by Brian Hibbs
(#144 – May 2006)
They say publishing
comics is hard. I’m not sure I really agree.
Publishing comics
well is hard, though, and I’m constantly surprised by how
few people even get the fundamentals right.
So this month,
let’s look at some of those fundamentals.
First off, be
realistic about your assessment of your skills and marketability.
You’re probably not as good as you think you are. That’s not a dis,
but a manifestation of Sturgeon’s Law (perhaps, more accurately
“Sturgeon’s Revelation”)
– to whit, 90% of everything is crud.
Even a cursory
look at the Diamond Previews catalog seems to bear this out
– the overwhelming majority of the comics offered each month are
uninspiring, inartistic, formulaic, and just generally poor quality.
There’s a reason
that most comics sell so poorly, and it isn’t that other publishers
are stealing your market, or that comic retailers are dummies who
don’t know how to order, or that the audience is too unsophisticated
– it is that the basic quality of the work just isn’t
very good.
No one really
ever wants to discuss that, because it really is so much easier
to blame someone else – but it is the hard truth.
A few weeks back
I went to APE, the Alternative
Press Expo, and while I only showed on Sunday, and only for
a few hours at that, I was struck by the same thing I’ve been struck
by at every one of these events since the very first one: most of
the unpublished work in the room (that is, the stapled mini-comics)
is sub-professional work.
That’s not to
say that they aren’t done with enthusiasm and passion, or that people
with the interest shouldn’t try their hand at minis – at the very
worst, minis are still a good exercise with which to hone your craft
and skills – just that they weren’t ready to make the leap from
an audience of scores to an audience of thousands.
There’s no shame
in only appealing to an audience of scores – heck, we have a firm
and open consignment program for any mini that comes walking
through the door of Comix Experience just because we think it is
important to encourage people to create on a micro or local level
– but don’t confuse that with being ready to take it to the national
stage.
I tend to believe
that the first and most important test of whether a work or a creator
should make it to market is if someone else has offered to
publish you. Is someone else offering to pay you, or, at least,
to pay for the printing costs, so you can create? Then your odds
went up a bit.
This does not mean that you have to be published by someone
else! Unlike the traditional book-selling world, the comics market
doesn’t have any natural bias against the self-publisher. It does,
however, take a rare individual who has the creative and business
acumen to manage both sides successfully.
If you do
have the talent and skills to both generate creative work, as well
as manage the business affairs (print management, publication design,
marketing, promotion, working with distributors and retailers, etc.),
then self-publishing can be a lucrative venture – Dave Sim and Cerebus, Jeff Smith
and Bone, Terry Moore and Strangers in Paradise, these
are all fine examples of individuals (or teams) that easily handled
both sides of the equation. But for every example on the “plus”
side of the column, there are ten more that crashed and burned because
they didn’t have the aptitude for one aspect or another; where time
dealing with, say, printers, meant time away from the drawing board
that the creators couldn’t actually afford.
Just as you need
to be honest about your actual creative skills, in order to succeed
in comics you also have to be clear about which business aspects
you’re capable of (and interested in!) dealing with. Even if you
don’t have the skills or patience to deal with printers, you’re
almost certainly still going to have to deal with a certain amount
of your own marketing and promotion, and of your own career management.
There’s
a lot of different models for Direct Market publishers to follow,
but virtually Direct Market publishers fall into one of three basic
categories. First there’s the traditional full-service publishing
model, where the creator gets either a page rate, or an advance
against future royalties, for creating. While there’s always the
possibility of those royalties, the larger percentage
of talent on the larger percentage of works are probably
only earning their contracted amount. If you’re drawing, say, Supergirl
for DC, it is conceivable that the periodical will sell over the
threshold needed to earn your royalties (or “incentives”, or whatever
the legal speak at the individual company is), and it is also conceivable
that eventually the material will be collected in TP – however,
you wouldn’t do well to count on those kinds of sales; they’re
more a windfall than anything else.
I think what most
distinguishes this first tier of publishers is that they are (generally)
fully (or near-fully) financing the creative work in advance (or
upon receipt) of its completion. They’re also paying for all of
the printing in advance, handling marketing and promotion, and doing
all of the legwork you’d otherwise have to handle. On the comics
side, DC, Marvel, and Dark Horse are all examples of this traditional
full-service publisher.
What is important
to remember, however, is that the larger the operation, the less
they can handle your individual career management and promotion,
because, individually, you’re such a small part of their publishing
output. DC and Marvel each offer over one hundred new items each
and every month, and they can only really focus any promotional
effort on a small percentage of that at one time.
The second tier
of publishers can be referred to, rather awkwardly sometimes, as
the “Small Press”. Very generally speaking, this level of publishers
is doing it because they really like the work they are publishing,
not because they want to find something profitable so they can exploit
it in other media. However, they’re typically small, under-funded,
and overworked. Very generally speaking, these publishers are handling
the printing and marketing costs, but they’re not providing the
kinds of upfront royalties, or page rates their larger counterparts
are. Instead, they (mostly) are paying substantial backend royalties
so that the creator can make a significant percentage of the long-term
eventual sales of a work. That’s not to say that there are never
any advances, just that they tend to be nowhere of the same scale
as the majors.
You can get a
lot of personalized attention from the “Small Press”, but they generally
just don’t have the resources to get the widest coverage for marketing
and promotion.
Finally, there’s,
hm, let’s call them “publishing services”
publishers who take care of the printing and production work, perhaps
some of the marketing efforts, but charge only a flat fee (or series
of fees) for their services. The creator keeps the majority of the
backend, and most, or all, of their rights to the exploitation of
the property. Image is probably the best example of this style of
publisher, and will probably always be the most viable one because
of their favorable status as a brokered publisher.
However, the problem
with this type of operation is that the more creators are involved,
the more you are associated with their failures (but, seldom, their
successes!) While Image is now publishing a pretty decent percentage
of “like clockwork” releases, there’s not a month that goes by that
they don’t also ship a few massively late titles – and so “Image
Comics = late comics” in the minds of the majority of retailers
and fans, and overall initial orders suffer for it.
The worst of these
types of publishers seem to act effectively as slightly wider “Author Mills”, having no editorial
standards, or quality control. They tend to not last very long,
however,
Ultimately, for
any publisher, regardless of model, the fundamentals play out the
same way.
Rule #1 is: Produce
quality work, with distinct and exciting ideas. Easier said
than done, I know, but sales ultimately rise or fall on the work
itself. Market forces can and do cloud this (You’ll sell more copies
of a work with, say, Jim Lee art, than without, regardless of the
actual individual content of the work), but at the end of the day
the content is the main driver of long-term sales.
Rule #2 is: Don’t
break your promises, explicit or implicit. Once we’ve
crossed the “Is it any good?” question, the next question a retailer
asks is “Can they do what they say?” Most obviously, this is about
shipping books on a sane schedule. If you can produce an issue in
six weeks, but solicit them to ship monthly, we’ll figure that out
really quickly. If you put your first 2 issues out monthly, then
it’s 4 months until the next one, we’ll
react to that, too.
Rule #3 is: Don’t
crap where you eat. Well, it’s a part of the implicit promise
above, really, but if you undercut me in direct sales, if you sell
directly to my customers before I even have the opportunity
to, if you give another market an exclusive superior version of
the same product, etc., well none of those things will make me happy,
either.
Rule #4 is: Market
your work, at least minimally. Hell, market it to me, at least!
The overwhelming majority of books on the market don’t have a clear
audience in mind. “People who like comics” isn’t an audience! It
is extremely difficult for a retailer to order a work if they don’t
know who it is intended for. If we have to wait until the book is
released to find out who it might be for, you’ve lost most of your
momentum. If the audience doesn’t know the book is out there, you’ve
lost most of your opportunities for sales.
Listen: the overwhelming
majority of comics released in any given month rely solely
on the retailer to market and promote them. One shouldn’t
be surprised by poor sell-in, in that case.
Follow those four
Rules, I think it is fairly “easy” to be
a comics publisher. Of course it isn’t actually easy at all (you
don’t see me trying it, do you?), but breaking those basics will
make it harder than it has to be.
I, and, I believe,
every other retailer really are looking for quality work,
delivered on time, on a level playing field, where we’re not solely
responsible for promoting it – do that, and you’re halfway home.
**************************
Brian Hibbs
has owned and operated Comix
Experience in San Francisco since 1989. Feel free to e-mail him with any comments. You
can purchase a collection of the first one hundred Tilting at Windmills (originally
serialized in Comics Retailer magazine) from IDW
Publishing. An index of Tilting at Windmills on Newsarama
can be found right here.
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