We Can Be Weirder: DIY Games at The Best Four Days in Gaming
Images from the cover of Mike Evans's RPG Hubris
Every year, Gen Con, accompanied by the not as hyperbolic as you might think slogan “the best four days in gaming,” descends upon downtown Indianapolis. Part fan gathering, part sales convention, Gen Con represents the biggest launch opportunity for both large and small board game companies. To have a game at Gen Con is an crucial opportunity for American game publishers, as close to sixty thousand potential customers will have the chance to look and purchase over the course of the weekend. Each year, major publishers compete for booth space and promotion, with events and promotions everywhere you look. This year, all hotel keys had Bob Ross’s smiling face in preparation for a new game made with backing from Target. The lanyards had Buffy characters, courtesy of Upper Deck. Huge, wall sized posters of Starfinder, the most talked about RPG of the convention, adorned every corner of the hall.
In contrast to that, there is a growing number of smaller publishers and DIY gaming enthusiasts no longer trying to compete or work with large companies, but instead trying to forge and bolster their own community. Zak Smith, renowned painter and founder of the “D&D with Porn Stars” blog, spent most of his time at the Lamentation of the Flame Princess booth (think Dungeons & Dragons but with weird fantasy and horror themes), taking in the sights and ruminating on the changes within the DIY community. He was blunt when asked about the advantages of working within a smaller community.
“The art is better, the layout is better, everything is. We’re at the point where publishing is cheap enough and the talent pool is starved enough that we can do literally better work and you can do it in this sphere, and also not just compared to mainstream publishing but also compared to what you can do in a lot of other spheres”, Smith said excitedly when talking about his newest game, Demon City, currently on Patreon. He went on to offer a comparison point from his own experiences: “It’s just a simple fact that every time I’ve worked with a mainstream company, there’s imperatives from either the fans or the perception of what the fans want from the parent company that provides the money that make the game worse.”
Smith was clear that DIY game creation was not only creatively advantageous, but financially as well. Standing next to Patrick Stuart, with whom he collaborated a few year previous, he simply stated “So in order for [a major publication company] to make money, they need to appeal to 30,000 people to pay their writers, and for us to make money we need to appeal to 3,000 people and everything over that is an extra.” To drive home his point, he told an anecdote about describing to China Mieville how much he makes on each book he sells. Mieville’s response? “We should write a game.”
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