Encouragement and Warning

This is actually a graph of George W. Bush’s disapproval ratings. Ha ha!

Well, my taxes are done. And with that tax-doing came some very good news: I grossed about $4000 in my publishing venture last year. That’s about 27% of my total gross income, which doesn’t say much about my income as a graphic designer. But the warning I wish to impart with this doesn’t have to do with the ideal of living the carefree life of a freelance graphic designer. It has to do with the ideal of living the carefree life of a game designer.

Paul Czege said it over on The Full Text Abduction of Paul Czege very well back in August: there’s an “overjustification effect” when you receive a reward for doing something you already like to do. The danger is, when that reward is removed, you’ll stop doing it, even if, were there no reward to begin with, you’d have enjoyed it and continued to do it.

I say this in particular to those who are thinking about hatching their first fully developed game for Gen Con this year. I say this in particular particular to Julia, who has a real hottie of a game in the form of Steal Away Jordan and I want to make sure that she doesn’t get so seduced by the money that she stops writing and playing if the money becomes unsatisfying in a year or two.

Now, I should say: Paul and I have rather different views on this. My family has always made money doing what we’re best at doing and, even though the money has sometimes sucked, we’ve done it anyway, refining things so that we wouldn’t starve and so our crafts would get better. So my feeling is, you find the thing that you like the most that can make you money, and you do that. I wish I could say it always worked, but I’m pretty sure the other ways don’t work much better. (i.e. find something you like that doesn’t make you money, find something you don’t like that does get you money, or find something you don’t like that also doesn’t get you money.)

But the point stands: if making lots of money is one of your goals (say, achieving $10k a year on game publishing — a practical but high goal in our circles) while making something you really like, and the money will keep you from enjoying what you’re doing if it’s not good enough then please reconsider. Lots of peoples’ games don’t succeed financially. Lots of folks break even. Some don’t even do that (and I wouldn’t recommend continuing on if that’s the case; you need to change something if you’re not making back your investment). If you’re happy breaking even by publishing ten copies of your game, the do that. It’s low-risk, it’s fun, and you get to see how the world works.

But some last minute encouragement: I went to my first Gen Con with 100 copies of Under the Bed: The Game of Child Endandgerment And Accidentally Saying Very Personal Things and broke even the following Wednesday. If I can do it, so can you. Just be prepared to remind yourself that you love what you’re doing. If it turns out that the market suddenly shrinks next year, you want to be able to go back to your friends and still play every Thursday evening, not become soured on the whole thing.

If you’re working on publishing a game, what is it? Why do you love it?

P.S. That graph at the top isn’t my actual income graph. It’s a graph of President George W. Bush’s disapproval ratings from Wikipedia. See when it goes down suddenly? That’s 9/11. See how it immediately starts to rise? That’s him being an awful, tyrannical overlord. This is from last June, when his disapproval was in the mid-60%. Now he can’t get half of Texas to like him.

Alphagraphics: Worst Printer Ever, or Worst Printer Possible?

Alphagraphics Fucks Up
My experience with Alphagraphics has been just awful and won’t frickin’ stop. They won’t send me my refund check now until I ship back the books that they got me two months late and have IPR do the same. And they didn’t tell me this. I had to call and ask why I didn’t have a refund yet. And leave a message. Now I’m supposed to call their accounting department and figure out how stuff’s supposed to be shipped to them.
They company is just terrible. Lemme say it again so Google can hear: My experience with Alphagraphics has been uniformly terrible. It’s been expensive, time-consuming, and fraught with amateur errors on their part.

So it turns out they’ve been waiting for me to return the books to them on my own dime. And neglecting to tell me that the whole time.

I have never had a poorer experience with a printer than I have with Alphagraphics. They have cocked up every single element of this job. It has taken them three months to get me a reprint of 100 copies. Then, despite assurances and requests, they ship it by, I dunno, dogsled or something so it arrives two weeks later than their already two months late.

Then, when I ask for a refund, they apparently expected me to a) wait for the books to show up and b) instruct IPR to repackage them and send them back at their expense while I do the same with my copies.

Seriously, it’s like they’ve got monkeys running the company. And they’re not particularly bright monkeys. We’re not talking apes; I could trust my printing to a bonobo and get better results. No, we’re talking tamarins at best. And those monkeys have cost me a lot of money. Unlike other tamarins I’ve met.
So, some advice: never, ever use Alphagraphics. I’m truly, genuinely amazed that such a company can exist. May their assets be purchased by an organization with a little more professional pride.

(I just edited the previous post, which I thought I’d lost, into this one for brevity and not-harp-on-it-like-a-crazymanness.)

American Shock: Ships

Shockmerican Flag

OK! Getting caught up on shipments! US shipments of Shock: Social Science Fiction went out yesterday. With the Christmas fracas, it’ll probably take a few days, like until the 28th.

If you live outside of the States, I missed my shipping deadline on Saturday but they’re packed and ready to go out on Tuesday when the post office opens up.

Enjoy the Future!

Happy Chanukah for all my patient Shock: customers!

Shocking speedo

Finally.

Finally, I have copies of Shock: to ship. Thank you all for your extraordinary patience while I dealt with stupid, horrible printer issues. I’m writing up the full story, but suffice to say, I won’t be using RPI or Alphagraphics any more. I’ve gotten some very encouraging quotes from other printers who I’ll start with as soon as I recover a bit from the hit Alphagraphics dealt me.

I’ll be shipping out copies this weekend.

Truly, this is worth some gay disco.

(Unfortunately, I’m enjoying Arular by M.I.A. to really gay disco it up. But maybe I’ll listen to some Blondie later.)

This Will End Badly for Us All

Firefly

You know what was great about Firefly? The characters’ interactions were subtle and their motivations, while hidden to themselves, were often clear to everyone else on the ship. Fundamentally, it was a character drama that used a smuggling mcguffin every week to show something about the characters and their relationships.

Now, consider this article over at Wired Magazine that foretells of a Firefly MMORPG. Ignore the fact that he calls Firefly hard science fiction for a moment (Sorry, I can’t ignore it. It’s just… like, neither the author or his editor know what it is? It’s about as hard sci fi as Star Wars, which is about as hard sci fi as Hello Kitty. It’s a literary genre. You’d think an editor would know what it is.) and consider what MMORPGs are good at:

In World of Warcraft, you team up with other players to accomplish quests. Even on designated “role playing” servers, I’m told that the character stuff is pretty thin; it’s a strategy and tactical game (which can still be an RPG, of course). People have fun playing it when they play it as such. The rules don’t support playing a character with motivations and relationships.

Now consider this:

What made the show special was the wry, often self-deprecating humor of its characters, from the captain with the checkered past to the unwittingly sexy engineer, the dull hunk of a mercenary with a girl’s name, and the mysterious young woman passenger with special gifts.

Sounding pretty good, right? (I mean, aside from the fact that Kaylee is wittingly sexy.)

The online version will move away from those central characters — after all, there’s only one Mal Reynolds. In an MMORPG, “everybody has to have their own story,” says Multiverse co-founder and executive producer Corey Bridges.

Now, moving away from those characters, that’s great. Making it so everyone has their own story — their own checkered past, embarrassing name, secret love, death wish, quest for forgiveness or whatever, that’s great. But a shadow falls:

“Television series can be really good properties to turn into MMOs, because when you make a TV series, not only do you need great characters, but you need to create a full, rich, compelling place,” Bridges says. “If you’re doing science fiction, you have to really think it out and create an incredibly rich environment that is compelling in its own right, and worth exploring and going back to week after week. That’s what Joss Whedon did with Firefly.”

See, cuz, no, he didn’t. He didn’t care about how fast the ship could fly, what planets existed, or how ranks work in the Alliance forces. What mattered was that the ship broke to put the characters in conflict with each other, the Confeds were bureaucratic and cold, and that the planets they landed on were stuffed full of characters who wanted something from the protagonists. Shit, he didn’t even know what was on the left side of the bridge until Serenity. He certainly didn’t have a list of planets, ships for sale, and damage values for different weapons.

“We want to find someone who wants to do something unique and fun and interesting, not just a re-skin of World of Warcraft or Star Wars Galaxies,” Bridges says.

Because the underlying technology is already in place, “I feel confident that we’ll see something the public can play sometime in 2008,” he adds.

That underlying technology had better make some leaps and bounds if this is to be anything but a pale shadow of something really fun and engaging.

PS: What’s up with the baggy drawers on the dude at the head of this post? He’s a superhero from 1940. He seems to be hiding not only an enormous schlong, but love handles, as well.

The Least Fun Part of Publishing

Alphagraphics Fucks Up

A couple of months ago, Alphagraphics purchased RPI, my printer for Shock: Social Science Fiction. I’ve been hoping that the takeover would mean little to me.

Instead, it’s meant a lot. My rep retired at the same time, leaving my ass in the breeze. They’d lost my previous order, so I had to send them the very receipt they’d sent me so they could know what to reprint.

My shipment of Shock: just showed up with multiple screweups on their part. It’s a week later than the week they told me it would be late. The text block stock is all wrong: thin and translucent, it makes the spine too thin and the illustrations show through to the opposite page. The cover laminate is high gloss. It’s a mess.

If they make this right fast then I’ll keep using them. Mistakes happen. But I’m out of stock and was expecting to be able to do shipping two weeks ago.

All of this is sort of passing the buck to soften this apology: if you’ve ordered a copy of Shock: from me in the last month, I haven’t sent it. I know Brennan’s almost out, too. This would normally be very good news; it means that I’ve sold 200 copies of Shock: to my fellow enthusiasts of science fiction creation.

But it also means that the people who want to get a copy, can’t, at least from me. You can probably get a copy at IPR for a little while, at least.

So, I’m sorry. I’ll let you know as soon as this is sorted. Right now, this is making for a supercrappy week (what with my cat getting hit by a car and lots of money not coming through for work I’ve done on top of this. “Dear Livejournal…”).

So, lessons to learn:

1: Alphagraphics has so far been a pure poochscrewer. We’ll see if they make good.

2: Cats are expensive to put back together again. Not like Legos at all.

3: Be clear with your clients about what they’re paying for.