Yeah, I'm going to continue from yesterday's post. Because a lot of people want to get things moving, and more of them want to write or perhaps draw, everyone wants to read, but very few want to build a whole picture.(Not that I have the funding to manage this).
Yes, the bulk of your books are going to be hero titles. Because that is the type of story that comics tells better than anything else. It's also the most expected thing. But take care to make unique characters, and not just ripoffs, though one or two will of necessity be derivative. Yeah, I don't care about your archer or gadget guy or martial artist. Shoot, use something like Mutants and Masterminds to create characters, so you've got real limits of power, and know how everything works.
But, you need some other books. In fact, I'd say close to half should not be hero titles.
Let's say you start with 10 titles. Yeah, that's a lot to manage right off. Shops won't take you very seriously without a variety. So, four or five at launch should be hero books. Perhaps 3 solo titles, one team book, and maybe an anthology for widening your world.
So you've got 5 books less. Sff/horror should be likely three of them, maybe even four. But you might want to make one for each of the marketing genres(yes, it's ok to play that game initially, we know it's a lie). And if you have an author that can tell a good story in it, have a western, it can be straight or weird. If you can, try for a sword and sorcery book, Robert E. Howard is still having adaptations done that move well enough, same with Edgar Rice Burroughs.
There's your 10 book start, if you can get all that. Three months after launch, you add another hero title, and maybe another sff book.Or you can add something like a spy story or a crime book. It's not like there's any restrictions on what you publish unless you want there to be.
Another note: There need to be very clear terms for writers and artists on what they're paid for, and their royalty returns for any creations they add(which would be subject to approval). This shouldn't need to be said, but as most comics guys are lousy businessmen, I'm saying it.
Yes, finding all the talent needed would be a big challenge. That's not to mention getting listed in a distributor(Daiamond right now, by default, but I know there's something in the works). And you have to build word of mouth. This in fact will require a good bit of startup money, because you want about 3 months ready to go BEFORE launch. So you can hit up a few small cons, talk to stores and readers, and show them what you're doing. Have an issue or two pre printed(not final, maybe just pencilled and lettered) to give a shop owner, so they can talk to their customers. Build Buzz.
Yeah, I put all this rant out there in the lame hopes that somebody might be paying attention and do it. Maybe even offer me a job to help keep things in line, because comics would be cool to work in. I'm not going to hold my breath, but 4 color dreams are nice.
When you play Social Justice, the world loses.