The speakers are from Bucephalus Games:
- Anthony Gallela
- Dan Tibbles
Here are my notes:
Opening comments
- Very difficult to sell your own game
- Design, production, manufacturing are easy
- Selling is far harder than all of these
- Important to figure out who target audience is - there's a risk that the game is unsellable
- 75% of new games are essentially unsellable, or they don't sell through their print run
- What's the key to your game?
- Theme? If so, then the game must pursue the theme at the expense of all other parts
- Mechanics? If so, then nothing else can get in the way
- Listen to testers - be willing to change the game - don't be too invested
- 1st 3,000 copies are sold based on appearance and artwork - NOT on theme or gameplay
- Shelf appeal is therefore key
- The box should reveal what the game is like - no surprises, no hidden stuff
- Refining a game is key - it often involves removal of features and rules, boiling it down to the central, pure elements
- Blind playtesting - very important; creates a much better rulebook
- Should you be in the room?
- Anthony says yes; your observations will let you see what assumptions they made when there were rules gaps or problems
- Some say no; reasons cited are that the players won't be honest
- Consult retailers and distributors - they are your initial direct customers
- GAMA has free focus groups at the conferences
- Talking to others is key
- Very unlikely to happen
- Game design is easy; everybody has one, so they're cheap and readily available - it's the marketing and selling that's harder and much more expensive
- Game companies don't want to work with you
- They'll often prefer to work with in-house designs, or they're small, and are actually publishing the owner/operator's design
- The numbers for this happening are a fraction of a percent chance - a few games are printed out of thousands of submissions
- To do this, you'll need to do all the development ahead of time - the testing, the rules, the layout, the winnowing out of rules
- Might be worth doing, but expect rejection
- If you're going to do it, look hard for submission guidelines, and then follow them
- Show them a good prototype - they can imagine it better, but you need to make it look good, and make it look how you want it to
- Royalties - no advance, probably 3-10%, average of 5%
- Make sure you retain rights, and you get the rights back after 18-24 months out of print
- 3,000 to 5,000 copies is a good run in the hobby market
- Don't publish with money you can't lose all of
- Don't start with a big print run - go with 3,000 max
- You'll always find flaws
- You're probably blowing your money
- Maybe 30% of games can sell 3000 copies
- Maybe 2% of games can sell 5000 copies
- Nearly nobody sells more than that on a first game
- There are 1,000 new games published every year - most of them don't get much distribution, don't get sold
- Companies are usually willing to share their sources for production in Asia
- Designers are often blind to flaws - missing words, missing typos, etc.
Distribution
- Game stores nearly always buy from distributors - there are only a few of these
- Toy stores don't use distributors - instead, they'll order directly or from sales reps
- GAMA is a good way to meet up with distributors
- Reps might also be an option if you can interest them
- Market is multi-level
- Distributor
- Retailer
- Customer
- You should talk to each of these folks to gauge marketability
- Alliance would be a good source to talk to; building a relationship with them (and listening to their feedback) is very useful, since they're so big
- Majority of new game companies fail - 90% of them fail
- Breaking even is success
- Art costs - can be a couple thousand dollars even for simple games
- Might be worth it, but only if you're definitely self-publishing, and even then probably not
- Art schools, commissions are ways around the costs
- Why do game companies fail?
- It takes lots of work, and you may not be able or willing to put in that effort
- Unreasonable expectations
- Very limited return, and gets frustrating on all the work
- Lack of preparation - getting the design, production, or marketing wrong
- Patents are silly
- Game designs are very difficult to steal, and also very difficult to protect
- Stealing isn't worth it
- Ideas are duplicated
This was also good stuff - not quite as new to me or as insider-y as the Chinese manufacturing talk, but good to hear lots of my suspicions and intuitions confirmed.
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