So,
You've Decided to Start Your Own Game Company
Let
me be really clear, right off. No, I haven't
started my own game company. Not in the traditional
sense, anyway. Four times in my career I have
been approached by start-up game companies
who wanted me to be a part of their endeavor.
"Get in on the ground floor," they
said. "We're going to be the next big
thing," they said. Each time I said no,
and each time I was happy.
Even
though one of them was a little company with
a game I was sure wasn't going anywhere. It
was called Magic: the Gathering.
Dang.
Wizards
got so big and powerful thanks to that game
that wasn't going anywhere, they eventually
got me anyway -- they bought TSR out from
under me, you might say. And that turned out
to be okay, but not as sweet as if I had come
in a lot earlier and bought the stock I was
offered.
Dang.
But
I said that I was happy each time I said no
and, all Wizards millionaire jokes aside (and
do not doubt for a moment that all the people
"in on the ground floor" at Wizards
are millionaires), it's really true. I'm happy
with those decisions because "be in on
the ground floor" really means "risk
everything on a one-in-a-million-scheme in
an environment of stress and really long hours
of work for very little pay." Most game
companies fail.
And
it's harsh, but it's the truth -- they fail
because they're run by gamers.
Let
me say up front that I know little about business,
and I like it that way. And the thing is,
most gamers don't know anything about business.
Gamers that start game companies are just
like you and me. They're just a couple of
people with a neat idea for a game and they
want to get it published. Some guy had all
his friends tell him what a great DM he is
and that he ought to "publish his great
campaign world," and the next thing you
know, he's the president of Doesn't Have a
Prayer Games.
One
in 50 or so actually makes it, at least for
a while. They had a really good game that
sold well, or they actually had some business
sense, or they had a friend already in the
game industry. But they're the exceptions.
I've
no interest in fighting against odds like
that. I also have no interest in dealing with
printers and print-buying, shipping, and warehousing
product, and working with distributors and
retailers.
Now,
this isn't a rant (that's another
part of the site). I've nothing but respect
for people with the guts and the skill to
start their own companies. I've nothing but
respect for retailers, distributors, printers,
print-buyers, salespeople, and the guy who
guides the truck back up to the door at the
warehouse. (I used to work in a warehouse
-- a fireworks warehouse. I'll tell
you that story sometime.) I think all those
people are great. I just don't want to be
a part of that process.
Thus,
Malhavoc Press.
It's just a little outlet for my own ideas
-- ideas that I wanted to go straight from
me to you. That's the real beauty of Malhavoc
Press. That's why I'm so excited. It's not
the entrepreneurial aspects, it's the creative
aspects.
Let
me tell you, when you write something for
a company -- any company, but the bigger they
are the worse it is -- lots of people handle
your work before it ever gets read by a customer.
Editors, managing editors, reviewers, managers,
manager's managers, typesetters, graphic designers,
artists, art directors, marketing people,
salespeople, vice presidents, and sometimes
even CEOs all have some sort of say over at
least a small part of everything you write.
It can become exhausting.
It's
incredibly freeing to know that at Malhavoc,
I can write something and, after Sue points
out a few gaffs here and there, it goes straight
to you. And fast. For comparison, I finished
writing Return to the Temple of Elemental
Evil almost a year ago. It comes out
in July. I finished writing The Book of
Eldritch Might a little more than two
weeks ago, and it's out. Ahh.
That feels so good.
That's
why Malhavoc Press exists. I've no intention
of taking over the whole game industry and
ruling all game companies under my thumb based
on the huge success of my little imprint.
That
part comes later.