[net.games.frp] Publishing your own games....

pop@bunkerb.UUCP (Paul Pederson) (03/06/86)

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Well, if the rumors are true, I won't have access to this network for long,
so I wanted to share some information with you which may or may not be very
valuable if you intend to start your own gaming company some day:

(Seven friends and I started a game publishing company 1 1/2 years ago.  We
are still in business, but if I had to do it all over again, I would follow
the advice which I am giving you now!)

To summorize:
1.  Have the money before you start.  Typical start-up costs are around
	$10,000 - $20,000 for a good quality gaming company.  You can get
	away with less, but it will probably show...
2.  Be prepared to put in long hours and to do a lot of work.  Have the
	right attitude before you begin.
3.  If you invest in equipment, be sure it is a cost savings, and that you
	have someone who is able to run it!
4.  Have the products ready first before you sink money into the company!
	Remember, new games sell, new scenarios don't!
5.  Let the professional distributors handle your products!
6.  Make sure your company is well organized.
7.  Be choosy about who you go into business with!
8.  Make sure your partners have the talents required.  You will likely need:
	a president or someone who will take charge, editors, writers,
	artists, and production workers if you print your own products.

Almost everything costs money.  That which does not cost money requires
your time.  If you do not have access to a fairly good supply of money, then
you shouldn't even start until you have it!  In our first year of business,
we lost nearly $8000 due to heavy startup costs!  More importantly, if you
and your business associates are not willing to put long, hard, sometimes
frustrating hours into the business to make it work, then you should not even
think of starting the business!

We started the company with a 'well lets do this and see what happens' type
of attitude and thought 'let's not be worried about profits.  Let's have
fun doing this.'  It turns out that these were the wrong attitudes to have.
When the work had to be done, we found out that nearly 1/2 of the 8 partners
either were not capable of doing the work, or were not interested in doing
the work.  Thus my advice to you -- BE PREPARED AND COMMITED TO DOING LOT
S OF WORK, sometimes more than you think you should do!  Needless to say,
those 4 guys are no longer part of the company....

Make sure that you have a good assortment of products before you invest
in equipment or start actual production work.  We THOUGHT we had a good
assortment of products when we started the company.  It was nearly 1 year,
however, before we released our first title.  Why?  Because we found that
all of the products we had were only in a rough format, and we spent a lot
of time polishing, testing, and working on them before we felt they were
ready to release.  During that year, needless to say, we lost a lot of
money due to expenses without income...

Generally speaking, it is cheaper to buy used printing equipment and do your
own printing than it is to hire the work to an outside printer.  This is
especially true if you plan to do print runs of 5000 or more.  HOWEVER, if
you are not a printer, or are not willing to learn how to print WELL, or
if the machinery you buy is ready for the scrap heap, then for gosh sakes,
have the work hired out to an outside printer!  Quality is a MAJOR factor
on how well your product sells.  If it is even slightly less than the
best it can be, not only will your products not sell well, but your
company will have established a reputation for poor products which will be
extremely hard to overcome!

Games sell better than modules or scenarios sell!  At the time we started
the company, the market for FRP modules looked fairly good.  However, by
the time we released our first module, something seemed to happen to the
market!  We had a heck of time selling them.  After talking with other
publishers, we discovered that it would be much more beneficial to put
our time, money, and efforts into creating NEW games (not our own versions
of D&D, CHAMPIONS, TRAVELER, or other games -- there are too many for the
market to support already!)  Thus, we will be coming out with four new
games within the next 2 months.

Let the professional distributors handle distribution of your products!
When we started the company, I was convinced that we could handle
distribution of our products by ourselves.  I reasoned that if we offered
high quality products at large discounts to dealers, they would be more
than happy to carry our products.  WRONG!  Almost every dealer that we
talked to stated that they preferred to do business through a distributor
because there was less paper work involved in handling the merchandise,
and because they 'trusted' the distributors to sell them products which
they in turn would be able to sell.  This seemed really ludicrous to me,
but after we established sales to distributors, our volume increased
nearly 50 times!  (and needless to say, we finally started making money!)

The organization of the company DOES make a big difference on how well
the company works.  We first started the company with a 'committee'
arrangement.  That is, no one was really in charge, and all decisions
had to be made by committee.  That was a total failure!  Needless to say,
this type of company structure inhibited productivity.  Because there
were no clearly defined leaders, NO ONE made a decision, and NO ONE
wanted to feel responsible for ANYTHING!  Shortly after we reorganized
the company structure, things started to happen!  We elected a president,
vice-president, and established managers for different departments.  When
someone finally took responsibility for things, then we were finally able
to get something accomplished!

Another important point:  Choose your business partners well!  You've likely
heard the old adage "Don't go into business with your friends"?  I'd swear
that whoever said that definitely knew what he was talking about!  You
should be sure that whomever you go into business with has good financial
backing, or is eager to do a lot of work to make up for his lack of funds!
It turned out that I was the only one of the 8 original partners who had
any money and a good credit rating.  If I hadn't "stuck my neck out" and
arranged financing for the company, it wouldn't be around today!  There
have been times when I have sorely regretted this...  As I said earlier,
be sure that if your business associate doesn't have any money that
he will be able to do some work.  I thought that the other partners would
be able to work at least as much as I on necessary projects and tasks, but
it turned out that only 3 of the other 7 had the desire to do anything.
The other 4 turned out to be free-loaders (more or less) and needless to
say, they are not a part of the company anymore!  This may seem like
strong language and accusations, but I'd hate to see you make the same
mistakes I have made!  Take my advice, please!  (A note:  the other 3
partners have done very well, and I am glad that they are my business
associates and my friends!)

Make sure your partners have the talents required.  We had most of the
talent required (editors, typists, printers, managers, and so forth), but
we did not have anyone in the company who was able to do illustrations or
paint cover artwork!  Thus, we had to have illustrations and cover artwork
done by outside artists.  Nearly 20% of our expenses were paid to artists.
You could realize a large savings if one or more of the business associates
is a talented artist whom you could convince to take a share of the profits
rather than paying a straight fee for the work.  Artwork is very important to a
game.  If the art is great, surprisingly, the game will sell very well (yes,
people do judge a book by its cover), and if the art is mediocre or bad, then
the game will NOT sell, and you will have damaged the reputation of the
company!

So, in closing, let me say that I do not regret being involved with this
company.  However, if someone would have given me the advice which I have
given you, then I could have saved a lot of money, time, effort, and
frustration!