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Lines vs. Authors
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Topic: Lines vs. Authors (Read 20312 times)
Joshua A.C. Newman
Member
Posts: 1144
the glyphpress
Re: Lines vs. Authors
«
Reply #45 on:
December 16, 2005, 03:17:56 AM »
In the first case, Joshua, what we're attempting to do here is
create
name recognition. You don't do that by hiding the names. Look at Osprey books: there are, what, 6, 8 plates in each one? But the artist gets a byline and people buy them by artist. I sure do: Angus McBride gets my dollars every time.
In comics, the practice of putting
any
creators' names on the cover is a recent thing coming from the indie comics revolution of the 80s and 90s. It's something that's served them well, and I think we should look at it.
Now, granted, a comic artist has to draw every page, but I think we can learn from Alan Moore, Steve Bissette, et al. that giving credit where it's due can be of tremendous benefit to all parties.
There's another concern, though, and this is a book design thing: you can really only put so much stuff on the cover before it becomes a muddy mess. I'm thinking that the back matter might be a good place to put this.
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the glyphpress
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Jonathan Walton
Member
Posts: 1309
Re: Lines vs. Authors
«
Reply #46 on:
December 16, 2005, 10:35:36 AM »
To respond to Joshua x 2:
I agree with Joshua N. that it benefits all of us to CREATE name recognition, not just for game authors, but for artists and designers as well. For example, I am a graphic design enthusiast. It's fun for me to check out what prominent indie game layout guys, like Joshua N. or Matt Snyder, are doing. Likewise, there are some great artists who seem to work on lots of cool indie games: Jennifer Rodgers, Keith Senkowski, etc. And there are people who might begin to seek them out. So, yes, from a marketing standpoint and from the standpoint of helping these other creators gain a following and build their careers, I think it makes sense.
Another thing: if you treat people like they don't have any stake in or real ownership of the work they create, then they DO walk away once they get paid, which is a blow to the game and the community that surrounds it, in my opinion. Games and game lines that really respect and appreciate the people who do work for them see that respect paid back tenfold. I'm thinking particularly of the Exalted and In Nomine communities, where game authors would often hang around on message boards or email lists or post online material in support of the game, and this had nothing to do with being paid. When people feel like they are a real part of something, they stick around and support your game, because it becomes THEIR game too. I don't see any reason why this wouldn't happen if artists and layout people started to feel more involved, having a strong committment and interest in seeing a game succeed.
In any case, YMMV. This isn't a "everyone deserves front cover credit" manifesto. Yet.
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Josh Roby
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Posts: 1055
Category Three Forgite
Re: Lines vs. Authors
«
Reply #47 on:
December 16, 2005, 10:47:12 AM »
Quote from: Jonathan Walton on December 16, 2005, 10:35:36 AM
I don't see any reason why this wouldn't happen if artists and layout people started to feel more involved, having a strong committment and interest in seeing a game succeed.
I distill my prior point down to one line: Instead of making everybody
feel
involved in the end product, we should actually involve them in the end product, and then print all the involved parties on the cover.
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Joshua A.C. Newman
Member
Posts: 1144
the glyphpress
Re: Lines vs. Authors
«
Reply #48 on:
December 16, 2005, 11:05:04 AM »
Right on, my fellow Joshua.
I work for scale with Forge folks. If I believe in a project, I'll get paid as a percentage of sales. If I don't believe in the project, I won't offer my services. Of course, there are a billion other reasons not to work on a project, too, but we're a community: believing in each other gives us power.
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the glyphpress
's games are
Shock: Social Science Fiction
and
Under the Bed
.
I
design books
like
Dogs in the Vineyard
and
The Mountain Witch
.
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