So after a vacation, a bout of the creeping crud, and a few harrowing work weeks, I’m back. I’ve finished The E-Myth Revisited and would recommend it to other publishers out there for an exploration of the business growth and development.
At a certain point in the book, the focus shifts from diagnosing the problems of small businesses to the author’s solution—creating a franchise model out of your business. I was disheartened; an indie game designer and publisher can’t exactly step back and let his business run itself like a McDonalds. But then it hit me—each game we write can itself be a franchise.
The author notes six traits of a successful franchise that I see as equally applicable to successful games. First, a game has to provide consistent value to everyone who encounters it beyond what they expect. What that value is will vary from game to game, but a game must provide something that others do not and deliver on that promise consistently to find success.
Second, a game must be able to be operated by people with the lowest possible level of skill (i.e., the lowest skill level necessary to fulfill the functions of the game). So a game needs to be designed so anyone (or any roleplayer) can use its system and have a great time every time they open the book. If a game requires master roleplayers to shine, then it’s the people, not the game, that’s delivering the fun. And inevitably a game will produce inconsistent results if it is relying on exceptional people instead of an exceptional system.
Third, a game has to stand out as impeccably organized. Order (e.g., a table of contents, index, rules summaries, play aids, whatever) inspires confidence in your customer that you know what you’re doing and to trust in your system.
Fourth, all parts of the game have to be documented in the game text. Just like McDonalds has manuals detailing every aspect of restaurant operation, your text needs to detail every aspect of play. This provides clarity and structure so your customer isn’t flailing about but knows exactly what to do at each point.
Fifth, your game has to provide a predictable experience to your customer. Your system has to work in a unified and consistent manner so that gameplay delivers the fun that your customer expects from prior experience. A game system that generates wildly varying play experiences can leave customers confused and ultimately uninterested in further play.
Finally, your game should utilize uniform terminology, graphics, and organization. Discover what works best and stick to it so that your game forms a cohesive whole that leaves a particular impression on your customers.
While not everything is perfect fit for indie RPGs, the franchise model does hit pretty close to the mark. Many of the more successful games indeed seem to embody most of these principles. So, BS or useful insights—you make the call.
