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Maggie,
> The open movement is new.
Sure, but it's a new verse in an old song. As far as
volunteer/fan/non-profit/not-for-profit, I just don't see it being any more of
an issue than it ever has been; this is not a new or unusual threat or something
to get worked up about.
The game industry has long been inhabited by a certain
group of folks who essentially create and publish as charity, sometimes
unintentionally. I am speaking of publishers who produce lavish games with
incredible production values, because they live off an inherited trust fund and
so can operate for years without a profit (or with a profit on paper that
accumulates as unsold inventory that is ultimately written off); or publishers
who, say, produce lavish and unprofitable games with the winnings from another
market niche (e.g., Everway done with the winnings of Magic); or publishers who
produce incredible works of art as a labor of love because they are willing to
live on less than minimum wage (always your option when you are self-employed)
and/or have a spousal income for support; or publishers who make unviable
products with production values they can't afford simply because of incompetence
and an inability to do math. Every company in the past that was launched
by someone blowing his life savings on another D&D clone, however quickly it
crashed and burned, represented a threat to the companies trying to make a go of
this business as a viable, stable, ongoing venture. Someone spent dollars
on those games that could have been spent on a viable company's products
instead.
Now, mind you, I've benefitted from some of these
companies, buying games like Feng Shui and Ars Magica after their previous
publishers invested a great deal in them for considerable losses. To some
degree, those unprofitable investments still benefitted us, even as we've
continued to publish those games on a realistic budget. We got a boost
from the "non-profitable" publishing that happened before we took the
reins.
The same effect can be seen in the game industry in the
form of retailers who go out of business at an incredible rate, after buying
products full-price (supporting publishers). Then other retailers buy up
the inventory for pennies on the dollar in bankruptcy. But still, the
stores trying to operate as a serious business have to face off against
part-timers, web businesses run out of mom's basement, hobbyists who retired on
their stock options who want to run a game store for fun, etc.
So it goes.
> I did not suggest that the government should control
prices.
> I suggested that they might need to redefine some of their
> business regulations in open communities.
It amounts to the same thing, much as the Federal Reserve
does not actually control interest rates, but through its regulatory power
influences the supply and demand from whence interest rates spring. And
for shorthand, they announce a "target" and everyone just cuts to the chase by
setting that as the rate. In other words, to a greater or lesser degree,
regulation does control prices.
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John Nephew voice (651) 638-0077 fax (651) 638-0084 President, Atlas Games www.atlas-games.com |
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- Re: [Ogf-l] "Shared-Source" John Nephew
- Re: [Ogf-l] "Shared-Source" Skywise
- Re: [Ogf-l] "Shared-Source" Margaret Vining
- Re: [Ogf-l] "Shared-Source" John Nephew
- Re: [Ogf-l] "Shared-Source" Rob Lowry
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