Okay I'm going to touch a much talked
about subject with this one. Is the tabletop roleplaying game hobby
shrinking? We see this touted about from time to time, how the hobby
is going through a slow death, less and less people are playing, it's
all a perpetual spin towards the end. Which of course doesn't mean a
whole lot since people will keep playing but they just might not have
any 'industry' support or some such.
Now the usual reasoning behind the
talks of the eminent demise is usually centered around sales. Or how
sales are so small compared back to, say, the eighties. Back when
you knew you could sell a few thousand copies pretty easily with
plenty more to come. Well at least the big companies could count on
this. Of course there are problems with this, first off is that a
lot of companies now days don't release their sales numbers and the
sales numbers of some older companies are pretty questionable also.
The one big thing that almost all
doomsayers buying into this reasoning fail to take into account is
one very simple thing, variety. The number of games available now
compared to the eighties just blows one side away. People are
setting up their own micro game companies all over the place to sell
their idea of a great game. You don't have just a handful of sci-fi
games to choose from, you have a freaking catalog of them covering
nearly every variety of genre twist that you can imagine. A listing
of fantasy games may very well take a couple of volumes and that's
being positive about it. So when people have more choice the
purchases they make are spread along all of them thus leading to
lower sales across the board for just about everybody.
I'm completely aware there were small
companies before, don't get me wrong there, I own a few of them and
have at least laid hands on three times that many more. But they
required a lot more investment to get them to the market. Let's face
in the eighties there were very few ways of getting your game noticed
by Joe Gamer out there. You could hit the convention circuit hoping
that sales there lead to good word of mouth afterwards that leads to
others finding out about your game. But conventions cost money to
attend and to have dealers booths at. You could advertise in one of
the gaming magazines like Dragon and hope your little ad catches
enough attention to draw some sales, again this costs money. Getting
the shops to put your game on their shelves, requiring a lot of leg
work and either traveling, phone calls, letter writing and maybe even
giving a few copies away to prove it will sell. So it was hard to
release a game and for it to be successful so many didn't do it back
then.
Well now we have the internet. So
getting in touch with folks and trying to sell your game may just
require some time behind the keyboard. Not to mention the whole
moving trend towards ebooks so you can just set up a free ten page
demo of your game for anybody to download. It's easy. Well it looks
easy to do, actually getting success out of it is another deal
altogether. But when you don't have to worry about printing costs,
warehouse costs, markdowns and what you get between distributors,
shops and yourself it becomes a very attractive proposition. So now
every Joe Gamer who thinks they have written 'The Game' are actually
going through with making it available. All of which adds up to, as
I said before, more people selling more games leading to less sales
per company.
Now this is only part of why I think
the shrinking of sales numbers are not an indicator of the health of
the hobby. I have plenty more to say on the matter. But for the
sake of easy reading I'll be dividing this one up into two separate
articles, the other should be out next week. So what do you think
about what I've said so far?