Getting Started
0Virtually
every day I get email from people who want to get published
in the game industry. They want to know the secret in
breaking in, and I can't blame them. It does seem like
there must be a trick to it.
What
should you do to become a game designer? Perhaps not what
you think. If you're thinking about getting into game
design, chances are it's because you've been a DM for
a while now and people have really enjoyed your creations.
You have a wealth of material developed and your own campaign
setting and/or rules system already all worked up and
playtested. That's great.
Now,
put all that away.
Instead,
download the Dragon
Magazine or Dungeon
Magazine submissions
guidelines. Put together a submission,
following the guidelines as closely and as carefully as
you can. Send it in, and hope for the best.
Why
Dungeon and Dragon? They're the most widely
read magazines in the industry, by far. Even if you have
no interest in writing D&D or d20 material, if you
want to be a game designer, try to get published in one
of these magazines. Most professionals in the industry
at least look through this magazine, and every one of
them will be impressed if you have been published there.
Dragon Magazine, particularly, is simply the
place to break into the industry. Maybe not everyone got
their start there (I, for example, did
not), but lots of people did. I can attest, for example,
that the powers that be in RPGs at Wizards of the Coast
watch both Dungeon and Dragon magazines,
looking for quality designers. Get your name on a few
good articles there, and your foot will be firmly in the
door. Note, I did not say you were in -- just your foot.
The rest is up to you.
Take
something great that you thought of -- some new feats
or monsters or whatever, or perhaps a particularly good
adventure -- and pitch it to one of those magazines. If
they don't want it, pitch something else. Keep trying.
When I said put all your previous game creations away,
I didn't really mean everything. Pull out a few
good bits and turn them into articles. Be prepared to
have to change a lot of what you've created to suit the
article's needs and the editors' desires, however. Be
prepared to rewrite it all from scratch. You are writing
for them, now -- this isn't just an excuse to get someone
to publish your house rules or some adventure from your
campaign exactly as you originally designed it. What suits
the needs of your personal game is not necessarily what
will make for a great article or Dungeon Magazine
adventure.
Now,
you might be thinking, "An article in Dragon
is fine, but I have a whole world I've created and I'm
ready to send it to a publisher." Well, if that's
what you really want to do, good luck to you, but you
are taking the most difficult approach to the obstacle
ahead of you. Trying to sell a publisher a whole campaign
setting is probably the hardest thing to do in the game
industry. Wizards of the Coast's recent call for submissions
"contest" was the exception to the rule, not
the rule. Virtually no one is looking to publish a new
setting. And here's why: Most publishers started their
own publishing company because they had a setting and
they couldn't get it published anywhere, either. They
aren't interested in yours because they're busy working
on their own setting. If you are an unpublished writer,
ask yourself, "Why would a publisher want to publish
my world over the setting of a published writer, or even
over his own?" The harsh answer is: He wouldn't.
Even if it's great. That's why you want to start small
-- like with articles in the magazines. You want to prove
yourself first.
All
Companies Are Not the Same
So
now let me take a moment to talk a little about the game
publishing field. Think of it as a teeter-totter. Realize
right now that Wizards of the Coast sits on one end of
the teeter-totter, and absolutely everyone else balances
together on the other end. And still the Wizards side
is too heavy for the teeter-totter to move. Here's the
math: If a d20 company puts out a book and sells N number
of copies, Wizards of the Coast would sell N times 10
to 50 copies of that exact same book. (And if it's not
d20 AND not it's published by Wizards, cut N in half.)
What
does that mean to a prospective game designer? It means
that you shouldn't think of all companies as being the
same. Not in pay scale, not in copies sold, and not in
what they expect. Even if you want to work as a writer
for Wizards, you might be better off working for a smaller
company first. It's easier to get noticed by a smaller
company, and smaller companies accept proposals and submissions.
Wizards never accepts outside submissions -- they only
give out specific freelance assignments. On the other
hand, you might find that only Wizards (and perhaps a
few other companies) pay enough to really make a go of
writing, even on a part-time basis. Thus perhaps working
for Wizards or a larger company should be your eventual
goal.
And
when I say "working for Wizards," I mean on
a freelance basis. Don't look for Wizards of the Coast
to be hiring full-time game designers anytime soon.
Once
you get going, don't burn your bridges. If you get a rejection
letter from an editor, don't send a snippy reply back.
Don't agree to a deadline and then miss it. Don't botch
your assignment. All of these things are going to lead
to that editor not working with you again. What's more,
the game industry is very, very small. If you burn your
bridges with an editor and you don't think that
that editor is going to be chatting with another editor
and telling her about what you did, then you don't understand
how things work. Editors do indeed talk with one another
-- even editors at different magazines and companies.
The industry is too small for us not to know each other.
And if you do good work for Erik Mona (the editor at
Dragon Magazine, and a very nice guy), rest assured
he's going to not only want to work with you some more,
but he'll tell other editors about you. And if you have
a few Dragon credits on your resume, other industry
people will look at that with respect. Likewise, if Erik
cautions other editors to watch out for a certain unreliable
designer, that writer's not going to get a lot more work.
The
last thing I would add to all of this is when you do get
something published, if you're still interested in continuing,
use the contact you just made to get more work. If you've
worked with an editor and your project or article is finished,
follow that up almost immediately with another proposal
or idea to see if they want more. If you've done good
work, delivered it on time, and acted professionally,
chances are, your editor would love to work with you again
(there are surprisingly few people who can pull off all
three of those things, particularly on their first assignment).
Keep pitching new ideas, and use the credit(s) you've
just earned to get a job working for someone else as well.
The
whole "breaking in" process can be frustrating
and confusing. Sometimes it's nice to just chat with others
who are going through the same thing you are. To help,
Sue and I have created a "Writers and Editors Workshops"
web page. Check out the web page for resources on getting
started, and hop on the boards to compare notes with others
trying to break into the business.
Getting
firmly established as a designer in the industry is a
slow process. Even people who got lucky breaks right at
the start say it's hard work to get the next deal and
to get some name recognition. It's like climbing a ladder.
Each article you write is another rung, and once you've
climbed enough rungs you can get an assignment to write
a portion of a book, and then, finally, a book of your
own. Slow and steady, doing good, quality work on time,
is the best way to try to climb that ladder.
Good
luck. |