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Posted By: walkerpWhy is art so expensive? How much to RPG writers get? Like 2 cents a word or something, right? So that's like $10.00 a page. But a full-page of art is around $100.
Posted By: BentWhat are you really wanting to pay for an artist and what do you expect to get for that amount of money?
Posted By: walkerpYes, very valid points.
Why is art so expensive? How much to RPG writers get? Like 2 cents a word or something, right? So that's like $10.00 a page. But a full-page of art is around $100. I recognize that the effort to draw a page of art and probably the impact as well is greater than a single page of text. But ten times greater? And greater to the point that it is not valid for a small press designer to include any actually illustrations in his or her work?
I love working for a percentage. I still get a down payment, but it means that I can share in the project's success. On the other hand, it means that I only work on projects that I think really have legs.
Clinton Nixon used dingbats as interior decoration for Princes' Kingdom.
Dude, I drew those. But for free, since it was a charity project. [Edit: whoops, Remi's talking about different things for the same project. I didn't draw the ones he's talking about.]
Posted By: walkerp(also posted atthe RPG Haven)
It seems to me from my very limited experience and from listening to other small press designers that art is the biggest expense in a game's budget.
Posted By: Roger
I'm not sure this is actually true.
It mightseemtrue because the writer isn't being paid anything per se, but that just seems like crooked accounting. Not to mention editing, layout, and all those other things.
Posted By: lachekI asked a very similar question on the Forge a few years ago, after seeing a number of absolutely gorgeous indie games (like Burning Empires) hit the market.
Posted By: DestriarchI think it's important to make a distinction here. Burning Empires, like its spiritual sibling Mouse Guard, is a licensed product based on a graphic novel. Those gorgeous images were all taken from a pre-existing comic book.
Posted By: lachek
I'd love to see author/artist partnerships as I think aesthetics are often overlooked by indie game designers, with many notable exceptions (Don't Lose Your Mindis a fabulous piece of art, for example).
Posted By: walkerpIt just seems like art is an element that is not as accessible to the small press world as competent page layout, production and distribution have become. I'm trying to hone in on why.
Posted By: DestriarchI think it's important to make a distinction here. Burning Empires, like its spiritual sibling Mouse Guard, is a licensed product based on a graphic novel. Those gorgeous images were all taken from a pre-existing comic book. I don't know what deal the author worked out with the comic's owner, but it's usual for such a deal to include the use of artwork.
Posted By: RemiArt is different because most people can tell at a glance if it's bad.
If I were to take a percentage, it would be a symbol of that stake, not a way for the publisher to pay me less.
No, no. I've done it so I can get paid more. My work on The Mountain Witch paid me a downright professional rate.
Posted By: JohnstoneYeah, exactly. There's two main differences between art and writing, the first being: good writing is invisible, good art is hella not.
Gotta disagree there. It might take longer to spot bad writing than it does bad art, and often you have to buy the product before you find out about it, but bad writing is far from invisible. As a reviewer I find occasion to complain about it quite often. If a game has a bit of bad grammar that's one thing, and very annoying in its own way, but I have seen quite a few games in my time that were just plain difficult to read because of the language they used, or had back-stories so poorly conceived and cheesy that they made me laugh out loud. Now sure, some people might not be able to appreciate the finer points of writing, to put it mildly, and in such situations a lot of errors can be missed in the text. But if they can't understand the game enough to play it, or the book is so disordered as to make it highly awkward to refer to at the table, that's that. Good writing in RPGs is about more than metaphor and simile, these are instruction manuals. They have to be clear and concise.
-Ash
Posted By: walkerpPerhaps these artists don't even exist.
Posted By: Luke WheelArtists are hired guns. Pay 'em for their work and move on.
Posted By: johnzoart-directing volunteer-sourced art is weird. How hard are you prepared to push back on the artist to get the art that'll take your game where it needs to be?
Posted By: JohnstonePosted By: Luke WheelArtists are hired guns. Pay 'em for their work and move on.
Same with writers?
Posted By: Luke WheelWriters are a bit stickier. If there's actual content creation going on, then I think they should take a share. Otherwise, they're hired guns.
Well, there's *always* content creation going on, isn't there? :) If it goes into the book at the end, it's content.
Perhaps you mean that the writer should consider a percentage if they have creative control over the content? That is of course different; that's more akin to getting prior approval from the publisher for a personal project of your own. If someone approached me and said 'I want you to write a fantasy game, go nuts!' I might be willing to consider a percentage because I could write what I wanted. If someone approached me and said "I have this fantasy game and a few basic ideas that I'd like you to flesh out" I'd want firm, guaranteed pay. The reason behind it is pretty simple; in the former case, any work I create can be recycled into my own project if it is rejected. In the latter case that becomes much harder because I'd be following someone elses' template.
-Ash
Posted By: Luke WheelPosted By: JohnstonePosted By: Luke WheelArtists are hired guns. Pay 'em for their work and move on.
Same with writers?
Writers are a bit stickier. If there's actual content creation going on, then I think they should take a share. Otherwise, they're hired guns.
For example, Sean Sakamoto and Robin Laws got paid a flat fee for their fiction contribs to Blossoms. Whereas Sydney Freedburg earns a percentage of the sales of Bloodstained Stars.
Sean and Robin were paid out when they turned in their work or soon after. Syd has yet to see a dime.
-L
Nojh said,
Most indie games don't make profit.
UR DOIN IT RONG
I don't know of an indie publisher who doesn't turn a profit.
Posted By: Joshua A.C. NewmanNojh said,
Most indie games don't make profit.
UR DOIN IT RONG
I don't know of an indie publisher who doesn't turn a profit.
Posted By: Joshua A.C. NewmanNojh said,
Most indie games don't make profit.
UR DOIN IT RONG
I don't know of an indie publisher who doesn't turn a profit.
I think the key here is 'don't know'.
... and I know an awful lot of game designers and publishers. Like, I don't have enough fingers and toes.
Some of them have made mistakes. Most of those were in the "too many copies, too much color, then went to Diamond begging for scraps" variety. And most of those were years ago. Tehy wer doin it rong. Many of these are from a long time ago and the techniques and technologies are better known now.
Posted By: Joshua A.C. NewmanNojh said,
Most indie games don't make profit.
UR DOIN IT RONG
I don't know of an indie publisher who doesn't turn a profit.
Posted By: DestriarchI generally blame the fact I got dicked over when Avalon Team went under owing me more than two thirds of the copies I'd ordered and paid for. Never really recovered from that one, thanks to being poor.
You're right, both of you, in different ways.
Ashok, we're all prone to errors. Some errors are costly. Distributors like Diamond pretty much nuke your chances of turning a profit if your volume is low. The stories I've heard — lost stock, disappeared money, lies about printing status in favor of pitching something new and shiny — they really raise my blood pressure. There are places for middlemen, but it's not your job as a publisher to make sure they're fed. If they're not offering you a profitable service, you don't use them. That equation was less obvious even four or five years ago. These days, though, it's pretty uncommon, at least in the Forge diaspora, to make that kind of mistake.
James, by no means do I discount your experience. I don't know what your publishing objectives are, and I got no beef with people whose publishing goals don't include making a profit. What I should have said is, those indie publishers who choose to make a profit, do. If you do want to turn a profit and it's not working, then let's talk about how to fix that. (Golden Advice: Do What Luke Does.)
The question of the size of the profit is another matter. I don't design and publish full-time. I design other stuff too, but game publishing is a chunk of my income that I really couldn't do without. Several designers make much more money than I do. None make more than I wish I did, and none of us make what we'd like to, but welcome to the world. But the problem is not margins, for instance; no one else is sucking all the money out of my work. I make an unheard-of (for most publishing, but not for indie publishing) 57% off each copy of Shock: that sells. If I were to sell through distribution, that would be more like 10% for a small increase in sales. If I were to be generous and say that retailers would increase my sales by 25%, I'm still making waaay less money. It only starts to make sense if a) it doesn't cost me anything to sell through retailers (cuz it can!) and b) it gets to people who weren't going to buy it from me or the Un-Store. That is, it's better than posters, cuz I don't have to pay for them and people get to play instead of just get sold to.
I'm a third-tier indie publisher at best. If I can do this, then you, too, can make your publishing do what you need it to do.
As long as it's not "make you fabulously rich". I mean, maybe it can, but you'd be the first.
Posted By: Paul BI have yet to see a single indie publisher anywhere build their own time into their profit model.
Posted By: lumpleyChoosing to invest it into lumpley games instead of into Civ-fucking-2 was the smartest thing I ever did.
In six months, BoL sold around 230 copies. So far the benefits are around 1500 euros (2200 $). So the artist got 750 euros (1100 $) for his work so far. Considering the french market I think we did pretty good.
Paul, I reread your post.
I'm all about nonmonetary compensation for work!
Vincent just laid that out: we get paid in money for our time and effort.
Now, as for the nonmonetary part:
Time is valuable to me as a limited resource. I can spend it living my life (that is, making stuff, eating, fucking, biking, watching the moon) or I can watch TV and waste it. Sometimes I watch TV and don't waste it, but it's a very calculated risk.
Are you proposing that my business model should also include eating, fucking, biking, and watching the moon?
Making stuff is the payoff, man. Sometimes it's hard. Sometimes it's solid, satisfying fun. The whole time, it's paying me. The game design part pays me in money, as well as the learning and creating that are, themselves, satisfying.
Joe, it's not that I'm an artist. It's that I trade on things that I do. If I could be a professional eater, fucker, cyclist, and moon-watcher, I would do those things, too. (OK, I know that most of those things can be done professionally. I invite you to explore those markets without me. Except the moon one. If you figure that out, let me know.)
If the value of my time is in dollars and profit was defined solely in dollars, and it was my objective to maximize my profits, then if I weren't making money on games, I have to stop making games. Presumably so that I could do something less enjoyable to make money to buy more time. The arithmetic isn't very good.
Fortunately, I both make money making games and profit by doing so, gaining satisfaction that I would otherwise have to pay for.
Those hours are often an investment. Sometimes I don't want to work on a game. I've got a great idea for what I want it to be and I don't have any idea for how to get it there. Those times are a drag. But it's still valuable time, living my life, even if the payoff is merely in dollars (investing in making a good game) rather than being an immediately enjoyable moment.
Ah, yes. When I write an agreement along these lines, it includes a definition of "profit". But you're right: it's a portion of the net that we're really talking about.