Hello.
Welcome to the first installment of what I hope to be a long and prosperous relationship. My name is John and I’m one of those rare breeds who can’t quite sum up his profession in one neat, little package.
Yes, I am a game designer, as the title above suggests, but that isn’t my job. At least, it isn’t my only job. A fact that I hope this series of articles will illustrate quite plainly.
I am a game designer, but I’m also an author, business manager, market strategist, and product developer. However, I am not an art director. I leave that job to my wife.
And quite frankly, she can have it.
I’m currently employed over here at Alderac Entertainment Group, a smattering of some of the finest folks I’ve ever had the pleasure of doing time with. I’m currently the Lead Developer for the 7th Sea line of games. That line currently includes a roleplaying game and (in a few weeks) a collectible card game. Soon, we will branch into the vast, deadly expanse called “the miniatures market”, but we don’t have quite enough ammunition for that little sojourn. Not yet, at least.
Now that the introductions are over, perhaps we can get to the meat of all this jabbering. Just what is this whole “journal” thing about, anyhoo?
Well, it’s about me writing down my thoughts once a week on the perilous task of game design and development. That’s right, you get a look behind the curtain, a peek at the Wizard, so to speak. I don’t promise what you’ll see there is very pretty, but I do promise you that it will be informative and maybe - if we’re both lucky - you’ll be entertained enough to stick around for a while.
This first installment is kind of a prologue of things to come. Instead of filling you in on what’s happening this week, I thought I’d give you a teensy little peek at how a roleplaying game actually gets itself on the shelf.
I’ll warn you in advance: my reasoning isn’t completely altruistic. There’s been a lot of talk on the internet lately (isn’t there always?) that spouts a whole lot of “Game Company X is only in it for the money!” business. While I usually ignore all that, I thought I’d pause and take a moment to clear the air about roleplaying game companies and exactly how much money we make off a game.
Right down to the penny.
You ready?
Well then, let’s take a look.
(Before we begin, a note of caution. The numbers we’re talking about are averages. I am not about to reveal how much AEG spends on art and words, nor share how much it costs us to print a book. That’s called “insider information” and it ain’t getting spilled by this little Irishman, no sir.)
Okay. So you want to publish a roleplaying game.
And, you want to do it right. You want it to look like a TSR/FASA/White Wolf/AEG product. You want top notch layout, top notch artists and top notch writers on the job, right? Of course you do. We’re not in this for the money, we’re out to make the best product we can, not a smacked together garage job.
Well then, let’s start with the numbers.
Here are the things you need in order to do this right.
You’ll need a writer. We’re going to assume for the sake of argument that your writer can also design games. And for those of you keeping score at home, this is a very generous gimme. I am a writer first and a game designer second. All the mechanics I come up with get passed by Dave Williams and Kevin Wilson. They’re the real game designers. I’m just a writer.
But anyway, you need a writer/game designer. Let’s assume you’re going to pick someone who knows what they’re doing. Someone like Greg Stolze or John Tynes (Unknown Armies), Jonathan Tweet (Ars Magica, Over the Edge, Everway), Robin Laws (Feng Shui), Greg Stafford (Glorantha, Pendragon) or Lester Smith (do I really need to tell you what Lester’s done?). You get one of these guys.
The standard payment for someone of this caliber in the game industry is anywhere between ¢.03 and ¢.05 a word. The standard roleplaying game is 100,000 words. That means you’re going to have to pay your author anywhere between $3,000 and $5,000. Let’s call it down the middle and say $4,000.
Now, you’re going to need to get art. We’ll assume that you’ll be your own art director. Again, I’m being very generous; even the smallest game companies has someone to take care of that chore. “Why is that?” you ask. Well, let me show you why.
You’ll also need a computer that’s powerful enough to handle layout programs. You’ll also need Quark Express, PageMaker and the most recent version of Photoshop. You’ll also need a scanner. And a CD Rom burner.
But I’m a forgiving sort. We’ll assume you already have all that stuff.
The standard basic RPG is 248 pages long. I’ll tell you why when we get to production. Let’s divvy up your book into 4 chapters:
- Introduction
- World
- Game System
- Game Master Secrets
Now, because you want your book to be top-notch, you’re gonna want a lot of art. You’ll want at least one piece of art for every 4 pages. That’s 64 pieces of art. We’ll make four of those full pages (for the four chapters), one third of those half-pages and the rest quarter pages.
That means you get:
- 4 full page illustrations
- 20 half-page illustrations, and
- 40 quarter page illustrations
Now, you have to get someone to draw all of that. You also have to write up contracts for all the artists who work on your book. And, you have to catalogue all the pieces that come in by artist, then catalogue them again by which chapter heading they’ll go into. Oh, by the way, did I mention you have to write up artist descriptions for each illustration? Each one is usually about 100 words.
For a total of 64 pictures, that’s 6,400 words.
Not a single one of those words goes into your book, by the way. In this industry, they’re usually written by the author and they’re words he doesn’t get paid for.
Then, when the illustrations are all sorted and catalogued (twice), and after you’re done with them (we’re going to talk about layout in a second or two), you have to package them all back up and send them back to the artists. It usually takes our art director a day and a half to do this.
Still don’t think you need an art director?
But, I’m getting away from myself. Let’s talk about paying the artists.
The typical pay rate for black and white illustration in this industry is anywhere between these figures:
Full page black & white: $50 - $150
Half-page black & white: $25 - $50
Quarter page black & white: $10 - $25
So, with those figures in mind (again, we’ll split the average), let’s look at how much you’re going to spend on art:
$400 (4 full pages)
$750 (20 half pages)
$700 (40 quarter pages)
——————————-
$1850 for your interior art.
Oh, did I forget to mention the cover?
Standard cover pay rates vary greatly. However, most of the really great artists demand as much as $3000 for a cover. Our artist, however, is generous (picking up a trend here, folks?) and he’s going to charge us just $1,500 for our cover.
That brings our art budget right up to:
$1850 +
$1500
——
$3,350 for our total art budget.
Which brings our roleplaying game up to:
$3,350 +
$3,000
———
$6,350
Still with me?
All right. Now we get down to the nitty gritty.
Your writer’s done. Your art is in. Now’s the time for layout.
We’re not going to assume that you can layout the book by yourself. I’ve been very kind with the writer and the artists. This is where you get boned.
You need to pay someone to lay out your book. You could do it yourself, but then it would look like someone did it on their home computer and we don’t want that. So, you get a professional layout guy to do this for you.
And he charges you $50 bucks an hour to do it. Don’t worry, it should only take a few weeks. Probably three.
At eight hours a day, that’s $2,000 a week. Three weeks later, you’ve paid $6,000 to lay out your book. That’s almost what you paid for writing and interior art.
Anyone want to take a guess why so many RPG reviews complain about the layout?
So, you lay your book out on your IBM or Mac at home. I lied. You got off the hook there.
So now you’re book is all laid out. Now what?
Editing.
So, you hire a professional editor to look over your book. She’s only going to charge you ¢.03 a word. That’s $3,000. That’s what you paid your writer.
Anyone want to take a guess why so many RPG reviews complain about the editing?
So, you get a bunch of friends of yours to do the editing for you.
You know. Let’s stop right there.
At the beginning of all this, I said I was going to give you a product that could compare with TSR/FASA/White Wolf/AEG level products.
Screw it. You’re paying the layout guy and the editor. If we have to do it, so do you.
And you’ll still get people complaining about the layout and editing.
So, that’s another $9,000 tacked on to your total, which brings us to:
$9,000 production
$3,350 art
$3,000 writing
———
$15,350 is our grand total.
Now, let’s talk about some real money. Let’s go talk to the printer.
The standard print run of a roleplaying game these days is between 5,000 and 10,000 copies. No, wait. That’s a lie. That’s what it was five years ago.
Nowadays, it’s between 2,000 and 5,000 copies. That’s the average. The big boys print more, but not often. However, this is a core rule book release. We’ll play it safe and call it 5,000 copies. Like I said, these ain’t the glory days no more, and the average core rulebook RPG run is about 5,000.
Chances are, if you’re printing in the game industry, you’re printing in Canada (it’s cheaper there). That means you have to put your RPG on CD Rom.
What’s that? You don’t have a CD Rom burner? Well then, you better go out and get one.
(To be honest, I don’t have the first clue how much a CD Rom burner costs, so I’m not lumping into the final cost here. Again, I’m being generous.)
You send it off to the printer. He’s in Canada. That’s going to cost you a varying amount, depending on where you are. Let’s call it $20 to be safe.
At 5,000 books, the printer will charge you about $8 a book. That’s $40,000.
Let’s recap.
$9,000 production
$3,350 art
$3,000 writing
$40,020 printing
———-
$55,370 total cost
So now, you have a book!
You’re ready to take in the big bucks, right?
Well, let’s stop for a moment and consider one last little detail.
Comp copies.
That’s what it’s all about, right? Giving away your art? After all, you’re not in this for the money - even though you just spent $55,000. By the way, the standard comp copy bit is usually one to three per customer.
So, who do you owe comp copies to?
- 2 for the cover artist (one for his portfolio and one for personal use)
- 5 for the author (one for him, one for his library and two for his parents)
- 14 to the interior artists (we’ll say you only used… ah, let’s say 7; that’s a fair number)
- 2 for the editor
- 2 for the layout guy
- 2 for the printer
and who are we missing…
Oh! That’s right! The playtesters!
(I intentionally didn’t mention them until now. Sorry for the trick.)
How many playtesters do you want? Is ten enough? Twenty? Thirty? I’ve found the average number of playtesters listed in a game’s credits runs about 20. Let’s assume they each get one book, okay?
So, our grand total of comp copies is 47. That’s almost a tenth of your print run. Remember that, it’s going to come in handy right quick.
So now we’ve got 4,500 books (I let you keep 3 of them for yourself). It’s time to sell ‘em. Off to the distributors!
Now, this article is no place for the Great Debate about the whole distribution system in the gaming industry. I ain’t gonna talk about that here. I’m just going to tell you what kind of money you’re going to get from them.
First, you gotta ship it. We’re going to use standard numbers here. To “fulfill” your orders, you’re looking at a shipping cost of about $5,000. That’s just to ship the books. That’s right, distributors don’t pick up the shipping costs!
The standard distributor discount (that’s how much you let them buy the book for) is 60%. That means your 248 page book with the $25 cover price only really earns you $15. You paid $8 per book. That gives you a profit of $7 per book. At 4,500 books, that’s a grand profit of $31,500!
And folks, that’s only if you sell the entire print run.
Which ain’t happenin’ a lot in this industry.
But anyway, you made $31,500!
Remember how much you spent?
$31,500 (profit)-
$40,370 (costs)
——–
-$8870
So, if you sell out your print run, you’ve put yourself eight thousand dollars in debt.
Aren’t you glad I let you have the comuter for free?
It usually takes a year to put one of these things together. That ain’t a part-time year, neither. That’s a full-time year; eight hours a day, five days a week, fifty-two weeks a year.
The standard freelance author writes 10,000 words a week. That’s ten weeks for your book, not counting emergencies. And don’t think for a second that an emergency ain’t gonna pop up any second now. That means at the end of ten weeks, your author earned himself $1.3 an hour.
Your cover artist has it a little better. It usually takes a month to put out a really good piece of cover art. So, in four weeks, your artist earns herself $9.35 an hour. Not bad.
As for yourself, for developing a roleplaying game for a year, you just earned yourself six and a half bucks an hour. Just a little less than minimum wage in most states.
So, how do you lower the costs of an RPG?
- You don’t hire professional editors.
- You don’t hire professional lay-out guys.
- You don’t hire a professional author.
- You don’t hire professional artists.
Ah, the glamorous life of a game developer.
But then again, you’re not in it for the money, are you?
That’s it for this week.
Next week I’ll talk about Nude Nazi Surfers: The Roleplaying Game and Peter Hentges’ battlecry “Damn You John Wick!” that was heard resounding around Origins this year.
Stay tuned!