Over
on rpg.net there was a discussion on the perceived worth of
RPGs and the general of cheapness of gamers. I made
the following comment:
This
hobby is especially attractive to people with a lower income situation because
you can make a single purchase and effectively be set for life, especially if
you're set on being a player only. The whales of
the tabletop industry tend to be GMs and dedicated players with some extra cash
to burn, but even then we have a problem, which is that the time to money value
of our products are way the hell out of sync.
In computer games, $60 can get you a game which might net you a 12 hour single player campaign and maybe a few dozen hours of multiplayer gaming unless you're really, really obsessive about it. You might pay $60 and get one hundred hours out of a good CRPG.
In tabletop, a $40 rule book may look expensive but then you'll get, potentially, thousands of hours of play time over a period of years or even decades. Now factor in dozens of supplements and eventually you reach a weird saturation point, where the game effectively offers you "too much." It's effectively been devalued by virtue of its own weight in content. With a CRPG, you know that there's an end point eventually, where you've reached the end of the experience and can put it away. With tabletop RPGs its effectively impossible to reach an end, especially for a well-supported product.
I remember in the early D20 days I was trying to buy all the books as a good collector, and I was about four months in to 3.0's release when I realized that my "collect it all" habit from the pre 3.0 days was effectively over, that the new approach to D&D and its SRD/OGL was going to make it functionally impossible to keep up, both in terms of free time, space, dollars and effort.
Even with being forced to learn how not to collect a game like I had before, I subsequently came to realize that even sticking to the core output from WotC was impossible; when I realized that I had on my shelf dozens of books filled with hundreds of prestige classes, and that by 2006 I had seen exactly 13-odd prestige classes in play, that I had effectively wasted my money on a ton of books which I would never, ever get any use out of.
Anyway, the idea I have is that a lot of gamers like me probably felt an obligation to keep up with their preferred game, especially in the 90's and early 00's, but that the heavy churn on supplemental material forced a great many of us to reconsider what we were buying, and what it's real value was. Given that, once again, you probably only need one (or maybe at most three) books to cover a literal lifetime's worth of gaming, ever....it's a serious problem for the industry, and part of the reason that everyone publishing in this industry does it for love of the game and far, far less often for love of money.
In computer games, $60 can get you a game which might net you a 12 hour single player campaign and maybe a few dozen hours of multiplayer gaming unless you're really, really obsessive about it. You might pay $60 and get one hundred hours out of a good CRPG.
In tabletop, a $40 rule book may look expensive but then you'll get, potentially, thousands of hours of play time over a period of years or even decades. Now factor in dozens of supplements and eventually you reach a weird saturation point, where the game effectively offers you "too much." It's effectively been devalued by virtue of its own weight in content. With a CRPG, you know that there's an end point eventually, where you've reached the end of the experience and can put it away. With tabletop RPGs its effectively impossible to reach an end, especially for a well-supported product.
I remember in the early D20 days I was trying to buy all the books as a good collector, and I was about four months in to 3.0's release when I realized that my "collect it all" habit from the pre 3.0 days was effectively over, that the new approach to D&D and its SRD/OGL was going to make it functionally impossible to keep up, both in terms of free time, space, dollars and effort.
Even with being forced to learn how not to collect a game like I had before, I subsequently came to realize that even sticking to the core output from WotC was impossible; when I realized that I had on my shelf dozens of books filled with hundreds of prestige classes, and that by 2006 I had seen exactly 13-odd prestige classes in play, that I had effectively wasted my money on a ton of books which I would never, ever get any use out of.
Anyway, the idea I have is that a lot of gamers like me probably felt an obligation to keep up with their preferred game, especially in the 90's and early 00's, but that the heavy churn on supplemental material forced a great many of us to reconsider what we were buying, and what it's real value was. Given that, once again, you probably only need one (or maybe at most three) books to cover a literal lifetime's worth of gaming, ever....it's a serious problem for the industry, and part of the reason that everyone publishing in this industry does it for love of the game and far, far less often for love of money.
Then
I realized that this dovetails nicely with my perception on the PDF market and why we not only
devalue the PDF editions of games, but why piracy is so rampant.
There's
a sense of need in our hobby to keep up with the games we love. There's also a real desire
to stay informed or aware of what's going on in the hobby, to know what's being
published. But this is a tough thing when there's a lot of content being written, and at peak
periods in this hobby the volume of product is far, far in excess of the
average person's leisure time to read up on it.
Role
playing games also have a special problem that books don't: their value isn't about what the book
contains, necessarily, but about what the book offers at the table. A gamer with
money who loves a specific RPG is probably (anecdotally) more willing
to buy that game at full price because he knows its worth to him: countless
gaming hours at the table. But a gamer who is sort of interested in an RPG for
fun, but who has not stake in playing it (due to all his free time being taken
up by his other, preferred RPG) is not going to value that other book in
the same way...it's really no more significant to him than a typical novel, really.
Unless he reads it and learns it's something he could get into, that book has
no real worth outside of curiosity in his or her eyes, and the effort and time it took the
authors and artists to produce that book is irrelevant to the potential
reader/buyer.
A
lot of gamers in the past did indeed buy into the constant purchase of
supplements to keep their games supported. Part of this was because we
earnestly felt that there was a need for those books, that they were extensions
of the games we loved and supported. Some of it was simply habit, and lack of a
better place to spend. A big chunk of supplement churn stems from older
business practices in the 90's and before, which have in the last decade begun
to morph into newer, different models that are better able to predict demand
and print accordingly. The old days, which killed TSR, are long gone. Buying
habits may not have changed for all of us, though. I personally still have to
wrestle with the sense that a game without a ton of supplement churn is
considered dead or unsupported....it's a veritable paradigm shift to look at a
monobook RPG these days and see that as an asset "a single game in one
book!" and not as a detraction.
PDFs
are a weird thing, because they are usually very cheap (but you get what you
pay for, often), sometimes highly focused (want to play a dragonborn frost
mage? This 7 page PDF is for you!), and occasionally are more than worth the
money but no one will ever know because we have a sense of worth for the
physical that trumps the value of virtual goods. Accepting that PDFs have the
same worth as a physical product is an entirely different issue for many
people, especially if they are coming from the aforementioned group of gamers
who bought into the idea of supplement churn, of keeping up with products for
its own sake.
Somewhere
along the line, the idea of "I must have it all" became divorced from
"I must buy all of this." The concept of supporting your preferred
game morphed into the mere act of acquiring your own game. Our own penchant for
rampant consumerism in a hobby which essentially provides the main course right
up front for a modest 1-3 rulebook introductory price, followed by an endless
array of desserts is part of the reason for this problem in perspective. We
also have a few other contributing factors, not the least of which is that this
hobby attracts a lot of people with very little money to spend.
When
money is precious, but a person has an addictive desire to collect something,
it can lead to an internal rationalization about the perceived worth of a product.
This happens all the time in the game industry, both for tabletop and computer
gaming. People don't like to think they're doing something wrong, and gifted
with brains fully capable of bizarre rationalization and self deception can
lead to all sorts of interesting internal strategies for making us feel better
about our buying decisions:
"They're
price gouging me, so it's okay to pirate it."
"This
game isn't worth playing, so why pay?"
"I'd
never use this supplement in a million years."
"I
just wanted to take a look at it, and the publisher doesn't offer a free
version or a demo."
"I'd
pay for it if I really, really liked it after playing the pirated
version." (usually ends up that they rationalize why they didn't really,
really like it enough after finishing the game)
"Who
would pay for this in the first place?"
Etc.
etc.
So
what's the answer? How does one fix the perception of so many gamers that has
led to the devaluation and effective destruction of all artistic and personal
worth in our hobby?
Today,
most RPG publishers are going through a contraction. There are some very
specific exceptions: Paizo is clearly aiming their publishing model for
Pathfinder at the expectations of an older crowd, and its paying off, at least
partially because their chief competition (WotC) has stopped supporting that
same model almost entirely, going instead after premium nostalgia releases
instead (until 2014, anyway, after which...who knows). Aside from Paizo (and
maybe Fantasy Flight), almost every other RPG publisher out there has narrowed
down their focus to either a set of core intermittent products with modest
support, and the rest of the hobby is supported entirely by what amounts to
grass roots effort where the intent was never to make money in the first place,
and doing so is a happy and unexpected coincidence.*
In
short....most publishers have accepted that most gamers either have no money or
will not spend that money on their hobby. They have instead accepted, to
whatever degree either by intention or accident, that the core money to be made
comes from the tabletop equivalent of the aforementioned whales, those few dedicates who both have
money and also still actually place value on their hobby and its creative
worth. The idea is that the whales generate the income, and bring in the
umpteen other more conventional gamers, the guys for whom spending $50 a year
might be a stretch, even if they own 25 GB of pirated data from Demonoid or the
Pirate Bay at home....data which they will likely never read, but will still
own because, after all they may not be good hobbyists, but they are
fantastic consumers.
*And then there are the Kickstarters, which changed everything about buy-in and the consumer/creator/publisher relationship. More on that later!
Great post. I snuck in a read at work and need to go home and read it again.
ReplyDeleteTHAT was definitely food for thought! I agree with Tim - great post. I know several gamer friends like this and I have been guilty of it myself at times.
ReplyDeleteYep. I game with more than a few guys like this. One fellow I know has literal TB's worth of downloads in both games and other media, but it's hard to fault him when I know he has trouble holding a job at a convenience store, can't afford to fix his glasses, and lives in his dad's basement (in his late 40's). He's not part of the target demographic for paying customers, in other words. But I have another cohort who is financially well off, and he simply does not pay for content on principle unless it has earned his respect. In many years of gaming with him I had seen him download endless loads of files through torrents, including my own published books, but he only spent actual money on PDFs with pathfinder after two years of gaming with it, when he decided it had, at last, earned his respect. He still bought the books through a local bookshop, too, albeit using credit from other books he turned in.
DeleteHard to fault him, though...he's got the money, a nice house, and some very impressive toys to enjoy all his downloaded torrent content. I, spending money on all I own, live in a modest apartment with meager savings and vague dreams of owning a house in the future. So....there ya go.