Tag Archives: microeconomics

The Precarity of RPG Design

I’m not stating anything particularly controversial when I say it’s tough to be a game designer. The tabletop RPG market is an economics nightmare; demand is low and supply is incredibly high. Demand is low because this is a niche hobby whose marketing to the public at large is, essentially, Hasbro screaming so loud that nobody else is heard. Supply is driven by the fact that, at a functional level, thanks to crowdfunding Kickstarter, itch.io, and DriveThruRPG, basically anyone can make a TTRPG and get it on sale. TTRPGs and self-published fiction are very much the same, and everyone’s looking for the solution to the fact that 90% of everything in the market is utter crap.

Imagine, if you will, that you’re a good game designer. You’ve made something that’s captured the attention of part of the audience and, after you run some numbers, you realize that you could make a living on this. If you’ve done those numbers correctly, you’re still looking at a difficult life, one filled with a lot of hustle, a lot of compromises on your creative vision, and, most discouragingly, precarity. Precarity is, in essence, the amount of time you spend one decision away from ruin. It’s the constant enemy of anyone who doesn’t earn a constant and consistent income, and when your precarious income is game design instead of, say, insurance sales, there’s no relief from it, either. The only avenues to some meager financial security are to release a game that honestly gets famous, book dozens of hours of freelance work over and above your own design work, or simply have a day job.

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The Trouble with RPG Prices

In the past we have discussed playing RPGs, of course. We’ve also discussed reading RPGs, and collecting RPGs. One thing we haven’t discussed much, though, is buying RPGs. A tabletop roleplaying game is a creative work that can take up to hundreds of man-hours, not to mention the intellectual and emotional investment of almost everyone involved with bringing it to fruition. Despite this, there are plenty of people on the internet who deign to call RPGs overpriced. This is in spite of the fact that most indie RPGs cost $30 or less while D&D Monopoly, a monstrosity of branding that should pay me for having to know it exists, costs about $50.

The trouble with pricing is that people not trained in economics think it’s a science. I, however, am the Level One Wonk, with over five years of real actual economics experience and actual professional industrial economics training. All economics aligns to a popular aphorism by George Box: “All models are wrong, but some are useful”. The notion of an ‘invisible hand of the market’ is wildly incorrect, even something you consume every day, electricity, only can be sold in a carefully constructed market that is watched every day by engineers (and still fails wildly from time to time anyway). Similarly, creative goods, far from the ‘widgets’ of every dismal Econ 101 textbook, don’t follow nearly any of the rules proscribed by the masters of micro. So, in order to speak more clearly about RPG pricing, we’re going to talk about some of the economics that doesn’t really work for role-playing games, and then talk through some of the psychology that does.

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