Three
Years in the Middle of All This
Malhavoc
Press celebrated its three-year anniversary on Tuesday.
It reminds me that, from time to time, I like to look
back and see how things have been.
Honestly?
They've been really good.
It
probably won't surprise you to learn that with the release
of Monte Cook's Arcana
Unearthed, last year was our best year yet.
I suspect that it's probably one of the best-selling
non-Wizards of the Coast d20/OGL products of all time,
and one of the best-selling game products of any kind
last year. Sales of The
Diamond Throne and now Legacy
of the Dragons suggest that Arcana Unearthed
sales weren't just a flash in the pan, but that a lot
of people are enjoying Arcana Unearthed campaigns. That
makes us really happy. We make games meant to be played
(which you would think would be an obvious goal of any
game producer, but in fact it's not always).
There's
a lot of gloom-and-doom talk in the game industry right
now, especially from d20 publishers. The whole d20 "industry"
is evolving. While I'm not among the doomsayers, I'm
also not among those who are going to try to look you
in the (virtual) eye and tell you that nothing's changed,
that things are better than ever. I certainly see the
changes happening and probably more of them on the horizon.
After
talking to d20 publishers, distributors, and retailers,
it seems that sales are down, and that while they have
been trending down for the industry as a whole, things
got really bad for the industry at the last half of
last year. Sales of our products are down a bit, if
you don't count Arcana Unearthed's related titles,
but not to the degree I hear others talk about. (And
for that, I'm thankfulI know I have only you to
thank.)
I
think that the dip Malhavoc's seen in our d20 titles
may be our own fault. With the release of Monte Cook's
Arcana Unearthed and its followup books, we may
not have promoted our regular d20 products enough. We
were stretched pretty thin. I think the addition of
Mike Mearls to Malhavoc's designer ranks will help that
a lot. In fact, it already has.
The
Aftermath of 3.5
But there are other factors to consider. Wizards of
the Coast's release of D&D v.3.5 upset the applecart,
to say the least, although that's hardly surprising.
With essentially a new edition of the rules to relearn,
no one was interested in buying new support material
in addition to those books.* Further, the players' expectations
regarding the level of changes to the game weren't managed
well -- common wisdom held that suddenly 3.0 products
(D&D or d20) were now useless. In effect, Wizards
hit the reset button on the d20 industry (and their
own product lines) and everyone's backlist sales basically
went away.
Few
were ready for the reset. Oh, Wizards was forward-thinking
enough to reveal the 3.5 rules to most d20 publishers
ahead of time so we could come out with 3.5-compatible
products. That was great of them, but the flood of "3.5
compatible" blurbs on products probably only fostered
the idea that non-3.5 products were of no use to anyone.
This, I believe, is a serious misconception. While it's
a fair bit of effort to sit down and convert
a product in its entirety from 3.0 to 3.5, it's almost
effortless to use a 3.0 product in a 3.5 game.
It's one thing to search through an entire product and
change "subdual" to "nonlethal,"
for example, and quite another to just remember they're
synonyms in your head as you read the rules. It's complicated
to note all the spell changes from edition to edition,
but an NPC wizard's list of spells in an adventure remains
just as useable as it once was.)
Malhavoc
Press had some success in doing conversions of a few
of our 3.0 products to 3.5, but frankly, that's not
a trap I want to fall into. Malhavoc is all about new
and innovative ideas, not rehashing old stuff.
Moreover,
no one, including myself (except in hindsight), realized
that since the whole thing was starting over, customer's
needs would be different after 3.5 than they were before.
Version 3.5 turned everyone into newbies again, in a
way. It caused people to restart their campaigns. But
it wasn't just that simple. Gamers wanted 3.5-compatible
stuff but were prejudiced based on their 3.0-compatible
purchases. Since the industry pumped out a lot of adventures
at the beginning (and so few of them were good), most
customers still weren't all that interested in adventures.
Customers didn't want just another book about dwarves,
since they'd seen so many 3.0 dwarf books, but they
weren't interested in anything 3.0 either.
So
the industry mutated again. Like the endless heaps of
adventures before them, gone were the books of prestige
classes and feats based on class or race (or some other
derivation). Now everyone's realizing that the marketplace
hasn't just changed, it's matured. I'll get to that
at the end of the column.
Bubbles
and Gluts (And Too-Low Barriers)
We still hear about the "d20 bubble bursting"
or the "d20 glut" all the time. I believe
in neither.
I
still don't think d20 publishers compete with each other
as much as they feed
off one another. To put it another way, I don't
think the publishers producing good, quality material
are competing against one another. I think they compete
mainly with all the low-quality crap, as a whole. Worse,
they compete with the idea that d20 products
are all crappy, fueled by the low-quality crap that's
out there.
The
idea that there's a product glut that's hurting everyone
doesn't make sense. If everyone out there were producing
great stuff that people really needed and wanted, customers
would still be buying it. Monte Cook's Arcana Unearthed
proved to me that there's still a large audience out
there for d20/OGL products. If publishers are seeing
their sales plummet, I think they should look toward
the books they are producing in the context of the marketplace
and the needs of the customers, not blame the number
of publishers or the publishing field's low barrier
of entry.
Let's
dwell on that low barrier of entry concept for a moment.
There are good, solid publishers out there complaining
that there's nothing keeping Joe Gamer from producing
his own game product. With just a computer, some cheap
software, a pal who can draw, and a couple thousand
bucks to pay for printing, anyone can put out
a roleplaying game product. And that product sits on
the shelf right next to a product by an established,
well-known publisher. The nerve!
I
don't buy it. Oh, I know it happens. I just don't believe
it to be a problem. Let's look at it realistically.
In today's marketplace, Joe Gamer's book isn't picked
up by very many distributors and it's not sold by many
game stores. It's not in bookstores. Sure, it adds to
the "good lord, there's a lot of d20 stuff out
there" feeling, but let's be honest -- what's one
more on that heaping pile? Most distributors (startup
wannabe publishers take note!) aren't accepting d20
products from new publishers. At all. Most game stores
have limited themselves to a handful of publishers who
have already proven themselves. There's your barrier
to entry.
Joe
Gamer's book isn't a threat to any existing publisher.
If on the off chance it does sell well and Joe makes
a name for himself, then it was probably a product that
filled a niche no one else was filling. What's more,
if it is actually good, fills a need, and sells well,
then all of d20 benefits. Let me overstress a point
I firmly believe: Good d20 products are good for the
industry. If someone buys a good d20 product, they're
that much more likely to go back to the store next week
and buy another.
PDF:
More Than Just Three Random Letters Thrown Together
As you know, Malhavoc Press is a part of two markets
-- both print and electronic publishing. Obviously,
when I talk about game stores and whatnot, I'm talking
about printed books. So what's up with PDF publishing?
We've
seen good things in electronic sales. Our best selling
PDF products are our oldest ones. I suppose you could
look at that and say that things sold better in the
past. But when you look closer, you'll see that's not
the case. PDFs aren't like print books. They stay "in
print" forever, and no one ever runs out of stock.
It's always right there "on the shelf."
When
we track first-day sales, first-week sales, and first-month
sales for each title, we see that a strong-selling recent
PDF (like Legacy of the Dragons) sells in its
first week what a strong seller sold two years ago.
But, with a few exceptions (mainly adventures), PDFs
continue to sell each month.
Much
to my surprise, we're still selling new copies of The
Book of Eldritch Might every day. Thus, we've
found that our older PDF products outsell our newer
ones because they've had more time in the race. Each
new title still performs well. As a business, our PDF
sales have only increased with each month, but again,
we can attribute that to the evergreen nature of PDFs
and our growing catalog of titles.
The
electronic market and the print market, we've found,
to be two entirely different arenas. Plenty of people
want a "real" book rather than a PDF, but
plenty of others like the versatility of an electronic
book. Electronic products don't cannibalize the sales
of print products, and print products don't stamp out
electronic sales. Two different formats for two different
audiences.
The Whole New Ballgame
I mentioned before that the industry is maturing. Gone
are the days when anyone, regardless of talent, could
put together a few prestige classes and feats, or an
adventure, slap the d20 logo on it, and make money.
Gamers are too savvy for that now -- or worse, they
were scared away from d20 products forever due to bad
purchases. Gamers want good, thoughtful, well-designed
stuff. For too long, publishers have relied on the very
existence of a product to sell that product. Today,
gamers have a lot of products to choose from. They need
a reason to look into, remember, and eventually buy
a specific title.
In
response, we're seeing publishers come out with some
interesting stuff**: Campaign settings, rules variants
and subsystems, and rich source material. Publishers
are paying real money to get real artists to illustrate
their products, and they're putting real effort into
cartography, layout, organization, and editing. The
industry has a long way to go, but there's every reason
to believe the trend will continue. There's certainly
no reason for customers to spend their limited budgets
on low-quality products or to try to excuse publishers
for skimping on the art or the editing.
As
customers, I encourage us all to be discriminating shoppers.
The best way to ensure quality product is to buy quality
product. Support the folks doing good work, and let
the people doing less than stellar material quietly
close up shop. Don't lump d20 publishers together if
you end up buying a poor product, and try not to let
yourself lump types of products together ("all
adventures suck"). Pay attention not to types of
products but to publishers and -- even better -- authors
you find that you like.
If
you really want to contribute to the health of the d20
industry, get your friends who are afraid to try d20
products, or who were burned by crappy d20 products
in the past, to try something you recommend, from a
publisher you know you can trust.
But
whatever. Overall, I have nothing but optimism for the
future of Malhavoc and the d20 industry. We've got some
exciting stuff on the horizon, like our first fiction
anthology, Children of
the Rune, and our big Planescape®
reunion book, Beyond
Countless Doorways. And there's even more cool
stuff beyond the horizon.
It's
been three really good, really fun years. I can't wait
to see what the future has in store.
*
I call this the Rules Absorption Rule. Don't release
a new game system and then immediately follow it up
with a lot of additional or optional rulebooks. In a
perfect world, for example, Wizards of the Coast would
never have released Sword and Fist and its ilk
so quickly after the release of 3rd Edition. The audience,
as a whole, didn't need those books yet -- there were
months of playing sessions' worth of new material to
get familiar with in the core books alone. We should
have only released adventures and source material in
those first months. I attempted to obey the Rules Absorption
Rule with the release of Monte Cook's Arcana Unearthed.
We didn't come out with any rules-heavy support material
immediately, nor did I allow any of our publishing partners
to do so. I stand by the decision.
**
For example, there's still a very viable but small marketplace
for adventures right now, and I think Necromancer
Games does a good job of filling that need. I think
Fantasy
Flight Games puts out some interesting products,
particularly some of their later hardcovers. Likewise,
Sword
& Sorcery does some intriguing things -- for
example, I was very surprised by the ultra-coolness
of Relics
and Rituals: Excalibur. I pay attention to what
Green
Ronin is doing, without a doubt. Almost every one
of their products is worth a look. Book
of Fiends, for example, was amazing.