of the average solo male campaign.

Of course, something that is undoubtedly a factor is that if you look at the average requested funding level, the gender category that asks for the least money is, of course, women:

Overall-avg-goal

Again, studios come out on top – although again that’s not terribly surprising given the scope of many studio-fronted products. The results after that get a little muddled; for instance why are mixed-gender campaigns averaging the second-highest requested goal?

Still, women again come in last, asking for only only 73% of what solo male campaigns requested, and only 39% of what all-male campaigns requested. I was hoping against hope that perhaps that would be mitigated if I looked at the percent of goal raised. If the lower goals were perhaps offset by solo female campaigns doing better in terms of percent of goal raised…? But no. They weren’t, mostly:

Overall-PCT-goal

So yeah, there’s a weird blip with mixed gender campaigns having the second-highest requested goals and yet having the lowest percent raised. I honestly couldn’t begin to untangle what’s going on there. But solo female campaigns still come in second last, at only half of the percentages that all-male campaigns have managed. So, you know, that’s a thing that’s depressing.

I could have stopped there, but I got curious about what would happen if I looked at each campaign type by gender, which actually turned out pretty interesting. So just for shits and giggles, I present for your further edification the gender breakdown of each category examined:

Bar-settings

What the actual fuck. In ALL of 2015, EVERY SINGLE GODDAMN SETTING KickStarter was either by a studio or a lone dude? (For a second I was like, WHAT THE SHIT WHAT ABOUT RUINED EMPIRE, I KNOW THAT WAS BY A LADY LIKE PRETTY CONCLUSIVELY. And then I remembered that was in 2014 and felt stupid.)

So. Yeah. NO settings fronted by women, or even partially by women in 2015. Wow.

bar-adventure

Jeez. Adventures have some female representation, but honestly the numbers don’t look all that much better. Around 8ish percent of all adventure KickStarters had female participation, but they only received 2% of total funds raised for their category? I mean, sure it’s great that they over-represented in terms of goal and percent of goal, but still. Oof. Feels.

Bar-events

Events represented the smallest category, so it’s hard to make any conclusive statements other than even with a large relative proportion of campaigns by people of unknown gender, it’s still pretty damn male-dominated. Which was surprising, because all of the best, most competent, most hard-working event organizers I know are women! So I didn’t expect that at all.

Bar-multimedia

The lack of any mixed-gender teams in this category makes the numbers really straight forward. Yes it’s great that when you look at average funding, solo female campaigns over-performed relative to their overall participation in the category. But that doesn’t change the fact that only ONE out of ten multimedia KickStarters in 2015 was by a woman, which is a shitty ratio no matter how you look at it.

Bar-dice

I seriously was not expecting such a large number of KickStarters making DICE of all things, nor was I expecting them to be so lucrative. Still, not really sure what else to say that won’t sound repetitive here. I mean, whee! Yet another category totally dominated by men. Shocker.Bar-accessories

Cool. So with no mixed-gender participation, once again we have ONE campaign with female contribution out of an entire category that makes up a pretty sizeable chunk of the total number of successful campaigns. Still, one out of 44 is still 2.2%, so that doesn’t really explain the fact that that singular campaign only raised 0.3% of total revenue. Seriously? What the hell.
Bar-supplements

Yup. Looks like women making supplements have a shitty time of it too. MY SURPRISED FACE. LET ME SHOW IT TO YOU.

bar-games

Well. Kickstarters for games at least manage to do (sliiiightly) better than average in that 8% of total campaigns were fronted by solo women, as opposed to 6% of the overall total. Still, as with every other category, they did not receive a proportionate level of funding. YAY. EVERYTHING IS DEPRESSING.

And that’s all for today

I’ve got more to say, but that’ll have to wait for next time because this post got super long and I AM FINALLY DONE.

White People: please stop crowdfunding super racist games. It’s embarrassing. [CW]

[Content warning: This post contains, among many other things discussion of anti-Native ethnic slurs.]

So there’s thing that happens semi-regularly to me in my G+ circles; someone links to a game that is being crowdfunded (usually on KickStarter) that is cringe-inducingly racist, and there’s a discussion thread where people say things like – shit, this is so bad. How is this this bad? But a lot of the time, these discussions happen in more private circles, since nobody wants to risk accidentally giving exposure to a terrible thing that shouldn’t exist. And I avoid writing about it here for the same reason, and then it sort of slips away and I forget to write about the issue again until yet another cringe-inducingly racist game KickStarter pops up in my feed, and the cycle starts all over again.

So. Enough is enough.

White game creators, it’s time to have a talk – white person to white person – because seriously. This has to stop. You’re killing me over here.

Before we start: Ground rules

Quite a while ago, I wrote a very basic set of rules that you should look to follow in order to create inclusive games.

Last year, I wrote about the basic rules you should follow when looking to write inclusive games. But for the purposes of this post, we’re just going to concentrate on the lowest-hanging of the low-hanging fruit – rules #1 and 2:

  1. Cultural appropriation is bad
  2. Don’t erase marginalized groups
  3. Don’t combine #1 and #2

Of course, there’s more to it than that. A LOT more. As in, 10,000 words more. If you want to read my entire series on writing inclusive games and how to avoid offensive stereotypes, you can find it here: Part 1, Part 2, and Part3. But for the purposes of this post, that’s what we’re going to focus on, with some examples of what this shit looks like in the wild, since I went to the trouble of digging up some examples of things that a) have already funded or b) won’t actually fund. That way I’ll be able to illustrate what I’m talking about instead of attempting to talk in generalities.

Depressingly, I will note that all of the examples that I dug up for this post center on anti-Native racism. The game that prompted me to write this post was racist against a different group of people entirely, but sadly it seems even easier to find games that are racist about Native and Aboriginal peoples on KickStarter than any other group. (At least anecdotally speaking.)

Also: yes this shit does actually fund sometimes

Thankfully, most of the examples that I have to talk about are things that people emphatically did not vote with their dollar to see produced. Unfortunately, games based on racist tropes and stereotypes do still find audiences, and they do still fund. Case in point:

Going NativeI’ve written about Going Native on this blog before, so I’ll just quote myself rather than attempt to rehash something I already stated well and succinctly:

Not too long ago there was a game that successfully funded on Kickstarter called “Going Native: Warpath”. (Really, even just the title should be a giant red flag.) Going Native: Warpath is a minis war game in which players have armies that are based on real-life native and aboriginal cultures which has been written and developed by (of course) a white dude.

Because nothing says “sorry for that one time we committed genocide against your people and then forced the survivors into institutionalized poverty” like casual cultural appropriation. Bonus points for managing to convey the added baggage of “well killing your people wasn’t as bad as it could have been since you were already doing it to yourselves”.

So let this be a cautionary tale. Just because I’m intentionally picking examples that will not be getting their target funding doesn’t mean that KickStarters for racist games aren’t still a huge damn problem.

Now: Down to the nitty gritty

I have three examples to discuss, which I will cover in order of least offensive to dear god what the actual shit how did you spend this much time creating a KickStarter without ever once critically examining what you wanted to KickStart?

The first is a game called Indigenous, whose tagline is: “In an uncharted jungle you have to hunt animals, build shelters, collect ingredients and fight other tribes to ensure your survival.”

Okay. A bit dodgy, but possibly not so bad right? However, here’s the very first sentence in their campaign description:

“With this game we try to achieve something realistic and entertaining enough, to let you immerse into the rough land of primitive indigenous people.”

[headdesk]

PRIMITIVE. INDIGENOUS. PEOPLE.

indigenous_comp

Now I will at least give these developers credit: they did at least describe them as people – something the next two games certainly can’t lay claim to. But, given that this is a game being KickStarted by a team from Germany which is composed of (as much as I was able to discern) decidedly white-appearing folk… the execution is tone-deaf at best, and really gross even if you’re attempting to look at this charitably (which I don’t really think this game deserves). Thankfully, as they are currently sitting at 1.4% funded with about a week to go, there’s no real danger of this KickStarter succeeding.

Of course, clueless and tone deaf is at least still better than games that intentionally fail at not being offensive. Like Deadskins: a game that managed to actually gain $6000 in pledges, despite incorporating an actual goddamn ethnic slur in the name of their game[1]:

download

And again, unsurprisingly, the KickStarter was created by a decidedly white-appearing dude[2]. Because this shit is so predictable you can practically set a watch by it.

Unlike Indigenous, Deadskins also was Greenlit by the Steam community, proving once again that Steam is depressing and will Greenlight just about anything. (Hell, if it’s REALLY depressing, Valve founder Gabe Newell will apologize for people trying to censor your project if it gets too much blowback.)

And honestly, it’s hard to know where to even begin in explaining just why this game is so awful. I mean, look at this screenshot:

deadskins-screens

So… Let’s start with the fact that this whole damn game is a pastiche of offensive tropes and stereotypes. Deadskins combines Romero-type Hollywood zombie antics with awful stereotypes about natives in that awful way that a lot of game creators do when they want to cherry pick the most “awesome” elements of a real world (usually) non-white culture for their game. For instance, the zombies in Deadskins actually defeat their enemies by scalping them. Also, the above screen shot is an example of a zombie spirit animal. That you can ride. You know. Just because.

There’s also the fact that all of this undead Native crap is a super casual perpetuation of the Vanishing Native myth – the idea that that Native peoples are disappearing and that their total disappearance is a foregone conclusion. Which is fucking horrific, because. You know. We (ie white people) enacted genocide against them so that we could take their land and resouces. Not to mention that the Vanishing Native myth is still causing very real harm today.

And I don’t care HOW sheltered you are, after the continued, persistent, ongoing controversy over the Washington R*dskins’ team name, even the most dedicated of non-sportsball-fans should be aware of the fact that the term “redskin” is an offensive ethnic slur[3].

And yet, as awful as Deadskins is, it still doesn’t manage to beat out the campaign for a game called Tap N’ Trap, OF COURSE BY WHITE MEN, which manages to combine cluelessness, horrible racism, and casual dehumanization quite catastrophically:

Tap N Trap

Yeah, I knew it was going to be bad when it started with “help ABORIGINALS”. Not help aboriginal PEOPLE. Help ABORIGINALS[4]. Worse, they mix terms and portrayals pretty freely. (Because, you know, why bother with research or any of that when you can just combine a lot of primitive looking shit from different cultures, right? Who cares as long as it ends up looking cool?) In the description of their campaign, they refer to the non-white characters as “aboriginals”. But in the captions for their character designs, they’re referred to as “Natives”.

Which. You know. Okay. In Canada the terms are used somewhat interchangeably, so maybe I could give that a pass if it weren’t for the character designs:

Tap-N-Trap-chars

The description makes it sound like they’re talking about Native or Aboriginal peoples, but the skin tones and character designs – especially the masks – visually reference a pastiche of African cultures. Which. Uh. At the risk of stating the obvious, Native people and African people aren’t even from the same continent. They’re entirely separate ethnic groups with completely different languages, cultures, and traditions.

The nail in the coffin? The magical power-up item for your “Natives” is a GODDAMN WATERMELON:

watermelon

BRB SETTING EVERYTHING ON FIRE. (If you’re not familiar with the history of why watermelon imagery associated with black people is seriously not fucking okay, especially when it’s being created by white people, then just follow this link to this Google Image search. Just be warned, it’s so racist it’s probably NSFW.)

Honestly, this is the sort of “ironically” awful games that I could see being published by a certain Edgy Game Designer. But the game creators actually seem pretty earnest about using this game as a springboard for social change. Unfortunately, the cause that they are espousing isn’t anything like, say, (to name a few Canada-specific issues affecting Native populations) the epidemic of murdered and missing indigenous women, or the lack of access on reserves to adequate housing and education, or hell even the lack of access on reserves to clean drinking water. No. The cause that they want to espouse is environmentalism and disappearing endangered species.

So all of that horrible racist shit. The conflating nonwhite cultures that have nothing to do with one another, the casual dehumanization, the perpetuation of fucking horrible racist stereotypes… all of that shit is just the creators using PoC as PROPS to talk about what really matters. ANIMALS.

Which is why Tap N’ Trap wins the award for THE MOST RACIST SHIT I HAVE SEEN ON KICKSTARTER, yes even worse than Deadskins. Because congratulations, when you perpetuate harmful racist bullshit while simultaneously prioritizing animals over actual goddamn people, that makes you a shitty human being.

White people: It’s time to get our act together

Look, white people. I say this as a white person who writes games about non-white people[6]. I get it! It’s hard! Writing games about non-white people is hard! It takes a lot of time, effort, and research. It also requires talking to people who come from the group of people that you are writing about. And most importantly, it involves being willing to dismantle your own bullshit and a willingness to look for where you fucked up (because I promise you, you will always fuck up somewhere). All of which requires the willingness to be uncomfortable, and to sit with that discomfort. And all of that is HARD. And uncomfortable, and unfun. And isn’t making games supposed to be about having fun?

But we aren’t not even talking about making games that are truly inclusive and promote diversity here, because frankly we suck at that, white people. (Yes, including myself in that. There are things that I could do better.) So, babysteps. Let’s just work on not crowdfunding shit entirely based on horribly racist stereotypes, okay? Please?

[1] Although it’s worth noting that the actual percentage of funding is almost the same as Indigenous, given that goal was a ludicrous $365,000.

[2] That’s not to say people who aren’t white men don’t make racist games. But the ones that I’ve seen that get as far as KickStarter tend to have been created by white men.

[3] If you’re interested in reading more, the Wikipedia entry on the team name controversy actually provides a pretty good starting point as to why the term is problematic and its history, even if it is a bit too focused on remaining “balanced” for my liking.

[4] Given how fucking common it is for native populations to be portrayed in ways that dehumanize them, it’s important to always refer to native people in ways that emphasize their humanity. Native people, not Natives. Aboriginal people, not Aboriginals. It’s the same reason why we say “transgender people” instead of “transgenders”, frex[5].

[5] Although I have heard people say “transgenders” as a noun and seriously. Just. Don’t.

[6] Because seriously, if there’s one thing that gaming DOESN’T need, it’s more games about white people.

Wednesday Freebie: An interview with the creators of Lovecraftesque

Today’s post is an interview with Becky Annison and Joshua Fox, the creators of a game called Lovecraftesque that is currently KickStarting with (by the time you will probably read this) slightly less than seven days to go.
Lovecraftesque is, as the title might imply, a story game about telling stories in the Lovecraft style without adhering to the specific Cthulu mythos. What got me excited about the project is the fact that the creators were both committed to addressing the problematic aspects of Lovecraft’s work head-on in their game, with some very interesting stretch-goals that tackle the issues of race and mental health in Lovecraft’s stories in depth.
They’re currently at a bit more than 200% funding with some very exciting stretch goals in the works. So if what you read here interests, you, I’d definitely advise checking out the campaign, since it’s all gravy from here on out!
1. One of the things that jumped out at me right away is that you explicitly call out H.P. Lovecraft’s issues with race, and are getting Mo Holkar (who has done some really excellent writing about race in roleplaying games) to write about ways to tell stories that have the Lovecraft feel without the problematic racism. This is something that, honestly, I haven’t seen from many Cthulu mythos-inspired games. How much did these concerns affect the design of the game and planning for the KickStarter?

[B] We couldn’t have done a Lovecraftian game without addressing his racism and making a concerted effort to keep it out of our game.  We were really concerned (and we still are) to make sure our game isn’t extending his racism either explicitly or subtlely. But we are also really lucky – there is a huge community of people including Mo Holkar, Chris Chinn, yourself and many others who have been talking and writing about representations of race in RPGs for a long time.  There is a lot of help and resources in the RPG community in navigating this problem and I hope we’ve done the best job we can.

Part of the problem is that, while Lovecraft was bigoted in really obvious ways, he also weaved racist ideas into his stories in much more insidious ways – like, some of his stories look like they’re just about monsters from beneath the waves or ape-gods living in hidden jungles, but they’re actually not-particularly-subtle metaphors for his hatred. We read around the subject to understand it as much as possible.

[J] Design-wise, the game doesn’t copy Lovecraft, but instead attempts to help you to create a Lovecraft-like story, with your own terrors. Unless you use one of the pre-written scenarios available in the final version of the game, the players will be creating their own settings for Lovecraftesque at the table. So we focused on giving players the tools they need to deal with the racism in Lovecraft’s work.

We start with techniques for:

– Putting in place safety measures that allow players to effectively veto racist themes. There’s a step in the game setup where players can ban elements from the game, with explicit prompts in the text and on the play aids to consider banning in-character racism (and simplistic “going mad”-style depictions of mental illness), but also recommending the use of the X-Card technique by John Stavropoulos to catch the stuff that you couldn’t have anticipated at setup.

– Including a section discussing Lovecraft’s racism, how it might come up in the game, and how you can avoid it and diversify your game. We take the opportunity there to encourage groups to discuss these issues, because that’s our bottom line: if anyone in your group will be made uncomfortable by something, it’s best to avoid it, and you only find that out by talking about it. And of course, that’s now going to be supplemented by Mo’s essay which will go into this in more detail.

[B]  This is supported by art and flavour text that attempts to represent a diverse range of people, and which tries to avoid example text from Lovecraft which contains racist themes.

We mentioned all these themes in the Kickstarter, and of course, we wanted the sample art for the Kickstarter to exemplify our approach.

 
2. As someone who struggles with both anxiety and depression, I also really appreciated the fact that you plan on addressing how to respectfully portray mental illness. Was that something that was difficult to write about, and did it pose any challenges during playtesting?
 

[J] I guess just about everybody has either struggled with mental illness themselves or knows people who have. Lovecraftian stories are replete with simplistic, offensive depictions of mental illness, which much of the time boils down to portraying characters that have simply “gone mad”, an idea which doesn’t bear any relation to actual human psychology. But of course, the idea that the horrors of the mythos have a baleful effect on the human mind is a pretty core theme in Lovecraftian tales – you can’t completely abandon that and stay true to those stories.

We tried to analyse the ways that mental illness (or, more often, something that looks like mental illness but actually isn’t) might come up in a cosmic horror story. We found there’s actually a lot of ways to represent these themes without being offensive or perpetuating negative stereotypes. Writing about it was a huge challenge because there is far less discussion on mental health representation in RPGs than representations of race.  Shoshana Kessock’s original article is still the most comprehensive discussion piece on the themes – though there’s been a surge in discussion recently which we’ll be paying close attention to.

We both sometimes struggled to describe some of Lovecraft’s themes, such as the worldview-shattering effects of the mythos, or the presence of characters who have been deeply traumatised by an encounter with the horror. It was easy to unintentionally slip into casual ableist language in our game text and we have tried to correct that.

[B] You asked about playtesting. I don’t remember this being a particular problem in playtesting save that it was a new direction to ask people to directly think about using the word “mad” as a descriptor in a Lovecraft game.

There aren’t any sanity mechanics in the game which would push players in the direction of depicting mental illness. There were moments in playtesting when characters justifiably behaved with an element of temporary hysteria. I hope those didn’t come off as offensive and I certainly believe and hope they didn’t cross any lines. But my conclusion from all this is that, lacking an explicit mechanical push, most players will tend to default to playing their character as a person and not suddenly lurch into bizarre stereotypical behaviour.

 On the other hand we provide other routes for people to express their character’s mental discomfort. Because there’s just one central character – the Witness – we ask the players to provide their inner monologue; speaking out loud the Witness’s fears and rationalisations. Every time they do that, they’re effectively saying “fuck, that was scary/weird/what is happening here????”. So, instead of having their character giggle hysterically, you can just have them think appropriately terrified thoughts and/or vainly attempt to rationalise it all away. Again, this encouraging a style of play that portrays the character first, symptoms second.
3. I LOVE the preview pieces of art posted on the KickStarter. Do you have any strategies in place for your art direction to ensure that the art as a whole is diverse and inclusive?

[B] Thank you – we are so excited about the art for Lovecraftesque.

We knew going into this project we wanted to have a really diverse approach in the artwork.  Diversity in the text doesn’t mean much if it isn’t reflected in the art. A lesson we’ve learned from you and others!

When we looked for an artist we asked the RPG design community on G+ for recommendations, and especially encouraged people who were not white, cis, het, men to contact us.  Not that we didn’t want submissions from those men, but we figured we’d get plenty of responses from those guys anyway (and we did which was cool!) but we wanted to make sure we got plenty of other people being recommended as well.  We specifically put a note in saying we wanted to encourage submissions from people who might have imposter syndrome or otherwise assume they weren’t professional enough – because lack of confidence is often a problem for people and we wanted the widest possible pool of artists to choose from.

[J] We were really lucky to have Robin Scott as our artist. Robin was on exactly the same page as us when it came to making our art diverse – we were incredibly impressed with the diversity of models in her Urban Tarot work.

Right from the start, we said to her (and come to think of it, we said this to all the artists we shortlisted) that we wanted to portray diverse characters, from all genders, ethnic backgrounds, ages, sexualities, and levels of ability and disability, with a ceiling on the number of white dudes portrayed in the art. We also asked to avoid portraying all the white men as heroic action types with women and people of colour as passive victims or other stereotypes. Robin’s response was that she would have done that anyway, so it was great to know we were working together on this.

We didn’t stop there, of course. We created a list of concepts for images, and once we had whittled them down to the ones we wanted putting in the book, we went through character-by-character to identify what they ought to look like and make sure we were meeting those diversity objectives. So, while the art isn’t yet done (Robin has just started work on the art the Kickstarter is funding), we already know where we’re headed.

[B] I don’t think we can conclude this question without saying that we took a lot of inspiration and direction from your articles about game art. We have made our own (modest) contributions to promoting debate on this issue over the years, and we are committed to making sure that we practice what we preach to the best of our ability.

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.