Sunday, March 25, 2012
Pitching advice
Some good-sounding advice from Corey Young here, guest writing at Hyperbole Games. I've never tried to pitch a game to a publisher at a convention, but this seems like a sound set of guidelines for doing so, and if Corey can be believed, it may actually work.
Saturday, March 17, 2012
Kickstarter dangers
Great post over at BGG by a Nathan McNair, an aspiring Kickstarter self-publisher at Pandasaurus Games, who points out that even with Kickstarter, the economics of publishing don't work until you're at a huge number of units. He says he's $2000 in the hole from his publishing effort before even starting Kickstarter. I'm probably around $1,200.
A big chunk of that is the filing fee plus two years of LLC fees ($450); not sure I'd recommend that for everybody starting out, but I think it was the right move for me to protect my other assets.
Another big chunk is web hosting (probably around $200); I saved by pre-paying for this site for several years, but I had to put up the cash at the start.
The rest is mostly printing up demo/test copies of my games; I've spent probably $300-$400 on that for many different items plus shipping. Beyond that, some incidentals like toner and paper; I've also bought a bunch of glass stones, dice, and pawns and such for testing copies.
As income, I have very little. I have a relatively low number of low-margin sales from TheGameCrafter.com for my games published there, and I have one larger multi-unit sale of Diggity to a friend who bought a number of copies as holiday gifts. I probably netted $40 on that.
So, even if I did a Kickstarter campaign, unless I hit it out of the park, I'd never get back those sunk expenses. Kickstarter does two things well:
The second is a big deal; you go from getting about 25% of the sales price through distribution to 90% of the sales price (after Kickstarter fees). However, as I've commented on before, unless you're making more than 3000 copies, the math doesn't work anyway - your cost of production is going to be $5-10 even for a small game without moving parts; add shipping and art into that, and you're easily up to $15-20 per game just to get them made. You're not going to run a Kickstarter campaign selling a simple game for more than $20 or $25 - you're just not competitive with commercial games then - and Kickstarter buyers usually expect shipping to be included in their price. That's another $5 per game at least.
So, roughly speaking, you don't make money on Kickstarter until you hit a really high sales figure. Even saying it's 2000 copies, at $25 a pop that means you've got to interest 2000 people and raise $50,000, in a game they've never seen. A very tall order.
A big chunk of that is the filing fee plus two years of LLC fees ($450); not sure I'd recommend that for everybody starting out, but I think it was the right move for me to protect my other assets.
Another big chunk is web hosting (probably around $200); I saved by pre-paying for this site for several years, but I had to put up the cash at the start.
The rest is mostly printing up demo/test copies of my games; I've spent probably $300-$400 on that for many different items plus shipping. Beyond that, some incidentals like toner and paper; I've also bought a bunch of glass stones, dice, and pawns and such for testing copies.
As income, I have very little. I have a relatively low number of low-margin sales from TheGameCrafter.com for my games published there, and I have one larger multi-unit sale of Diggity to a friend who bought a number of copies as holiday gifts. I probably netted $40 on that.
So, even if I did a Kickstarter campaign, unless I hit it out of the park, I'd never get back those sunk expenses. Kickstarter does two things well:
- allows you to raise capital if you don't have enough to self-fund a print run
- allows you to eliminate the middle-man costs of distributors and stores
The second is a big deal; you go from getting about 25% of the sales price through distribution to 90% of the sales price (after Kickstarter fees). However, as I've commented on before, unless you're making more than 3000 copies, the math doesn't work anyway - your cost of production is going to be $5-10 even for a small game without moving parts; add shipping and art into that, and you're easily up to $15-20 per game just to get them made. You're not going to run a Kickstarter campaign selling a simple game for more than $20 or $25 - you're just not competitive with commercial games then - and Kickstarter buyers usually expect shipping to be included in their price. That's another $5 per game at least.
So, roughly speaking, you don't make money on Kickstarter until you hit a really high sales figure. Even saying it's 2000 copies, at $25 a pop that means you've got to interest 2000 people and raise $50,000, in a game they've never seen. A very tall order.
Sunday, March 11, 2012
New Projects On PlanktonGames.com
I have added two of my recent projects to the Plankton Games website - see:
Warped:
http://planktongames.com/warped.php
Horde:
http://planktongames.com/horde.php
Neither of these is published yet, but I wanted to get some info up on the site.
http://planktongames.com/warped.php
Horde:
http://planktongames.com/horde.php
Neither of these is published yet, but I wanted to get some info up on the site.
Tuesday, March 6, 2012
New Diggity Art
Friday, March 2, 2012
Unpub.net
Cartrunk.net is a game design website run by John Moller. I heard of it through coverage of a convention of sorts they run for unpublished game designers called Unpub, which just had its second iteration in January (unfortunately, I only heard of it in February, or I might have tried to go). The two main Unpub events have been in Dover, Delaware, but they're starting to spawn Mini-Unpubs at various locations around the country; there's a schedule of events (and a slick way to add them to your Google Calendar) on the site.
John has just announced a new site for unpublished games called Unpub.Net, which is a place to list unpublished games. It seems to be sort of a hybrid between a designer community site and a consolidator for unpublished designs, where you can list your games, and then publishers could come browse designs and see if any are to their liking.
It's a neat idea; I'm not sure that publishers (who I understand get hundreds of submissions and pitches directly already) will go here to search through the site, but it could still a good way to get some exposure, and the community aspect could be really useful - a way to get commentary, reviews, and playtesters, and to hear about the in-person Unpub events, which I think would be a great way to test out a design.
John has just announced a new site for unpublished games called Unpub.Net, which is a place to list unpublished games. It seems to be sort of a hybrid between a designer community site and a consolidator for unpublished designs, where you can list your games, and then publishers could come browse designs and see if any are to their liking.
It's a neat idea; I'm not sure that publishers (who I understand get hundreds of submissions and pitches directly already) will go here to search through the site, but it could still a good way to get some exposure, and the community aspect could be really useful - a way to get commentary, reviews, and playtesters, and to hear about the in-person Unpub events, which I think would be a great way to test out a design.
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