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.