Game
Industry Etiquette
Or,
How to Avoid Looking Like a Pathetic Jerk
As
someone who's looked like a pathetic jerk plenty of times
in his life, I thought I'd pass along a few things I've
learned in the last 14 years to other game industry professionals
(I've no doubt that I've still a lot to learn). A lot
of this deals with interaction with the public. Some of
it deals with interacting with other pros. Since there
is such a fine line in the game industry between fan and
pro, however, this really applies pretty broadly. Take
it for what it's worth.
1.
Handling Reviews
When you publish a product today, it will probably get
reviewed (this was not the case when I started in the
industry, pre-World Wide Web). Many times, a review gives
opportunities for people to make comments or respond,
either as a letter to the editor of the magazine, or as
part of a forum or comments section attached to the website.
If someone gives you a good review, you'll be tempted
to thank them. If you get a bad review, you'll be tempted
to refute it.
Resist
that temptation.
If
you pay attention to only one thing in this article, please
make it this point. Refuting the opinions of someone who
wrote a review, or even just someone who made some comments
on a message board, makes you appear petulant, oversensitive,
and petty. Even responding to a good review or comment
can sometimes make you seem pathetically in need of validation.
Handle this on a case by case basis -- if someone starts
a whole online message board thread about how great your
product is, and lots of people chime in, it is very gracious
to throw in a simple thank you. It's never a good idea
to write an Academy Awards-style speech.
The
only exception to this is when a person writes a review
that contains a factual error. If the reviewer
says there is no section on new spells, and Chapter 5
of your book contains a dozen new spells, you can probably
get away with a response that simply states the correction
and nothing more. And even then, you're probably treading
a fine line. And if the statement you are refuting is
at all subjective, such as, "There are no good spells
in the product," think again.
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A
Perspective on Reviews
Our
industry doesn't have people well-trained in formal
criticism or scholarly studies to write reviews
the way that books and movies do. With very few
exceptions, every reviewer out there is simply a
gaming fan. That makes their opinion both very important
(because they are our audience) and yet no more
important than someone that writes you an email
and says "good job" or comes up to you
at a convention and says, "Your product stank."
In all these cases, you're hearing from one person.
The only difference is that the reviewer is saying
it in public.
And
put even that point in perspective -- there is currently
no forum for reviews in our industry that reaches
a significant portion of the audience. No magazine
printing reviews reaches the majority of your audience.
No website commands such a large number of visitors
that opinions stated upon it affect a significant
part of the game-buying public. In short, no review
will make or break you. In fact, although I have
no proof, I suspect that reviews do not have any
measurable impact on sales, positively or negatively,
ever. (The exception may be PDF products reviewed
on a popular website, because the sales numbers
of PDF titles are often so low that even a small
number of influenced buyers can make a significant
impact.)
Don't
freak out when you get a bad review. Don't get a
big head when you get a good review. Read all your
reviews, but don't put any more weight on one than
another. We tend to ignore the bad ones and print
out the good ones to hang on the wall, but while
that serves to make you feel good, it's a skewed
perspective on an already skewed perspective. The
best way to look at reviews is as valuable feedback.
Worth noting, but not worth losing sleep over.
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2.
Interacting With Gamers
Whether in person or online, treat your audience with
courtesy, kindness, and respect. Be humble and gracious.
If you can't do this, learn.
Either
that, or avoid conventions and the Internet entirely.
Gamers
are your audience. They pay for those products that you
publish. They are the people you serve as an entertainer.
They are not your lackeys or your groupies. They are not
some undesirable group of people to be simply tolerated.
They are the most important aspect of the hobby. Not you.
I
get so tired of seeing industry professionals put down
gamers, making jokes about them needing to bathe before
Gen Con and things like that. If someone puts down gamers,
they're putting me down, too, and I take it personally.
Whenever
you speak to a gamer or interact with them online, remember
that in actual fact you are interacting with an entire
game group (because even if you do not remember the interaction,
they will, and they'll tell their group about it). In
fact today, when you answer a fan's email or talk to them
personally, you might be actually interacting with a large
group of people, because the answer you give or the way
you act may end up as a post on a message board. If you're
worried about online reviews, how much more should you
worry about someone posting "Joe Game Designer is
a big jerk" in a public forum? Like it or not, that's
just as influencing as the quality of your products. In
fact, it's a review of every product you'll ever produce
from that point forward.
3.
Interacting With Other Industry Professionals
When you want to meet someone else in the industry, just
go up and introduce yourself. More than likely, they will
be happy to meet you as well.
Offering
to trade products with another professional is fine, and
can be fun (and a great way to stock your library and
theirs). Offering to simply give a copy of one of your
products to another professional is also great, whether
it's to show your respect for the other person or in the
hope of finding out what he or she thinks. Asking for
or expecting to be just given products (or worse, demanding)
for nothing in return is particularly uncool, however.
Sometimes other professionals can't offer you a product
because they are running out, or for some other good reason.
Sometimes they just don't want to give something away
that they could otherwise sell. When push comes to shove,
you're not owed graft from other publishers.
The
exception is review copies. If you are an established
reviewer it is cool to just ask for products --to a degree.
Remember that different publishers have different policies
about review copies. If a publisher says "no,"
it doesn't mean that publisher is mean. Sometimes a publisher
only gives out a limited number of review copies. In fact,
when in doubt, assume that they won't give you
a review copy and purchase a copy of the product you want
to review. And most important of all: If a publisher gives
you a review copy, write a review. Send them a link to
the review online, or tell them when the magazine it appears
in will be published (and send them a photocopy of the
review if they ask for it). Show them what you did with
the free product that they gave you. Don't expect a publisher
to ever provide a review copy to you if you haven't yet
produced a review for the last one they gave you.
4.
Dispensing Opinions
I think it's fine for an industry professional to express
opinions about the work of others. However, do not ever
do so without backing up your opinion with well-thought
out reasons. Personally, I do occasional reviews of products
myself. I would never, however, go to a public forum and
simply state "product X sucks," or even "this
part of product X sucks." Even if it's true. I would,
however, simply state "product X is great,"
if I thought it was true but didn't want to take the time
to elaborate. No one's going to complain if you give unfounded
praise.
5.
Self Promotion
Personally, I hate self-promotion. If you see a post from
me on some message board, particularly one not my own,
that hypes one of my products, you can know that I was
cringing as I wrote that. But a lesson I've learned is
that if you don't have a marketing department behind you,
you can't expect people to know about your products. If
there are people out there who would like to buy your
products but they don't know about them, you are doing
them and yourself a disservice by holding back. But don't
go overboard. Don't issue a press release every other
day. Don't let gamers out there get tired of reading Internet
posts from you, or begin to ignore you because you're
always going on about inconsequential things.
6.
OGL Etiquette
The OGL allows you to publish freely the open content
created by others. However, since this is a column about
etiquette and not legalities, I've got to tell you that
you should still contact the publisher whose material
you want to publish first. In fact, I'm going to go a
step further and say that you should ask if it's okay.
And if the publisher says "no," you should comply
with those wishes, even though you legally don't have
to. The publishers might have a good reason, such as they
are in the process of reprinting the book from which you
want to take a huge section of material. Or perhaps they've
got some other plans for the material that you just aren't
privy to.
It's
incredibly foolish to do something that angers another
publisher, even if you are within your rights to do so.
This is such a small industry. It's not just a possibility,
it's a certainty, that the publisher that you anger will
talk to other publishers. Even if they don't all side
with the angry publisher, some will. Is your product that
you wanted to include a bit of open content in worth it?
7.
Don't Bite Hands, Especially the One That Feeds You
I think it's in poor taste for people to put out ads,
conduct promotions, or in some way push their own products
at someone else's expense. I think it's particularly crass,
if you publish d20 material, to promote your product at
Wizards of the Coast's expense. I wouldn't, for example,
run an ad for the Book of
Eldritch Might that talked about how much better
it is than, say, Tome and Blood. Or how your mage
characters will be better off with the options presented
in my book as opposed to Wizards'. While it's in many
ways true that smaller game companies live on Wizards'
scraps, I think it's low-class to point it out.
8.
Give Credit Where Credit Is Due
Straightforward and simple. If someone worked on a product,
or you are using someone's previous work in that product,
give that person credit. I know I personally have been
burned on this one: Others have neglected to credit me
a number of times. It just plain sucks to page through
a book and find your words (or your art, or whatever)
therein with your name nowhere to be found on the credits
page.
9.
Remember Those Who Helped You
I've been lucky enough to get to a pretty good place in
the industry, but I certainly never did it alone. I'll
never forget all the people who hired me, helped me, and
gave me advice. People like Coleman Charlton, Kevin Barrett,
Rob Bell, Tim Brown, Steven Schend, and Jonathan Tweet.
I've certainly learned from all of them and/or been given
a leg-up by them.
If someone helped you out in some way, once you've "made
it" (whatever that means), don't forget them.
10.
Help Others
If someone asks for a little advice on getting into the
industry, take five minutes to offer some pointers. While
few (or none) of us have the time to review someone's
work-in-progress, we all can give some advice about where
to submit it. More than likely, someone helped you (see
point 9), so return the favor. I'm more than happy to
run a series
of workshops at Gen Con every year for people who
want to break into the industry, and Sue and I maintain
a workshop page
with tips for those getting started in the industry.