ADDRESS TO PRO CON 93 by Dave Sim (C) Dave Sim 1993 Scanned, posted and PGP secured by Terry Smith X(A/N)TH BBS 416 824 4557 by kind permission of Dave Sim granted JUN 1 93 by telephone. Permission is granted to copy or post this document provided nothing is added, changed or removed. Terry Smith's PGP public key is included at the end of this document as a courtesy, but is also (for the paranoid :-) ) FREQable from XANTH at 1:259/510 as KEY. .... APRIL 1, 1993 Although the three subjects over-lap, I will attempt to divide this talk into three sections; the creator and the direct market, the creator and the traditional companies and the creator and self-publishing. The foundation upon which Cerebus is built and the reason it is a success in the direct market is a monthly frequency, a six thousand page story-line and a single title character. It makes sense to me to devote twenty-six years of my life to a single story and a single character. In the direct market your success is largely dependent on your continuing presence. Because of the direct market and its structure, this is a weekly entertainment medium. Every week, and now, twice a week, another shipment arrives in comic book stores around the world. Every week that your work is not in that shipment brings you one week closer to being forgotten. More than one creator has made the mistake of a leave of absence from the comic book field, believing that when he makes his triumphant return, he will be borne aloft on the shoulders of his adoring public, showered with fame and riches by them now that their extended wait is over. What he finds instead is indifference, mild curiosity and an uphill struggle to recover a fraction of his previous success. The same is true of the 'career move creators', flitting from character to character, project to project; a graphic novel here, a six issue run there, a mini-series, a portfolio. The difference, in his case, is that the loss of stature is more gradual. He builds his career to a peak of critical and commercial success which he then watches slip away from him. I am not saying this is good or bad, I am telling you the nature of the direct market. I say that in the futile and empty hope that I can spare us all another five page diatribe from Gary Groth. The direct market is often castigated for the very reason it is so successful and secure, because it is risk free. Selling on a non-returnable basis simplifies publishing dramatically. You print what you have orders for and you get paid for every copy that you ship. Where the creative community takes umbrage is usually at the number of copies ordered. More than one ego in this room has been severely bruised by the hard truth of perceived merit which is the foundation of the direct market. Your ego tells you that your book should have shipped 500 or 600 thousand copies, but your royalty cheque tells you that it only shipped sixty thousand. It is possible to improve the perception of your merit in the direct market. Tour 92 changed retailers perceptions of the marketability of Cerebus, as did releasing the reprint volumes to the direct market, the announcement that I was writing Spawn number 10 and now, Campaign 93. To change the perception of your commercial merit, you must first understand comic book stores. If comic book stores, retailers and their customers disgust you, the odds are good that you will disgust them, or even worse, make no impression on them whatsoever. The direct market is not perfect. At every level there are ignorant, lazy and myopic people and they are very much in the majority. There are ignorant, lazy and myopic distributors, publishers, editors, retailers, fans, collectors, investors and, yes, creators. It is a great waste of time to discuss them, and yet most of our efforts are expended in that very thing. Such and such a publisher is an idiot. So and so a distributor is a moron. Such and such a creator is a jerk. You can't change someone else, you can only change yourself. Take a good hard look at your life and your career and ask yourself where you are being ignorant, lazy and myopic. In my view it comes down to a simple question for creators. Do you know which stores sell a hundred copies of your work? And do you know which stores sell three copies of your work? If you don't know this, you are ignorant. If you can't be bothered to find out, you are lazy. If you can't see why it's important, you are myopic. It is very easy to be ignorant, lazy and myopic when you have a hundred people lined up for your autograph, when you are making more money than you ever thought you world, when you are besieged with offers of work from every company in existence. If you remain ignorant, lazy and myopic as the lines get shorter, as your income peaks and then begins to decline and the job offers become fewer, further apart and less lucrative, it is too late to learn, too late to take any action. When you are riding high, it is difficult to believe that 'this too shall pass', but it always has and it always will. Image is the first sensible reaction to this basic truth of the direct market. Will Spawn always be the number one comic book? No. Of course not. How long will it be at or near the top? There's no way of knowing. The critical difference with Spawn is that Todd McFarlane recognized that he is hot NOW, while he was working on Spider-man. He recognized that he was making an enormous amount of money for Marvel Comics and that the percentage of that money that he was being paid was minuscule. He recognized that there was a window of opportunity NOW to make his future financially secure and to take control of his career. He recognized that at Marvel, his career was out of his control. A change of editor, of editorial policy, of company ownership, any number of things could throw him out in the street at a moment's notice. If Marvel could throw Chris Claremont away after fifteen years, refusing even to let him write a farewell note on the letters page of the book he had made into the industry standard, what security is there? Todd McFarlane recognized that there is no security. There never has been and there never will be. The greatest myth to which most freelancers adhere is that there is some bank account of good-will at a company into which they are making regular deposits through loyalty and service. There is no known example of this. Termination is inevitable. It is abrupt and it is without explanation or apology. All it takes is for the company to decide that you are difficult, ungrateful or demanding and they will cast you out and replace you with any one of a thousand newcomers who are easily manipulated, obsequious and deferential. They always have and they always will. There are several hard and universal truths about companies that you already know, but which, I think, need to be stated here. The most important is that if you sign a contract you have lost control of the work in question. I'm going to repeat that one frequently. Companies have recently begun changing their rhetoric from 'creator-owned' to 'creator-controlled' because they can sense the changes that are occurring in the field. They have changed the name, but the game is still the same. Once you have signed a contract, all of the vital decisions are theirs. They hold all the trump cards. The myth of course, is that if they violate the terms of the contract you can sue them. It is a myth because it takes a lot of money to sue an individual successfully and a ton of money to sue a company successfully and that brings me to the second hard truth about companies. No company is ever going to pay you enough money to sue them successfully. They might pay you enough to retain the services of a competent lawyer for a few weeks or a few months or a year or two, but they know you will eventually run out of money and when you do you are going to have to settle out of court. Your settlement might cover your legal expenses but this is not likely. A lot of people in this room are currently working on material for which they have not received a contract. A lot have completed work for which they have not received a contract. There are even people in this room who have had work published for which they have not received a contract. Companies do this to limit any possibility of negotiation. By the time you get the contract, you have already done so much work and need money so badly that you will sign it whatever you might think of the terms. If you find yourself in the situation of having work printed or reprinted without a contract being signed, you could hold onto the contract when it comes, not cash the cheque and sue the company for unlawful use of your work I say that and it sounds plausible. In a perfect world where a system of institutionalized justice actually existed, it would be plausible. Here's what would actually happen. Your lawyer would phone the company's legal department and the company's lawyer would claim it was an oversight. Your lawyer would explain to you that it was an oversight and suggest that you sign the contract, endorse the cheque and save yourself a lot of needless bother. Even if he was one lawyer in a million and you insisted that you wanted to sue, and he was willing to go ahead, it would cost you a lot of money. If it actually came before a judge a year or two later after the company had thrown every conceivable road-block in your way . . . it wouldn't, but for the sake of argument, let's say it would . . . the judge would look at the piddling amount that the check was made out for, would look at whether you had a history of cashing cheques for equally minuscule amounts and he would tell you to sign the contract and cash the cheque and stop being such a nuisance. In the eyes of the law. you would not be a prominent creative gun-for-hire who is a wronged second party in a contractual dispute, you would be an outside piece-worker with a history of selling your piece-work for nickels and dimes; an old lady stuffing envelopes out in the suburbs filing a nuisance suit against a multi-national direct mail conglomerate because she got her nose out of joint about something. All the company needs is your signature or for you to express your intention to sign a contract and begin work and absolute control is theirs. In the event of any dispute, their interpretation of the agreement is the correct one. They can afford to enforce their interpretation because they can afford to assign a lawyer to the dispute for two years, five years, ten years, however long it takes until their interpretation ultimately prevails. If their opposition is a freelance comics creator, it will take months, not years. These lawsuits have happened; the reason you don't know the injustice of the results is that each out of court settlement is accompanied by a restraining order which keeps the creator from saying anything about the settlement or the merits of the case. They know exactly how long it will take to win because they know how much money they gave you and how long it is going to last. All right. You got a couple of anxiety pangs out of that one, but you have the answer. You just won't sue any companies. That misses my original points, so I'll return to them. One, no company will ever pay you enough to sue them successfully and two, it you sign a contract you lose control of your work. Let's amplify that second one there a bit, since I know you doubt me when I say that. How much of your work is in print and available? Ninety-nine percent of what I have created in the last fifteen years is in print and available. There hasn't been a month go by since 1979 that I haven't made money on the story in Cerebus #1. Cerebus is creator-owned, yes, but more important it is creator-controlled. The critical element of control is a work being in print and available. If it is not in print and available and you would like it to be, you do not have control over it. If you create a graphic novel or a comic book series and you sign a contract for it and take an advance payment, you have lost control. The company you signed the contract with controls it. So long as the company wants it to be in print, it will be in print; when they decide to let it go out of print it will go out of print. There are many creative works that the stores are screaming for and which could be earning money today for their creators, but once a company decides to let a work go out of print they very seldom change their minds. You get a chunk of money up front, a few royalty checks that get smaller and smaller and that's it. Your work is out of print and unavailable. Oh sure, you can wait for the reversion clause to kick in. A year or two later, the rights have reverted to you. You can take it to another publisher, assuming you haven't sold any of the original artwork or assuming your contract specifies that you get the negatives or the printing plates, and he gives you another chunk of money, you get a handful of royalty checks that get smaller and smaller and then your work is out of print again. Meanwhile four or five years have gone by between the first and second printing and your work has been on sale and available for a total of four or five months. Companies are like sharks; they have to keep moving forward and they have to feed constantly. Given a choice between reissuing a work they sold fifty thousand copies of and got total reorders of eight thousand copies for and publishing a new work that they can sell fifty thousand copies of, they're going to choose the latter ninety-nine times out of a hundred. This all comes under the umbrella of what I like to call the advance game. It sounds good. Just sign here and get a cheque for eight thousand dollars. But how long does that eight thousand dollars have to last you? It has to last until you complete the work and it has to last until the royalties start coming in. If that period is eight months or a year, you have to stretch that money to cover. If it won't stretch that far, you have to go out and get another advance. It is far more the rule than the exception in the comics field that creators have all of their available working time committed for for the next year, two years, three years and have already spent most of the money that was supposed to keep them alive for that period. It is not difficult to see the end of the advance game, which is why so few people who are playing it look any further ahead than a few months or a year. You keep going until you drop dead of exhaustion and all you have to show for it is whatever is left of your last advance payment and your last batch of royalties. And a body of work that is out of print and unavailable. These are inescapable truths. If you ignore them, you are trading the peak years of your creativity for a hand-to- mouth existence. I can't put it any plainer than I already have. If you sign a contract you have lost control of your work. No company will ever pay you enough to sue them successfully. A company's interpretation of a contract is the accurate one because they can afford the legal muscle to enforce their interpretation. Another hard truth is that companies mutate. Don't forget that. If you sign with a company because you have a good relationship with an editor or publisher and that editor or publisher is fired or quits, your contract is with the company; not their employees. When they quit or are fired you have to deal with their successors who might not like you and might not like your work. Your work will go out of print faster, changed in ways you didn't want it changed. Remember, the company decides what your contract says and what effort they exert on your behalf and you have no control over whatever they decide to do. You can sign on with a small company with a handful of prestigious titles. They admire your work and fall all over themselves to get you to sign with them. They can't do enough for you and you're one of their biggest stars. Then they start growing, expanding. They decide to do a line of work-made-for-hire super-hero titles drawn by naive twenty year olds for nickels and dimes and which earn them twenty times what your book does and suddenly you can't get anyone above the rank of production assistant to return your calls. What are you going to do? Sue them? How? And for what? Companies get sold and companies get taken over. You might have a clause in your contract that says it is not transferable, that it can't be sold. Under business law a take-over doesn't constitute a transfer. Your work is still in the belly of the same fish, it's just that that fish just got eaten by a bigger fish. A bigger fish that might decide that the merchandising clause in your contract includes film rights. What are you going to do? Sue them? Bigger fish have more and better lawyers and deeper pockets (to mix a metaphor). Then there's bankruptcy. Chapter eleven protects the company from its creditors, but it puts your contract on the auction block if a bankruptcy court decides that it is a company asset. Then the bankruptcy arm of an accounting firm gets to decide who they sell your work to and for how much. You can file an appeal, but you're going to need a very good, very expensive lawyer to see it through and that is going to cost you a lot of money; five figures and maybe more and it's a seventy-five twenty-five odds against you that a judge is going to find in your favour over the interests of a large company. Fifty or sixty thousand dollars to get back a creative work that has been out of print for years and which earned you maybe five or ten thousand dollars when it first came out. These are not hypothetical examples. Each of these situations has happened to creator-owned properties, because they were creator-owned but at the exact moment a contract was signed they were no longer creator-controlled in any meaningful sense of the term.