900 Words
for October 25th, 2002

Breaking Into the Biz
by
James M. Ward

“The glory road is filled with rocks.” Robert Heinlein was an amazing science fiction writer who wrote a book called Glory Road. It was a wonderful novel about a reluctant hero, and I highly suggest every one read it. I don’t want to say be careful about what you wish for, but this hobby gaming business, like other efforts I suppose, is a difficult one to become a success in during the best of times. The road of "hobby glory" can be both smooth and rocky all at the same time.

 Of all the questions I get asked by gamers and others, the one I get asked the most is about the best way to break into the gaming business. I wish to go on record as advising all of you to not get into this business. The hours are long, the pay rates at every level are usually lower than in other business sectors, you get brutal criticisms by people who have never designed a game in their life, and most of your favorite projects will sell way below expectations. Okay, I know that the above factual assessment of "the Biz" won’t scare any of you off, so let’s proceed into the secrets of getting hired in the game arena.

 Are You Gamer Material?
You have to ask yourself the below questions to know if you are game hobby material, and if the answer is no to any of them consider another field of endeavor.


#1 Do you own more than ten games, right now?

#2 Have you ever looked at a game and said I could do better than this design?

#3 Do you have your own in-house versions of rules for games you play?

#4 Do you play games at least once a month and think about game rules at other times?

#5  Would you rather play a game than do a sports activity?

#6 Do you read a lot?

#7 Can you easily use a computer?

#8 Have you tried role-playing games, collectible card games, and mass market board games?

#9 Do you have more than one computer game?

#10 Is the group of friends you have to play games with larger than 3?


Okay, that was me trying to convince you once more that you shouldn’t do this. If you answered "no" to any of those questions you shouldn’t even think of trying to get into this business.  Here are some other very important things to consider as well:

KEEP YOUR DAY JOB: You need to have a regular job that pays the bills before you think about getting a game industry job. Trust me on this one.

KNOW YOUR TARGETS OF JOB OPPORTUNITY: You have to look at the entire business of hobby gaming. There are only a few large companies, that should tell you something right there. Wizards of the Coast, WizKids, and Decipher all have websites. You have to know what is on those sites and know what type of products these companies put out. It would be worth your time to get their catalogs, every year.

KNOW THE INDUSTRY MAGAZINES: Look at DRAGON, DUNGEON, and my magazines CAMPAIGN, and GAMES UNPLUGGED. Buy at least two issues of each and subscribe to all of them to learn what they write about. Get their writer’s guidelines and submit material to each of them.

DIVE INTO THE COLD, COLD WATER: You need to write a finished product that you think would be something one of the companies you have selected to try and work for would take as a product. You should make it as finished as you can, including inserting artwork and mocking up a cover. Does this sound like too much work to you? If it does maybe you don’t have enough heart to really get into this business.

GO TO HOBBY GAME CONVENTIONS: Origins, Dragon Con, and Gen Con are large conventions filled with designer want-to-bees. They have websites, check them out. These are shows where you can look at what the various companies are doing. Don’t go looking for work there, go to meet and get to know the company people at these shows. You are there to be friendly and praising of their efforts. It’s a great place to get business cards and people’s names.

WRITE YOUR RESUME AND OWN BUSINESS CARDS: I’m sure many of you out there think you are too young for business cards. First let me tell you that they cost about $40.00 for 5,000. They are easy to order and your chances of success go way up when you have them. Many of you are probably also saying that you haven’t done enough to write up a resume. Again, you could be 16 and any type of resume will help your cause, as it is further proof that you are a writer. I’ve emailed back to over a hundred people wanting to do work for Fast Forward. The first thing I always ask for is a resume.

DON’T JUST KNOW ONE GAME/SYSTEM REALLY WELL: When I worked at TSR I purposely bought, read, and played all the competitions games from board games and role-playing games to collectible card games. If you are going to work at any level of the hobby gaming business you have to know what is out there and the concepts in those games. I have two great game designer friends, Mike Gray and Rich Borg. Each of these men have huge game collections. Each of these men knows about all kinds of games. If you are only role-playing or only doing collectible card games you will hardly ever make it in this business.

NEVER SAY NEVER: I’m always looking to increase my percentage chance of success. The notes I’ve given here will do just that for you. Naturally, you could only be a role-player and still have a slim chance of designing the next great game. On the other hand if you have done all the other things I’ve mentioned here, you will certainly have a better chance of doing well.

DO IT YOURSELF: Let me just add one more thing at the risk of going way over my 900 words. If you really want to get into this business, you should seriously consider doing a product from start to finish and actually produce 1,000 of them. Those of you who can get this done will totally realize if they have what it takes to do this work or you will realize you don’t.

 Lots of Luck,

- James M. Ward

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