You are on page 1of 4

May 1981

To be free-lance
or not to be?
When veteran game designer Randy lancers. But marketing strategies are ly a starting designer, to command the
Reed left the Avalon Hill Game Company ephemeral, as are many of the small best royalty rates from publishers. The
in late 1979 his last word was a press game publishers, and the “minigame” best chances are with the small publish-
release in which Randy foresaw that the format may already be on the way out. It ers but then, as in Perry Moore’s case,
decade of the 1980’s would be that of the is not apparent, on this basis, that the the designer is dependent on the con-
free-lance game designer, much as the 80’s will be the era of the great free-lance tinued financial health of the company
previous history of the hobby has been designers. with which he deals. Moreover, it is im-
that of the designer employed full time None of this means that new and possible to build royalties from free-
by a publisher. The 1980’s have still hard- skilled free-lance designers can’t be- lance designs into a real income unless
ly begun, but there has yet been no dis- come established just as others have al- the free-lancer can accumulate a range
cussion at all of this question of free- ready become established. As long as of his own designs in print. Building the
lance versus permanent employment gaming continues there will always be a base is difficult and inevitably consumes
raised by Randy. Given the aspirations place for the innovative designer, or for quite a lot of time, and it is complicated
of many hobbyists to design a game pro- the person in the right place at the right by the relatively short “shelf life” of
fessionally and get it into print, it may be time with a completed game prototype. games. Often one game can be out of
useful to lay out a perspective on some A good example from the 70’s is Con- print before the next design by that per-
of the advantages of each type of work in necticut designer Joe Angiolillo, who son is released. There is only one solu-
the game field. originally made his mark as a skilled tion for this problem: the designer’s work
Randy is certainly correct in his im- game player in the Avalon HilI A.R.E.A. has to be so good that the game stays in
pression of the past record of gaming ratings and at convention tournaments. print and hobbyists remain interested in
— for a long time it has been the province Joe parlayed this recognition into an it.
of publishing houses employing perma- agreement by SPI to evaluate a Civil War In addition, the free-lance designer is
nent design staffs. Randy’s own outfit, design he had thought up, and eventual- dependent upon the marketing whims of
Avalon Will, was the only one to depend ly ended up working part time for SPI, for his publishers. Between 1978 and 1980,
significantly upon contributions from whom he designed some of the “Blue for example, Heritage Models decided to
free-lancers. For the other major pub- and Gray” quads as well as the “mons- sell off its game component (Battleline),
lishing houses, such as Simulations Pub- ter” game Objective Moscow. Joe has while TSR Hobbies, Inc., made moves
lications and Game Designers’ Work- since gone on to form his own company, toward creating a line of historical simu-
shop, picking up free-lance designs was Gameshop, to sell books and games and lation games and then dropped the sub-
the exception rather than the rule. This to produce some highly innovative de- ject. A designer who had sold to either of
was also true of some of the smaller pub- signs of its own. these publishing houses during that per-
lishers like Battleline (since taken over A more current example is that of Cali- iod would have been left high and dry by
by Heritage and then Avalon Hill), but fornia designer Perry Moore. For a long the marketing change.
not of the minor publishers as a group. time Perry tried to get SPI to purchase a Although the free-lance designer faces
The typical pattern among minors, how- variety of designs that he thought up on these difficulties, the news is not all bad
ever, was that the first one or two titles the Russian Front and other topics, but — the free-lancer has certain significant
would be executed as a labor of love by with indifferent success. Things began advantages as well. Most important is
those who had started the company. to break for him in 1979 when he got that he has a natural advantage in pro-
This pattern began to change in the British publisher Keith Poulter of Simu- ducing good game designs, since the
later 1970’s, which perhaps accounts for lation Games interested in his design free-lancer works on only the games that
Randy Reed’s expectations for the 80’s. called Assault on Leningrad. Since then he wants to work on. Dedication to the
Companies like Simulations Publications Perry says he has sold games to several topic of a game is a vital element in mus-
began to find it more difficult, under publishers and has brought out some tering the attention to detail necessary to
constant pressure to produce more titles, “game kits” on Viet Nam subjects on his make a good game design. Further, the
to maintain the flow of innovative ideas own. Perry Moore’s experience also illustrates free-lancer can work on his design as
through sole reliance upon in-house de- some of the pitfalls of free-lance design, long as he needs to in order to get every-
sign staffs. At the same time there ap- however. One of the publishers to whom thing just right.
peared smaller companies like Ya- he sold, Phoenix Games of Rockville, Another advantage in terms of the bus-
quinto and Chaosium, which attempted Maryland, folded after its first release, iness of game design is that the free-
to emulate the SPI formula of very many Streets of Stalingrad, and before any of lancer is not committed to any particular
new game titles annually. Under these Perry’s designs for them could reach publishing house. He is free to take his
conditions, and especially with the new print. product wherever he thinks he can get
formula of the “minigame” with small As a cautionary note, it is useful to the best deal, or alternatively, to whom-
map and few counters designed for a review some of the problems of free- ever he thinks can do the best produc-
cheap retail price, it became impossible lance designers. First, it is extremely dif- tion job with the game. In addition, by
to do without substantial input from free- ficult for a free-lance designer, especial- standing outside the companies the free-
69
Vol. V, No. 11

lancer cannot be affected by manage- he wants to. Moreover, unlike the free- lished by other publishers. What a staffer
ment policies or internal politics within lancer, the R&D staffer often faces a can and cannot do may bother him but is
the publishing houses. He is free to deadline for the game design to go into a condition of employment so long as he
speak out on the issues and at the times production. Ready or not, the game must remains with the publisher.
he may think it appropriate. This is a meet its release date. There are advantages and disadvan-
distinctive position within the game Also, the R&D staffer typically cannot tages to both free-lancing and perma-
industry. focus himself wholly on the design of nent employment in game design. Each
In comparison, the permanently em- new game systems; not only may the aspiring designer must make up his own
ployed staffer in the research and devel- publisher want a game based upon a mind on the question. This writer has
opment (R&D) department of a game specific previous game system, but the been and prefers being a free-lance de-
publisher has a different set of advan- staffer must often develop game designs signer, but this choice cannot work for
tages than the free-lancer. The most by other authors rather than creating his everyone. A good method for getting
notable is that the R&D staffer has a own. Thus he is often less able to exer- into free-lance game design today would
steady source of income, a job to occupy cise his creativity than the free-lancer, be to work for some time for an estab-
himself while he develops game skills or who may start from scratch in each in- lished publisher in order to develop and
other interests that lie outside the hobby. stance. Development work is not only improve design skills and build up a
The connection with a game publisher is the responsibility of publishers’ R&D track record of good game designs. This
an important source of recognition for staffs — every game must be thoroughly ensures that, when a designer does make
the aspiring designer — it is much easier tested before it is ever offered to a pub- the decision to go free-lance, publishers
to achieve recognition as an R&D staffer lisher — but the publisher’s main busi- will seriously consider the game designs
for, say, TSR, or AH, or SPI, than as a ness is to ensure that every new game is he submits for publication. This is al-
free-lance designer. In addition, con- in fact well developed before it moves ready an advantage over the unknown
stant work on the R&D staff of a publish- along to the stage of production. free-lancer who walks in off the street
er, and exposure to the ideas of other Lesser problems also confront the per- with a game, no matter how good it may
R&D people, is an important source of manent employee of a game publisher be. Randy Reed’s career is a good exam-
training in game design. For many years, that are the result of his working for such ple of how this can be done successfully.
as a matter of fact, it was the practice at a company. Such a staffer is subject to Of course, the other major possibility
SPI to promote relatively inexperienced management policies of his company. A for a new designer who does not want to
(in design) playtesters to the R&D staff couple of years ago, for instance, there put in time in a publishing house and is
and then train them there. Further, the was an issue on the SPI R&D staff about not accepted off the bat as a free-lancer
R&D staffer has a constant outlet for his whether staffers should be able to look at is to form his own game company, but
work, which is published by his own games produced by other companies. this entails a whole other set of problems
house, unlike the free-lancer who must SPI’s system of time allocation did not on the publishing and distribution side
face the question of where to try selling provide for this, and staffers were con- of gaming. It is a significantly greater
each new game design. cerned that they were being isolated risk than going the route of either R&D or
Like the free-lancer, however, the per- from ideas innovated elsewhere. Cur- free-lance employment. It is hoped that
manent R&D staffer faces his share of rently there is a similar issue at Avalon these comments will be of some use to
difficulties. Most important is that he Hill over whether staffers should be al- those persons considering trying to get
cannot always work on the projects that lowed to review games that are pub- their game designs into print. Good luck!

by Bryan Beecher city. The forces trapped were named the IX SS Mountain Corps,
and were ordered to hold the city at all costs. On January 17, the
IV SS Panzer Corps opened a passage so the entrapped forces
BUDAPEST, January 17, 1945: On December 12, 1944, the could have escaped, had Hitler not forbade it. This scenario
Russian high command ordered that Budapest was to be assumes Hitler had wanted to withdraw the besieged forces.
encircled and crushed. The 2nd and 3rd Ukrainian Fronts were
in excellent position to cut off the city. German counterattacks VICTORY CONDITIONS
delayed the encirclement of the city until the 26th, with four The Russians must eliminate the SS squads and crews that
German divisions and one Hungarian division trapped in the start on board 1 while maintaining 10 squads (AFV’s with func-
70
Dragon Vol. V, No. 12

Cooperation can keep


small ‘empires’ alive

During the past few years we gamers All of this is completely independent of retail price is returned to the publisher.
have become used to being able to select the question of whether the company The usual argument given in favor of
among designs from a wide variety of has another good game design with selling to a wholesale distributor, de-
publishers, so much so that it has be- which to follow up its initial splash. spite the very low proceeds, is that the
come fashionable to talk about the “glut” As if the simple magnitude of the task volume of games sold makes up for the
of games and presume the impossibility were not enough, the company soon difference in the profit per unit. But there
of finding game topics that have not al- finds that wholesale and retail custo- is more to this than first meets the eye.
ready been done at least once. The varie- mers must be given delayed payment Distributors often won’t buy games that
ty of existing publishers has had other terms. The shoestring game company are not boxed and shrink-wrapped, on
consequences too, such as an ability for with no credit must give credit to its cus- the grounds that these games do not do
these houses to specialize in certain tomers. Where is the print budget to well in retail outlets. This automatically
kinds of games, much as TSR has spe- come from then? adds an extra cost for the game com-
cialized in fantasy games or OSG in his- A look at the game companies that are pany and makes the eventual price to the
torical ones. strong today is instructive. Avalon Hill hobbyist that much higher.
Every year one or more prospective was going out of business before it was Further, the large discounts that go to
designers or interested businessmen get acquired by Eric Dot of Monarch Servi- the distributor encourage game pub-
the idea of going it alone with their own ces. Monarch not only provided a source lishers to resort to larger games, like the
companies, and they take the plunge of investment funds, but had a printing rash of “monster” games a few years
hoping, if not for riches, at least for mak- press which relieved Avalon Hill of this ago, on which the publisher can justifia-
ing a living and seeing their own designs particular problem. Simulation Publica- bly set a higher retail price. Thus, not
in print. It is this phenomenon precisely tions got a lot of help at low cost or no only is there a higher “entry fee” for the
that has given us gamers the choices we cost from people who wanted to see the prospective new game publisher, but
now have among designs we can play. company succeed, including loans from there are upward pressures on the retail
Unfortunately, this era may now be the employees and internal sale of stock. price of games. None of this is good from
coming to an end. The reasons include TSR had a solid product which it pushed the standpoint of the gamer himself: Not
the general state of the economy, weak- for years before that burgeoned into the only are the retail costs higher, but the
nesses inherent to most new game- fantasy role-playing game genre of to- problems which put publishers out of
publishing houses, and the structure of day. Game Designers’ Workshop started business also reduce the range of de-
the game market. As hobbyists, we should as a communal cooperative and thus se- signs from which we can choose. The
take note of these problems and do what verely limited its overhead. Of smaller end result is a pattern of operations in
we can to preserve the range of choice companies that are fairly strong today, which the largest game companies can
among products which we presently Yaquinto, like Avalon Hill, found an in- barely afford the cost of conducting bus-
have. Not only hobbyists should be in- vestor with both money and a printing iness, while the small new publishers
terested: Publishing houses must take press. Stephen Newberg’s Simulations come and go, few successfully establish-
note in order to stay in business, while Canada essentially works as a one-man ing themselves.
game distributors should do so in order operation. Thus occurs the rise and fall of the new
to preserve the large size of the market It used to be that there was a chance game empire. A designer or business-
which they presently serve. Only a for a new company to move out into the man scrapes together enough money for
cooperative effort by all of us can set field. This was because of the structure a first game, and since this one is usually
things right again. of the market. As recently as 1974 half of a labor of love, it is often critically and
The first point is that game companies the games sold were by mail order; be- commercially successful. But then the
are typically started as a labor of love fore that, the proportion was even great- company becomes caught up in being a
and then are forced to respond to hard er. Today the vast increase in retail sales business. Having to make back the mon-
economic realities. Most commonly, the and the existence of game stores in vir- ey from the first game in order to print
new game company works on a shoe- tually all parts of the United States makes the second one often means that the first
string budget. There is perhaps enough a huge difference. A reasonable estimate effort is out of print or out of gamers’
money to print the first game and run a of current mail-order game sales would minds before the next title appears. Then,
couple of ads, and the new company be about ten percent of the industry’s because distributors Iike to wholesale
hopes that this initial stake will finance total sales. The significance of this fact lines of games rather than single titles,
further games in the line. But the under- lies in what proceeds are actually col- the new game company discovers that it
capitalization leads to myriad problems; lected by a game publisher. In the case still hasn’t established itself with the sec-
indeed, everything becomes a problem of a game sold by mail order, the pub- ond or subsequent titles because the
and not the labor of love that the found- lisher collects the entire retail price of a hand-to-mouth existence of the com-
ers envisioned. The company must meet game, whereas a game sold to a whole- pany does not permit it to accumulate
facilities and salary overhead, come up saler and then passed along to a retailer and keep in print such a large line of
with a print budget, and do advertising, typically means that only 35-45% of the games. Eventually, the new game empire
68
June 1981 Dragon
goes under. Only the major game com- be aware that a mail order, particularly riate, the largest discounts should be re-
panies remain. one for a game from a small publisher, served for distributors who do some-
What can be done about these prob- does far more to keep open the option of thing for the games they buy, rather than
lems? Really, there is no final answer or buying designs from that house than simply pass them along to retailers. This
simple solution. I’m sure that some of does the same sale through a retail something could include additional ad-
what is suggested here will prove un- outlet. Moreover, from the gamers’ point vertising by distributors, creation of
popular with either gamers or game dis- of view, a growth of mail-order sales packaging displays for stores, and other
tributors, but it is important that the would take some of the edge off the up- measures. Simple volume should not be
questions be posed and that a discus- ward price spiral caused by publishers’ the sole criterion for the size of dis-
sion emerge on this topic. The problems attempts to meet the marketing and counts to distributors. The bottom line is
can be approached at many levels. packaging demands of the retail market- that healthy game publishers will make
From the standpoint of the entrepre- place. for satisfied gamers and solid distribu-
neur who wants to have his own game As for the distributors themselves, it is tors, while driving the publishers to the
empire (and I shudder to say it coming past time for them to recognize their wall is in the long run bad for distributors
from my own particular perspective), the share of the responsibility in all of this. as well as gamers.
key word is capital. The most serious This commentator is aware of complaints In all this, Simulation Corner is not
problems of the new companies have from distributors that game publishers attempting to push a line or to be expert
always come from the lack of this ingre- were offering mail-order buyers better on the difficulties faced by distributors
dient. The new company cannot believe discounts than they could offer to their or publishers. Rather, the aim here is to
for a moment that it is capable of gener- own retailers. In fact, the whole notion of pose a problem clearly in terms from
ating a profit right off the bat. Rather, the discounts has gotten somewhat out of which a discussion can be developed.
prospective publisher must accept the hand. If the discounts are so great as to Simulation Corner is willing to devote
fact that he will lose money for an inter- drive the small company game “alterna- space to the opinions and responses of
val of time sufficient for him to create a tives” out of business, and then gamers gamers, publishers, and distributors on
game line. Further, to make that game themselves tire of the bland offerings of these questions. Such responses will be
line viable, given the time factors inher- the large publishers, then there will be run in a future installment if they are ad-
ent in the production of simulation no gamers at all and the distributors too dressed to the author in care of this
games, it is necessary for the line to be will be out of business. magazine. Only cooperative effort can
composed of high-quality designs, Distributors should accept compan- solve these problems, but without coop-
without which the games themselves will ies’ attempts to conduct mail order busi- eration the problems may result in the
not have a “shelf life” long enough to ness in good grace. Moreover, although fall of gaming so soon after its meteoric
permit the accumulation of a line. A discounts for volume buying are approp- rise.
good product and sufficient financing
are the key concepts.
Secondly, it is important to do some-
thing about the sorry state of mail-order
game sales. This requires active and
constant advertising. Too many pub-
lishers believe that it is sufficient to come
up with a game and release it—that the
game will be carried on the strength of
the reviews it receives in the game me-
dia. But not every new design is covered
in all the game media, nor do all gamers
read enough of the media to ensure they
will not miss reviews of important new
designs. Further, a review is a one-shot
deal; if the gamer does not catch the
issue in which a new title is reviewed,
then it is silly to expect he will be aware
of the new game by the new company.
Only advertising can bridge the gap —
and only advertising that is undertaken
with a dedicated budget and a planned
campaign, rather than a haphazard scat-
tering of a few dollars when funds are
available in the shoestring budget.
Moreover, the game-publishing houses
must devote some considerable time
and effort to creating and maintaining
effective customer-service departments.
One of the major reasons that mail-order
sales have soured is the public’s feeling
that game publishers have provided such
poor service to mail-order customers.
Yet, given distributors’ discounts, it is
clearly in the interest of publishing
houses to attempt to emphasize the mail-
order side of their operations as much as
possible. Individual gamers too should

69

You might also like