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Comics Retailer (a.k.a. Comics & Games Retailer)
Comics
& Games Retailer was simply Comics Retailer
in 1993 when I became editor with the 23rd issue. For the next decade,
I worked to add sales reports and data analysis to the magazine — and
tried to provide a lively forum for retailers, distributors, and
publishers. I stopped being involved in the day-to-day workings of the
magazine years before it folded, but my sales analyses appeared there
each month until the final issue in 2007.
The initial Comics Retailer concept, back in 1992, was to capitalize on
the strong retailer mailing list Krause Publications had generated
through its consumer magazine, Comics Buyer's Guide
with a trade magazine inspired by Kalmbach's Model Retailer.
During those boom times, the idea was swiftly copied by Wizard with Entertainment Retailing
and Sendai (publisher of Hero
Illustrated), with Comic
Book Business. The latter title actually hired away Comics
Retailer editor Don
Butler, whom I was hired to replace. (Don eventually
returned to the company, where he eventually edited log homes
magazines.)
I signed on at the end of 1993 -- just as the comics market began to
collapse. (Just a coincidence, I assure you!) While the competing
publications folded, we coped with the introduction of an industry
directory issue which became an annual event. (As did the total loss of
my weekends surrounding its production. It was always a massive
undertaking!)
But when the comics distributors went to war with each other in 1995,
the model was challenged again. In this wholly ad-supported
publication, support from the competing distributors was as important
as advertising from comics publishers. Now, the distributors themselves
were going away -- and as publishers signed exclusives with the
survivors, their needs to advertise were similarly eroded; the
distributors handled the job of reaching retailers for them.
We responded with a change that not only helped the magazine survive
the next decade, but prosper as it never had during the comics boom. We
had noticed the popularity of Magic:
The Gathering
right away in 1994 -- and carved room within the magazine to report on
that gaming phenomenon. With the addition of more gaming stores to the
readership, the magazine had full access to a field that had, as comics
once had, multiple players at the distributor level. That gamble paid
off -- with issues going into 1996 and 1997 regularly surpassing 100
pages. The 1998 Industry Directory was the magazine's largest single
issue, with something like 180 pages. I didn't sleep that month at all!
But every successive year required a recalibration editorially,
reflecting the state of the readership and the balance of its
advertising support. If anything, comics got far more coverage in the
later years than it might have warranted just by the sector breakdown
of advertising -- but I was adamant that, in the late 1990s, the comics
industry needed information like never before. To "Market Beat," the
monthly retailer reporting column I had added in 1994 at publisher Greg Loescher's
suggestion, I worked to get comics sales figures into the magazine
merging information from the two remaining major distributors. That
reporting continues to this day, having carried over to CBGXtra.com and
my own Comics Chronicles
site.
By 1999 — during the pre-Pokemon lull in the game market -- I had been
redirected to other projects. Where I'd done time-intensive things
before in the magazine — like a study with Rutgers and the University
of Kentucky on retailer attitudes toward distributors and publishers —
I increasingly shifted my efforts toward Krause's consumer products.
The company's purchase of Scrye magazine in late 1999 was an important
complement for the trade magazine — giving us a consumer-publication
arm in the games field — but it also took me almost entirely away, as I
edited the magazine and its subsequent book price guide. The magazine's
final print reinvention with my inovolvement came in this period, with
the change in the title from Comics Retailer to Comics & Games
Retailer.
While the game publishing market thrived in the early 2000s,
contraction in the game distributor market impacted one of the markets
the magazine had depended upon. And with the Internet,
controlled-circulation periodicals in general faced challenges — access
to retailers, a list that used to be protected like gold by
distributors and us alike, was no longer so limited. I didn't take part
in any of the further reinventions, though: In 2001, I was moved in the
publishing hierarchy — and Brent
Frankenhoff, Joyce
Greenholdt, and James
Mishler
increasingly handled the production of the comics, anime, and games
sections of the issues respectively. That triumvirate (with Jason Winter in
place of later editor Mishler) was officially named in 2003, ending my
association — except for the sales analysis, which I continued to
contribute. (So, I guess, in that, I've been in every issue since #23 —
even now, long after I've left the company!)
It was a positive experience for me — and for the hobbies it
served — in a lot of ways. I wish the company and its staff luck on
their future plans for the franchise.
TRIVIA
- The print version of the magazine leaves some legacies behind. A lot of starting retailers and publishers took ideas from the publication's many columnists. Free Comic Book Day resulted from Joe Field's column with the idea.
- And I met my wife, then a retailer from Seattle, through the magazine. "Market Beat" worked in strange ways!








