This week in Mastering the Game we going to venture into a subject some people as very, very, passionate about. A subject almost as touchy as politics in some circles. Yes, we’re going to talk about money.
I Am Not A Business, I Am A Free Man
I’ve made this point before, and I will no doubt make it again, whether you view yourself as a business, or simply a hobbyist, when you are dealing with other people’s time, you need to treat them with respect. As a Game Moderator, at a bare minimum you are asking people give up their free time, time they could be spending doing any number of things, to play your game. To make it worth their time you must offer them something of value, for a large part that will be your game, but it is also your services as the Game Moderator. Be polite, be timely, don’t blow off running your game because you’ve got a date, or want a night out, or just don’t feel like it. If you, the Game Moderator, don’t have enough passion about your game to keep on schedule, why should your players? This becomes even more vital if your decide to charge your players to play in your game, now you’re not just asking for their time, but for their hard-earned money. Blow off a turn deadline in a free game and you might be forgiven, for awhile at least, do it in the pay-to-play game and you’re asking for trouble.
This Is Going To Cost You
Make no mistake, being a Game Moderator is going to cost you time, and money. Any Econ 101 student can tell you that everything, even a free lunch, has a cost associated with it. You will need supplies to run your game, if it’s computer moderated then clearly the computer is a tool that is required. *I* would tend to say I already have a computer and not count that as a cost of doing business, others would, most likely correctly, point out how I’m wrong about that. Either way, if you’re computer dies, and they do die, you need to account for quickly replacing it.
Staying in the computer world for a bit, you also need to keep backups of your game program and data, off-site. Don’t have a program for running your game (why?), you still need a way to communicate with your players via email, or simply type them a letter. Which also brings up other printing needs, do you offer a printed rulebook? That’s a printing expense, plus postage to mail it. What about labels? Stationary?
This is not meant as a comprehensive list of potential expenses that you might encounter. My intent here was to offer some food for thought, just because you offer your game for free doesn’t mean it’s free to offer. You will have expenses, only you can account for them all, and in the end you must decide how you intend to cover them.
Free Is A Very Good Price
That was the tag line in some ads for a local, low-price, furniture store back in the 80′s. Should you decide to go with a free-to-play option you’ll be in some very good company. Remember that you will still have costs associated with running your game, and that you still need to provide a level a customer service to attract and keep players, and you should be good to go.
One variant on the free-to-pay model is a mix of free/pay-to-play in the same game. This is commonly known as micro-transactions by some, and is in fact the model that will be used on a project I’m working on right now. Here, some level of basic play is available for free. More advanced play, or additions, cost money. The danger I see here is many, if not most, games that use this pricing model fall into a trap where the players who are paying for extras have more then a significant advantage over their free-to-play counterparts. So the trick is to offer perks that are fun and exciting, that people will pay real money for, without so unbalancing the game as to make it “required” that you spend money to succeed, or have fun. Offering a game for free, but designing it so the only real way to succeed is to pay, strikes me as disingenuous at best.
A non-PBM example of this is found in the online game World of Warcraft. While World of Warcraft is not free-to play by any means, they do offer for sale some in-game items, like player mounts, for a price. Players will complain about this only because they want the item, and they don’t want to pay extra for it. These items, like a mount, offer no real in-game advantage except they look cool, and prove you had money to spend on it. The mount is actually designed to be equal to any mount you already own in-game, so it’s not even better then what you had before you bought it. But it’s a perk that people are willing to spend money on.
Pay-To-Play
If you decide to charge for your game, and I’m not saying this is the best choice, simply a choice, and a choice I have also used, then you also have several options to consider. Before we discuss some of the different options, let me first tell you one thing. Just because you’ve decided to charge for your game, don’t expect to get rich anytime soon. Very few Game Moderators are able to do this as a full time job, much less make serious money at it. Most still run their games in their “free-time”, after a long day at work. The best you can expect will be to cover your costs, earn some extra pocket cash, and perhaps pay a bill or two. This is not to say it can’t be done, but you’ll be better off going in with more reasonable expectations, then working like mad to make it better, as opposed to having pie in the sky expectations, and being sorely disappointed when they don’t materialize on your timetable.
And again, if people are playing to play you game, you had better be offering them value for money. That’s the only way your game will continue to grow. Failing that not only ruins your reputation, and any future chance you had with PBM games, but also hurts the reputation of the genre in general.
Now that that I’m past all the doom and gloom, what are some of the options for changing for your game. The first, and by far the most popular, is to pay-per-turn. This has the advantage that players will only pay for what they play, so if they get knocked out quickly they won’t feel they wasted their money. On the other hand, they will also feel less of a commitment to staying with a game, because they have nothing invested in future play, and might be more likely to drop if time becomes an issue, or they’re not doing well. A common, and wise, variant requires players to pay for several turns in advance. This insures that you really have their turn fees, before they submit turns. Be sure to plan a refund policy if you’re taking money in advance though, there will be cases where players drop and want a refund and you need to provide it.
A second option I’ve seen used successfully is the pay-per-game model. The idea is your players pay for the whole game in one lump sum, or a number of partial payments. Naturally, if you offer an open-ended game this might not be the best option, but for a game with an end-point this could be a much better option for some players then the pay-per-turn model. Some variants offer discounts to future games if you either win, or get knocked out early. I’ll mention it again, some people who drop, or get knocked out, are going to expect a refund, so plan accordingly. Nobody wants to pay for something they aren’t getting.
I’m sure their are other options that aren’t coming to mind right now, so feel free to add to these in the comments. One game I’m thinking of used both the pay-per-turn and pay-per-game models. There, you could pay per turn, but got a discount if you paid for either half the game or the whole game, at once. Plus, it was a variable length game, meaning no set number of turns, just a victory when set events took place, so paying for the game in two halves, or all at once, really was a money saver
One issue I have not touched on is what price you should charge, this is something you’ll need to work out on your own. Look at the competition, look at your expenses, think about what you would be willing to pay, and make your decision. Don’t price yourself out of the market, but don’t undercut yourself either, your time is valuable.
Some Issues
Often people will be paying you in advance for your services, this puts a commitment on you to follow through. One thing you should never, ever, do is to spend your money before you’ve earned it. If something should happen, your game is not going to continue, or a player drops, if you’ve spent their money you’ll find yourself in a scramble trying to come up with a refund. I’ve mentioned this refund thing two or three times, and it’s going to happen, so it’s best to prepare for it as soon as possible. One of the best ways to be prepared by not spending any money you’re given until after you’ve actually earned it when you process their turns.
Accepting payments is another issue. PayPal, and other like services, make this easier in many ways, and this is a good thing. If you’re accepting personal check from people I will guarantee you, right now, that someone will send you a bad check. They may not mean to, but it will happen. No doubt your bank will charge you a penalty for this. This is an added cost for you, and something you will need to work out with your player. Using PayPal, or some other online service, removes this problem, but not everyone is comfortable using these services. And if your game is also offered for off-line pay it’s more likely you’ll catch players paying by check.
Last Thoughts
I’m sure I’ve missed something, but that’s what comments are for. Feel free to tell me where I got it wrong, or what I may have simply overlooked, it’s all good in the end.