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General Forge Forums => Publishing => Topic started by: Paul Czege on March 13, 2003, 07:27:34 PM

Title: where do sales come from?
Post by: Paul Czege on March 13, 2003, 07:27:34 PM
Hey everyone,

On the Most popular RPG genre... thread there was some discussion of whether a designer should concern himself with the popular interests of the gamer public. Kirt "xiombarg" Dankmyer took the contrary position:
Title: where do sales come from?
Post by: Mike Holmes on March 13, 2003, 07:48:31 PM
Uh, but doesn't that beg the question Paul? I mean if nobody is playing the game in the first place because it's not something that the market wants, then where are all the play examples going to come from?

I mean, what you're saying is to advertise, but advertise in a more effective way. And that's fine. But it doesn't at all speak to other ways in which the game sells itself. One of which Mark points out is designing the game to be appealing in the first place. The debate isn't how to market, but what to put in the game.

Mike
Title: where do sales come from?
Post by: Clinton R. Nixon on March 13, 2003, 10:22:21 PM
I'm glad Paul asked this, because Mark's earlier comment has been bouncing around in my mind for a few days. It greatly troubled me, to be honest, and I didn't want to get on the thread saying only "I totally disagree! You're wrong!" I did, however, want to think of a cogent point of disagreement. Luckily, I don't have to - Ron's done it for me.

In The Forge as a community (http://www.indie-rpgs.com/viewtopic.php?t=4444&postdays=0&postorder=asc&start=15) (the best, and most underrated, thread on the Forge, most likely because it ended up being split into several points - the second of which I'll quote), Ron said:

Quote
It's a major point for me that has emerged from the four threads so far, and it has everything to do with the primary activity at the Forge, independent game design. The logic goes ...

1) When a person creates something (film, novel, RPG) that shares interest with another, it's because the content "speaks" to the second person. What jazzes you, jazzes me. Or, in some cases, what jazzed you in way X, jazzes me too in way Y.

2) The personal commitment and personal spin brought to the creative work - the extent to which it jazzes and satisfies its own creator - is precisely what the audience member (or user, in the case of a musical instrument or an RPG) is responding to.

Which is to say, the more a work expresses a personal vision, the more likely it is to appeal to its audience.

Trying to make a game appeal to a larger audience is not the answer. No way, no sir, no where, never. Paul's got the idea in that actual play posts and exciting descriptions of playing a new game come from that "jazzing" Ron talks about. Collages of palatable ideas do not result in this.

Mike asks, "if nobody is playing the game in the first place because it's not something that the market wants, then where are all the play examples going to come from?" It's a good question, but I can assure you, Mike, that they'll come. They came for Universalis, and man, I can't think of something that seems less market-friendly at first guess (although I'm not your average market person, so I could be wrong.)

My best example, as usual, is Sorcerer. Most people here know me as the guy who works with Ron on the Forge, but it wasn't always that way. I recently commented in a thread on RPG.net that the fact that I'm a big Sorcerer fan surprises me sometimes - I don't play a lot of "serious" games, instead focusing on crazy fantastic strangeness, bizarre post-apocalyptic worlds, humor, and anachronistic worlds, like my recent Sin City/Rome TROS game. I like my games to be total escapes from reality with lots of humor and fun.

Yet, I liked Sorcerer enough to rescue the Forge when it lost its web home, host the Sorcerer site as well when the same thing happened, and become Ron's partner on a huge web project. Why? His personal vision was all up in that game, to abuse language for a second. It ran out and all over all my games I was thinking about playing. That which "jazzed" him, jazzed me - and adapted to what I wanted to play. (I seriously doubt Ron and I would enjoy each other's Sorcerer games as much as we enjoy our own - but we each love the game itself.)

All that ramblin's here to say: games based on personal visions instead of market palatability will result in better sales and online love.
Title: where do sales come from?
Post by: Gordon C. Landis on March 13, 2003, 10:37:48 PM
I'll just add this: a market-driven strategy can only succede (due to its' market "savvy") when there is a healthy, well-understood market to sell to.  I'm no industry insider, but NOTHING I've seen/heard about the RPG market indicates to me it is either healthy or well-understood.

A "personal vision" strategy has at least as good a chance to succede in such an environment as a market-driven one, it seems to me.

Gordon
Title: where do sales come from?
Post by: Ron Edwards on March 13, 2003, 10:54:49 PM
Hello,

Aren't we overlooking the fundamental issue? The definition of "sale"?

Given a direct market via the internet, a sale is a sale, with no ambiguity.

Given a three-tier distribution system, often with more parties like warehousers or agents, sales occur several times per product. I sell to a distributor - he sells to a retailer - the retailer sells to an end user.

Please note that these things occur in vastly different amounts and at vastly different rates. "Demand" instantly becomes very squishy, and I strongly question the widespread assumption that retailer demand will obediently mirror customer demand in terms of rate, or that distributor demand will resemble retailer demand in terms of physical product.

Mark's comments on the Indie Design thread were, I think, mainly from the point of view of someone who considers a "sale" mainly at the manufacturer-to-distributor level, letting distributor demand essentially reflect retailer + consumer demand (i.e. assuming it does so enough to count on). Whereas my and others' comments were made from the point of view of interacting primarily manufacturer-to-end-user, via the internet.

That makes a lot of difference and, I think, accounts for the majority of what only looks like a vast divergence in conclusions. If we're dealing with different questions, then the difference in our answers isn't actually disagreeing.

Best,
Ron