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How Do You Get a Board Game Published?
Posted by
Cliff
on Friday January 26, @06:25AM
from the from-idea-to-boxes-and-pieces dept.
from the from-idea-to-boxes-and-pieces dept.
cyclomedia asks: "I've been dedicating a little of my time to devising a strategy board game, pitched somewhere between Checkers and Chess but probably not as deceptively complex as Go. Without giving too much away I can tell you that there's a nerd factor within the game itself, possibly leaning the possibility of marketing towards the Games Workshop end of the spectrum, but without the 80-sided dice and Orcs. The next step in my plan is to see if I can actually create a prototype made of coins, stickers and cardboard, and then to attempt to teach the rules to my wife (she's a Trek fan, hence the marriage). If I get past that stage, presumably I can't just show up at Hasbro with my jerry rigged setup and expect an enthusiastic response. So, what do I do?"
How Do You Get a Board Game Published?
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Do it, but be persistent
(Score:5, Informative)The game publishing business seems very conservative. Many of the games that became classics over the last few decades were initially rejected by all of the major publishers: Mastermind, Monopoly, you name it. Even Sudoku took more than twenty years until it finally hit home.
A friend of mine developed the board game Friedrich [wikipedia.org], a strategy game about the Seven Years' War. It took him fifteen years to arrive at the final version, building very elaborate prototypes, and playing hundreds of games with friends who were acting as beta testers. The game was rejected by all major publishers he showed it to, mostly on the grounds that "it takes too long to play" (3-5 hours at least). After he'd mentioned that, every discussion was immediately over. My friend finally decided to publish the game himself, founding his own game publishing company. The game quickly achieved almost a cult following, both in Germany, where it was initially published, and in the US. I think some 4000 copies have been sold so far. It won the prize for the Best Historical Simulation by the American Games magazine in 2006.
So I'd say: Be prepared to go a long way, but it may well be worth it.
Re:Do it, but be persistent
(Score:4, Insightful)There are companies like Cheapass Games [cheapass.com], Loony Labs [looneylabs.com](thoguh I think they do all their stuff in house), Playroom Entertainment [playrooment.com] to name a few off the top of my head.
Also, the simpeler you can make the physical pieces of the game the better off you are I think. Can the "board" be cloth or some such? Will the pieces idealy be simple or complex (checkers, WH40K pieces, or soem where inbetween)?
The other thing to do is to go to Cons (SF/F and gaming). So long as they have a gaming room (for board/card games) you can find a good number of people who are in the field. Most of them will be Reps, but even they are good to talk to, and some times you will run into the actualy developers (or other people more closely tied to the company), especialy at larger cons. Just make sure you have a working copy of your game (I would suggest tryign to make it look good, over trying to emulate a proffessional distribution).
Good luck!
Re:Do it, but be persistent
(Score:5, Funny)Other way...
(Score:4, Interesting)And as everybody knows, it's better to have a game you like in nice box with good quality pieces, so they will buy it afterwards, thus guaranteeing some sales.
And be patient, very patient... I wish you luck!!!
The looks, the looks, the looks!
(Score:4, Interesting)(http://max.romantschuk.fi/)
Playability is important, but without looks you can't appeal to Joe Sixpack.
Have you tried?
(Score:4, Informative)(Last Journal: Friday June 11, @11:15AM)
Stop being so presumptious. Write to Hasbro with a brief concept of your game and see what they say. Get the game finished and balanced first. No publisher is interested in a half designed game. But don't worry about production values. Graphic designers can be hired by the publisher. And find some other people to help playtest the game. You might want to try a few other publishers as well [boardgamegeek.com].
Come back when you have something
(Score:5, Insightful)(http://www.the-h.net/)
2) You haven't taught it to anyone else, meaning
3) You haven't even played the "game"
4) You're already comparing it to chess
How about seeing if it's any good before you start thinking about selling it?
5) You don't want to give any details, because
6) You're worried about people stealing your idea
7) Which you haven't even shown to anyone else, which means
8) You haven't even done any basic steps towards finding out if it's worth stealing
How about embracing open development? Or at least a little less closed than "I need to do everything myself. If I ask the opinion of others, they might steal my idea! Which is definitely on par with chess! But not go, because I read that was awesome"
Do I sound hostile? That's because I am giving you advice and you don't want to hear it. Why did you ask for it?
Re:Come back when you have something
(Score:5, Insightful)(Last Journal: Wednesday October 06, @09:35AM)
"pitched somewhere between Checkers and Chess but probably not as deceptively complex as Go"
He (she?) obviously meant it in terms of the simplicity of the rules, and perhaps the amount of thought required for each turn. He doesn't expect it to become the next chess.
That said, if he hasn't even played the game, the whole discussion is pointless.
He should also try to explain the game to somebody with less patience than a wife. Some critical friends, for example.
Re:Come back when you have something
(Score:5, Funny)Just for the record
(Score:3, Informative)(Last Journal: Thursday August 10, @12:20PM)
Oh, and Blood Bowl uses some custom dice, but they're just D6s with pictures instead of numbers.
A better place...
(Score:5, Informative)You're almost certainly not going to be talking to Hasbro or GW - you're going to be talking (if you're lucky!) to people like Rio Grande, Uberplay, Kosmos, Mayfair, JKLM... If those names don't mean anything to you, get yourself over to http://www.boardgamegeek.com/ [boardgamegeek.com] and start reading
Rule #2142 of start-up business...
(Score:4, Insightful)(http://www.faqs.org/rfcs/rfc3675.html)
Re:Rule #2142 of start-up business...
(Score:4, Funny)It's sort of like checkers.
Go to some Gaming Cons
(Score:5, Informative)(http://www.physics.ohio-state.edu/~triplett)
I know there is a big gaming Con in Denver Colorado, and Columbus Ohio. But there are undoubtedly more.
One guy's self-publishing story
(Score:4, Interesting)(http://sillysoft.net/ | Last Journal: Wednesday November 24, @02:50AM)
Publish it yourself, online
(Score:5, Interesting)A friend of mine [randomviolence.net] is doing this at the moment. You can try out his board game by printing some levels and some of the pieces, and then, if you like it, you can buy the actual thing by cheque or Paypal. Seems to be doing well, he's making an expansion set at the moment.
Another thing you could do would be a computerised version of your game, offered for free online. That could be an excellent advert for the board version, but it would take a bit more investment...
Hasbro usually does not publish a single game
(Score:2, Informative)They will want to see your prototype, docs, etc.
They will ask you for feedback from betaplayers.
They will want you to give up your rights on marchandising material.
They will ask you to pay to get published in gaming magazines under Hasbro's influence.
If you fit in their marketing scheme, then they will offer you a contract where you have to create games on a regular basis.
Maybe up to 1 to 3 games a year.
Choose a smaller game publisher or you will regret you ever released your game.
After creating several games that went well,go see a lawyer then go see a major game publisher.
Talking to game designers at GenCon...
(Score:3, Interesting)(http://www.derandomized.org/)
Admittedly, I have only met one game designer, but his strategy was to produce the game himself, and sell it at Cons and Comic Shops.
His key piece of advice: When you sell a copy, document it! Give the buyer a receipt and keep a copy. I believe he said (though please forgive me if I am remembering wrong) that no one really got interested until he had 100+ receipts in hand...demonstrating that the game was already starting to be a success.
Talk to others who have done this
(Score:2, Interesting)(http://ian.goldby.net/)
cheapass games
(Score:3, Informative)It's a difficult and closed industry!
(Score:3, Interesting)(http://www.pundit.ca/)
I spent considerable time writing a two-player strategy board game. In fact, I've spent over five years play testing it with different people and refining the rules until it became quite fun and playable. I've developed notation for it as well, so games can be played by correspondence. It would appeal to any chess freak (of which I consider myself one) though aside from requiring two players there is no similarity. It has a beautiful and unique board that a friend and I designed. My goal in creating the game was to introduce a game that could trigger new and different ways of thinking in a collaborative strategy process toward central transcendence goals as opposed to one of conquest (such as chess or go).
Yeah yeah, it may sound complex, but no more so than chess, in fact it has fewer rules and as any serious strategy game enthusiast understands, it's not so much the rules as the intricacies of play that inspire.
I've researched many board game companies in earnest. I looked for those that produced quality designer games (Gigamic, for example) to large multinationals (Megabloks). I wrote nice introductory letters to them. I included overview teasers of the game concept without revealing too much (just to get their interest but protect my idea), and I included my own game NDA from a lawyer.
The responses I got were typically that the companies wanted me to send the rules but would not sign an NDA (in other words, once receiving the rules, they'd potentially be able to develop it and never give credit where credit was due). That is a reality, an experienced, professional game designer warned me about it.
From the game company's perspective of course, they've got to be careful too. They live in fear that if they see something submitted from outside their company, and just happen to be developing something similar on their own, that they'll wind up getting sued. One company persistantly asked me to send them my prototype (of which I made several) but refused to sign the NDA for this very reason. Some companies have their own NDAs, and I've found that sometimes these are sufficient because they seem to have wording that protects both parties (but not always!). At one point, Megabloks signed an NDA with me and they play-tested my prototype but unfortunately my game was just totally out of the realm of the sort they publish. That's to say that even though game companies may like to get good ideas, most are really closed to anyone that is not already in their industry or better, employed by them.
So I'm still looking, considering saving my money to self-publish it, but it's not cheap and I'm not wealthy. My other dream objective for the game, which I have yet to fully lay out in detail would be to form some sort of co-op that involved a few free and open source developers, which would be interested in making a networked electronic (client/server) version of the game (like all those FICS/chess servers) that exist. I would love to see it spread all over and feel like having an electronic FOSS version would really help popularize it in terms of getting a company interested in distributing a physical version of the game. I've always felt that it would be incredibly appealing to sell a physical board game with an online subscription included and a FOSS version makes sense if not for the philosophy for the simple fact that it would be the most efficient way to jumpstart its spread. I dunno, maybe someone is interested in collaborating on that.
You could try SJ Games..
(Score:3, Informative)Read the guidelines for submitting card- and boardgames [sjgames.com]..
Also check out the Author Guidelines [sjgames.com] for submitting other types of content.
(Unfortunately, they seem to be rather busy at the moment..)
Good luck!
Friend Experience
(Score:2)(http://iwanttomakeit.com/blogs/index.php?blog=6 | Last Journal: Friday December 10, @12:49AM)
Post at sites like http://www.iwanttomakeit.com/ [iwanttomakeit.com] that you are looking for piece/board/instructions makers. Once you have some prototypes, go by your local game stores and see if they will sell it in their stores. Leave a copy of the prototype if you want (make them sign a DBA if you haven't done any copyrights and such), and let them play it, or sell it. There are also companies for $500 or so that will evaluate your game. They are mostly bull, but they give their viewpoint in terms of how major publishers see it, so you can make changes before pitching your game. Finally go to the major publishers. Tell them about all the positive experiences you had. Most important: Don't give up!
GAMA or Germany
(Score:1)advice from actual designers & publishers
(Score:3, Informative)The concensus was that getting your game published is generally an inside job. This is not to say that outsiders have no hope; rather, it is to say that the path to enlightenment (getting published) lies through opening dialogue with designers & publishers through established means - online forums, attending trade shows, etc. It's much more a face-to-face industry - people like to know who they're working with.
The single key element that was reinforced over and over was PLAYABLE PROTOTYPE. Common advice was not to spend money on production values for said prototype, but rather to spend that time and effort making the game playable and enjoyable, and to put tremendous effort into making the rules comprehensive and readily understandable. Apparently nothing irks publishers more than getting a gaudy prototype with an incomprehensible rules sheet and unexplained/missing parts, unless it's some guy waving his hands and insisting his game is 'so awesome' without producing a prototype of any sort at all.
From someone with a published game
(Score:3, Informative)I'm in Austin, so the reference to Steve Jackson Game might not be as convenient for you as it is for me, but the concept of getting with people who actually make/sell games isn't a bad thought. Also, an earlier response talked about making it "printer-ware", which my published friend indicates that she and her husband do....in fact, she indicates that she might be open to putting it on her site (instant traffic, just not sure of how much).
Good luck on your efforts, but don't hope for anything quick. Unless it's an awesome game, expect years of effort.
Layne
Trade shows?
(Score:2)First hit on google...
(Score:2)(http://blacknova.net/ | Last Journal: Wednesday March 26, @11:06AM)
Board Game Invention & Self-Publishing Resources [spotlightongames.com]
cheap ass games
(Score:2)(http://www.halley.cc/ed/)
Some old friends of mine in Seattle went through this a number of times, until they just decided to start their own "label" of board games. Their gimmick was to produce great new games that used pieces you probably already have from other board games. They don't ship dice, don't ship tokens, don't ship player pawns, don't need much in the way of special cards. They ship a board and an instruction sheet. (I think you CAN buy a higher-priced complete set from them, if you're expecting to play on a mountaintop in Timbuktu or some parts of Arkansas.)
The point here isn't to give them a free ad, they might not even be around anymore, though they were making an okay business of it last I heard. The point is that they tried a number of approaches and found one that worked for them: self-publishing. Stick to it, get the game out in the hands of a lot of players, and if it's worth anything, it will catch on. Then you can aim to get bought out by the likes of Milton Bradley in a few years.
Keep at it...
(Score:3, Interesting)(http://www.pdboddy.ca/ | Last Journal: Monday February 07, @08:20PM)
Don't get discouraged, keep playtesting and refining the game and your prototypes, make sure you keep ahold of any patents/copyrights/trademarks that result from the game's creation, and keep pitching it at board game companies til it sticks... baring all that, if you get to a point where you cannot do any more refining or playtesting, and no other company has taken it on, go ahead and found your own company.
http://www.deepthoughtgames.com/ [deepthoughtgames.com] is a low volume board game publisher. They might be able to help you out in getting your game looking "professional", and perhaps using eBay, or another "storefront" website, you can start selling your game, the costs would be relatively low.
Here is a book...
(Score:2)(Last Journal: Monday November 07, @10:05AM)
There's also The Toy & Game Inventor's Guide [amazon.com], but it's rather old. It's pre-internet, which means the whole world has changed. However, it still has some really good stuff on the legal side of things, so you might see if a local library has it anyhow.
If you haven't already, I would definitely say make a few prototypes and get people to play them. Get honest comments, don't be offended by constructive criticism, and improve it based on the comments.
Do it yourself gaming
(Score:1)(http://www.pegamoosegames.com/)
Catan on Xbox Live
(Score:2)(http://www.housebubble.org/)
Apparently Xbox Live will be selling an online multiplayer version of the boardgame
this Spring. 'Pretty sweet.
@ college?
(Score:1)Zillions of Games
(Score:2)(http://slashdot.org/)
If your game has hidden information which is only know to one player, then Zillions can't handle that, but if your pure strategy, you should be fine. Programming a Zillions requires learning a lisp-like language, it's pretty easy but has its quirks. One nice thing about Zillions is you can create your own new game and have the computer kick your ass at it, that way you can expose flaws and exploits you might have missed. Plus, it would be easy to distibute to your playtesters.
Self-Publishing.
(Score:2)(http://www.iphone.org/ | Last Journal: Wednesday October 05, @10:51AM)
Under no circumstances should you consider talking to a large existing corporation. If they decide to steal your idea for themselves, you will likely not be able to mount enough of a legal challenge to stop them.
The thing about games is that the game itself has to be compelling in the long term in order for it to survive. If the game is good enough to do that, why would you want to involve anyone else? If the game is good enough to survive on its own merits, eventually, the world will beat a path to your door.
Days of Wonder
(Score:2)One thing you should definitely not do....
(Score:1)(Last Journal: Thursday December 04, @12:42AM)
@@
Producing Your Game
(Score:2, Interesting)GenCon Indy
(Score:4, Insightful)I see a few people have said it but I'm amazingly surprised at how FEW people have said it! Take your game to GenCon Indy. It's the biggest gaming convention in the world. Buy a 4 day badge and go sit in the board game room and put your game out there. Set up near the end of a table that is near a doorway into the room. Stand by your game and ask people as they enter the room and inevtiably walk past your table if they're interested in playing a game with you. You'd be surprised at just how many people WANT to play random games with random people. I have played random games with random people every year I have gone all because they came up to me and asked, except last year because no one asked. It will give you a lot of exposure to people, free playtesting, and you'll have a good idea of how many people find your game interesting. About twenty six thousand people attend GenCon Indy so you're bound to find people who will be more than willing to play your game.
Tell the people who play that it is a new game that is still being designed. A lot of people will jump at the opportunity. I constantly hear people trying to pull bragging rights with something like this: "Yeah, that brand new game that just came out, I played it years ago with the guy who made it. I even gave inspired rule X when I did Y." There is an entire species of gamer looking for opportunities to jump on situations like this.
You can even go so far as to print out small feedback cards and ask the people who have just played your game if they would be willing to fill it out. Some will fill it out and some will not. But, any gaming company will probably already understand the basic percentages about quantity of feedback and be able to determine how many people actually played the game. Additionally, you can keep your own tally of how many people played.
You can also try registering it as an official GenCon event. You can setup a one hour game event that just repeats all day and costs people one ticket ($1.50) to play for an hour. You just setup on a table assigned to you by GenCon and people don't register for the time slots, but they stop by with generic tickets to play your game. I and everyone I know always buy about $20 - $30 in generic tickets in case we see something we want to play that we didn't know existed. This will help give you a real tally of the number of people who played your games and GenCon staff should be able to give you an official tally of the number of tickets you collected. This can be used when you approach a game manufacturer to give them an idea of the game's potential for success. Do this for a few years and see how it goes. Don't be dismayed at low numbers the first time around as it may take a few years to build up awareness. Also, don't be afraid to get on the online forums (including GenCon's forum) and start advertising your game. Let people know it will be at GenCon and let people know what to look for and where to find you.
ProtoSpiel
(Score:2)http://www.protospielwest.com/ [protospielwest.com]
The hosts and speakers will discuss how the process of publishing a game works.
Joseph Elwell.
Re:#1: Do your research
(Score:2)