Basic properties of furry art
12 years ago
General
Recently there’s been a lot of hating on certain furry art pricing models. Yes, such drama, much ado about nothing. Wow. Everyone has an opinion about “your character here” pictures and auctions and adoptables, etc. The furor started months and months ago. The more I saw complaints, the more my curiosity grew--curiosity about how to characterize the argument. Think about it. The whole issue isn’t just a matter of, “Oh, so-and-so is charging too much,” or, “This artist doesn’t deserve to treat customers like that,” even if that’s what people are writing. No, there’s a deeper conversation taking place and we don’t even realize it.
It would be nice to get people on the same page in terms of definitions. As Thomas Hobbes wrote, the most basic building block of any intellectual conversation is the definition of terms. The furry fandom is not using common terms to describe concerns over art pricing. Accusations of “price gouging” or “making a quick buck” are not constructive criticism. We can do a better job of defining terms relating to furry art in a way that people can think critically about what artists are advertising.
The artist-client-audience system is an interesting ecosystem. The artist’s career starts with posting a portfolio which attracts an audience. Some individuals in the audience become clients of the artist, who grow the artist’s portfolio, adding to non-commissioned works the artist posts. As the artist’s work improves in quality or fills a niche (or both), the artist’s audience grows, and the cycle increases until the artist’s output is restrained not by demand but by the time it takes to work on art. More simply put, the first goal of an artist on FA is to gain access to clients. When that demand is met, the burden of access is shifted from the artist to the client. For example, an artist who receives 30 commission requests but can only take 15 clients has no problem finding work; it is the fan making the request who seeks access to the artist.
When an artist’s goal shifts from gaining access to satisfying demand, that artist gains more control over their choice of business methods. In the first stage of their career the artist may have made concessions in pricing or creative license to gain access to clients. In the second stage, that need has diminished, so the artist has more freedom to choose the rules of how they will work, negotiate more favorable prices, or choose clients more selectively, for example. Some business methods become more feasible to employ: namely, anything involving fan participation.
For building block purposes I will refer to business methods--ways in which an artist makes money--using the concept of project archetypes. We can say here that a project archetype is a type of process by which an artist produces a single work. For instance, commission slots are a project archetype. “Your character here” auctions are a project archetype. These are what I really want to dive into. As a community we need to better understand how these processes work before we can critically evaluate them. What is the qualitative difference between each model? It’s time to analyze.
Several characteristics define each model. Foremost, furry art is based heavily on imagined characters, and “fursonas”. When we are talking about the artist-client-audience ecosystem, we’re talking about the system by which characters are rendered from thought and into some visual, written, or heard form. A few key aspects of this process vary between project archetypes. For instance, the property of art by which it revolves around a specific character is what I will call “exclusivity”. Exclusivity is of paramount importance in the furry fandom. Characters in art (and the owners of said characters) have much more presence in the community than those never seen. I call this property exclusivity because of the way that a character’s owner “borrows” the artists talents for a project that relates exclusively to the client; the artist accepts the opportunity cost of working on a project for a different client.
Of course, fan exclusivity in art is just one component of a project archetype. For instance, how do we account for the presence of characters in appear in situations designed by the artist, rather than the client? Do we really say that a character has exclusivity in a “your character here” auction, where the artist controls the direction of the picture? The answer is stakeholdership, an important part of an artist’s project archetype. Defining who gets creative control in a project is a vital determination.
Once a project is actually completed, we must also consider who gets to see the outcome--this is known as distribution. Artists distribute work publicly when the goal is to get as many eyeballs/customers as possible on a piece. Sometimes the client or artist wants only a few “whitelisted” people see the completed work, in which cause the piece is said to be privately distributed. In the case of porn sites or membership sites, art is privately distributed, as artists want as few outsiders as possible to see their work as an incentive to apply for membership.
So how do customers discover an artist or their work? This is where advertising comes in. For the sake of argument, I’m going to group advertising with marketing. Advertising is the process of acquiring new customers, and marketing is the process of getting customers to come back again. Where marketing money is spent, how much is spent, and the effectiveness of a mareting campaign all vary with the kind of work an artist does. For instance, if an artist has so much organic demand for work that their waiting list for commissions will span months, there is no need to spend money growing that list; an organically growing audience will keep that artist busy.
The purchasers of art can be divided into two camps: those who agree to pay before the project is complete, and those who agree to pay after. The first group is made up of clients (commissioners), who concentrate the cost of art and make it possible for some art to be released free of charge to the public. When people buy art after it is created (e.g. buying a CD), the cost is distributed among the many customers who purchase the work. This aspect of art is straightforward, but nonetheless significant.
What remains to be seen is exactly how the properties I have listed interact with each other. When I continue writing again, I will show how the above variables (exclusivity, stakeholdership, release, customer concentration, and advertising/marketing) combine differently as the project archetypes we see today in the furry community.
It would be nice to get people on the same page in terms of definitions. As Thomas Hobbes wrote, the most basic building block of any intellectual conversation is the definition of terms. The furry fandom is not using common terms to describe concerns over art pricing. Accusations of “price gouging” or “making a quick buck” are not constructive criticism. We can do a better job of defining terms relating to furry art in a way that people can think critically about what artists are advertising.
The artist-client-audience system is an interesting ecosystem. The artist’s career starts with posting a portfolio which attracts an audience. Some individuals in the audience become clients of the artist, who grow the artist’s portfolio, adding to non-commissioned works the artist posts. As the artist’s work improves in quality or fills a niche (or both), the artist’s audience grows, and the cycle increases until the artist’s output is restrained not by demand but by the time it takes to work on art. More simply put, the first goal of an artist on FA is to gain access to clients. When that demand is met, the burden of access is shifted from the artist to the client. For example, an artist who receives 30 commission requests but can only take 15 clients has no problem finding work; it is the fan making the request who seeks access to the artist.
When an artist’s goal shifts from gaining access to satisfying demand, that artist gains more control over their choice of business methods. In the first stage of their career the artist may have made concessions in pricing or creative license to gain access to clients. In the second stage, that need has diminished, so the artist has more freedom to choose the rules of how they will work, negotiate more favorable prices, or choose clients more selectively, for example. Some business methods become more feasible to employ: namely, anything involving fan participation.
For building block purposes I will refer to business methods--ways in which an artist makes money--using the concept of project archetypes. We can say here that a project archetype is a type of process by which an artist produces a single work. For instance, commission slots are a project archetype. “Your character here” auctions are a project archetype. These are what I really want to dive into. As a community we need to better understand how these processes work before we can critically evaluate them. What is the qualitative difference between each model? It’s time to analyze.
Several characteristics define each model. Foremost, furry art is based heavily on imagined characters, and “fursonas”. When we are talking about the artist-client-audience ecosystem, we’re talking about the system by which characters are rendered from thought and into some visual, written, or heard form. A few key aspects of this process vary between project archetypes. For instance, the property of art by which it revolves around a specific character is what I will call “exclusivity”. Exclusivity is of paramount importance in the furry fandom. Characters in art (and the owners of said characters) have much more presence in the community than those never seen. I call this property exclusivity because of the way that a character’s owner “borrows” the artists talents for a project that relates exclusively to the client; the artist accepts the opportunity cost of working on a project for a different client.
Of course, fan exclusivity in art is just one component of a project archetype. For instance, how do we account for the presence of characters in appear in situations designed by the artist, rather than the client? Do we really say that a character has exclusivity in a “your character here” auction, where the artist controls the direction of the picture? The answer is stakeholdership, an important part of an artist’s project archetype. Defining who gets creative control in a project is a vital determination.
Once a project is actually completed, we must also consider who gets to see the outcome--this is known as distribution. Artists distribute work publicly when the goal is to get as many eyeballs/customers as possible on a piece. Sometimes the client or artist wants only a few “whitelisted” people see the completed work, in which cause the piece is said to be privately distributed. In the case of porn sites or membership sites, art is privately distributed, as artists want as few outsiders as possible to see their work as an incentive to apply for membership.
So how do customers discover an artist or their work? This is where advertising comes in. For the sake of argument, I’m going to group advertising with marketing. Advertising is the process of acquiring new customers, and marketing is the process of getting customers to come back again. Where marketing money is spent, how much is spent, and the effectiveness of a mareting campaign all vary with the kind of work an artist does. For instance, if an artist has so much organic demand for work that their waiting list for commissions will span months, there is no need to spend money growing that list; an organically growing audience will keep that artist busy.
The purchasers of art can be divided into two camps: those who agree to pay before the project is complete, and those who agree to pay after. The first group is made up of clients (commissioners), who concentrate the cost of art and make it possible for some art to be released free of charge to the public. When people buy art after it is created (e.g. buying a CD), the cost is distributed among the many customers who purchase the work. This aspect of art is straightforward, but nonetheless significant.
What remains to be seen is exactly how the properties I have listed interact with each other. When I continue writing again, I will show how the above variables (exclusivity, stakeholdership, release, customer concentration, and advertising/marketing) combine differently as the project archetypes we see today in the furry community.
FA+

Bottom line is tho - Auctions are cash grabs - but only work when you have demand.
Take tojo for example, - nothing's changed in years - her skill as it were has hit a plateau - so although everything she draws looks the same, she has the demand to cash grab with auctions.
Narse though is interesting - he is the perfect example of someone who keeps improving - doesn't cash grab - however he's got so many different styles along his timeline/history - yet people prefer his older art to his new art - there is no supply/demand equation for Narse so his quality shot through the roof = worth? I'd say so.
But its as if - you could sorta say its like how EA games make crappy games nowadays compared to their old games - its a sorta slang term to say producing something just for the money.
Is that how you feel about YCH auctions and adoptables??
Its like - basically if I had artistic skill and I needed money - the first thing that would come to mind if I had demand would be to sit down and just color sketch some random stuff that I and everyone else likes and then sell it off for money - its purely like easymode cash grab and would be a nice exercise of arting skill to do.
I was just curious. I have my own reason, which you can read if you look below. I've seen you around and what not, I was just wondering on your opinion. :)
Also yes, that would tell me you're very conscious about the type of work you do. - If its ok to ask - do you usually dislike pressure and never have any sort of competitive drive with others in life? Because if so then you're not alone - not saying I'm like that - I'm quite outspoken and extremely competitive myself but I can relate you to others in that case.
I like a certain amount of pressure but I'm still fairly new with the whole commissions thing and digital art... So I'm very self conscious. Some times I have a lot of drive but then I have dips of being depressed. I hate to say it but I tend to feel defeated when I try to do something and I have very little response. I don't have many watchers for some reason.
I think I can be too competitive? Because I look at other artists that are similar to my style or art grade, and I look at how they get responses from their watchers or they have more then me... Then I tend to ask why I don't have that, and beat myself down till I get depressed and can't do anything.
Did I ramble?
I'm just really stressed out right now. ;w; We had a really devastating disaster last week and many friends/family have been affected.
Also, since you brought up my old account... I find it really odd that people watched me a lot and talked to me on that account, even though my art sucked. But now that I've improved, I don't really get engaged as much. Any thoughts?
Well I appreciate the convo. It was an interesting insight. :)
YCH auctions give me a chance to draw something I want, or that several people have mentioned being interested in and then I get paid for it. They also keep me from getting stagnant with my creativity and some people really like them because they can kind of see how it will turn out.
I tend to have anxiety so having the base drawn out by my own pleasure, it takes the pressure away from worrying about my art. Commissions for some reason put so much pressure onto me, and I'm always afraid they aren't good enough or don't meet expectation. However with the YCH, the client already can see what the main gist of the piece will be.
I really don't see why people get mad about YCH auctions and adoptables, they are just means of keeping our sanity as artists, and still getting some money for food or expenses.
I greatly wish I could favorite journals on here, like you can on DA. *sigh*
Before I started commissioning artists, I disliked auctions. I thought of it as a cold and unfair way for an artist to be greedy, without even thinking about an artist's well-being. I changed my mind after I started maturing a bit and buying art, even participating, losing and winning in auctions and also getting to interact with alot of artists and see it from their own perspective
The only issue I have with art is that some artists end up taking advantage of their popularity or take up opportunities to be lazy. It leaves a bad aftermath in my head knowing that a 450$ regular commission was less than a day's work or that the commission I got from someone worse in quality than majority of someone's work and there is little to nothing to be done about it @-@
And a question if I may D: How can u resist uploading all the art you commission xD?
I am pleasantly surprised to run across what I believe to be the best written piece about how the pricing of furry art works. Bravo! *slow clap*
But in all seriousness, great job. It was a pleasure to read and see such a level-headed look at what is going on.
If some one isn't the greatest artist compared to some others whose quality isn't exactly par with then but is extremely popular I'd still expect their prices to be high. I mean, people determine how much something is worth to themselves, its all relative after all. It's good to start small to gain an audience but you're right once you're out there really your time is money.
On the other side, auctions can be considered greedy and an easy inlet for quick money.
My advice, dont pay for a name or a reputation. Find the smaller artists and support them first. They typically have far better prices and the quality of work is generally the same, you just have to look. And its not that that bigger named artists dont produce great work, they do, but you arent paying for quality rather than the name behind it. This is why actions are so easy for the artists who have their reputation out there and know they can profit from it.
So just simply find someone else :3 thats all. If you have the money for a big name, go for it. Just know thats theres far more lesser known artists out there you can support for near the same quality art.
I don't think artists should feel bad at all as long as the quality is consistently good.
What people should be calling artists out for is genuinely not trying and their art quality going down for no reason other than lack of effort. But the fact remains, adoptables and YCH is a great outlet for the artist and the commissioner. The artist can be creative with the background and the poses, many people can get involved sometimes, and honestly, out of all the commissions I've had aside from bust commissions, most people have NO IDEA what the heck they want me to draw aside from it being their character, so I end up having to improvise any way!
I honestly just think it's butt hurt furries who don't want to to pony up the cash to get the top artists on FA to draw their characters.
But you definitely are on point with this, perhaps sparing the feelings of the community from what the honest truth is with a majority of them. But that's just my opinion from personal experience.
BUT.
There are also plenty of perfectly reasonable people who think that spending thousands of dollars to maintain some ancient, decrepit muscle car with no air conditioning, no power steering, no stereo, no power windows, no anti-lock brakes, no airbags or shoulder belts, etc. is utterly insane.
For this reason, I believe that it's *probably* wrong, in most cases, to point fingers at people's individual eccentricities, the things they do and love that are maybe just a little impractical or illogical. Because if I'm going to point the finger at them for dropping $600 in a year on adoptables and pictures of butts recolored as their fursona, then I have to sell my GTO and buy a Camry, otherwise I am a raging hypocrite and have no place from which to accuse.
As far as the proce stepping for high-profile artists goes, artists can step up their prices until people no longer want to pay them. Ultimately as long as people are still willing to pay, I see nothing necessarily wrong with the artist continuing to raise the price. The only thing that will change it, is if a service is no longer worth what an artist charges, which will be determined by the point at which people stop paying that much money.
Personally, I have a hard time swallowing much more than about $60 in a shot for artwork, and usually closer to 30-40. But I'm also a cheap bastard, and I do the things cheap bastards do, like finding a better price so I don't have to haggle.