Showing posts with label Publishing. Show all posts
Showing posts with label Publishing. Show all posts

Monday, October 3, 2011

Boxes and real game boards, printed on demand.

Wow.  SuperiorPOD is now doing full gameboards and printed set-up boxes, they announced on BGDF.  There's a bit of an arms race going on between SuperiorPOD and TheGameCrafter at the moment, but this is a big step forward for SuperiorPOD.  TGC has promised chipboard boards for a while (although I don't know if they're going to be wrapped like SuperiorPOD), but not a fully printed box (TGC currently has a nice black box with the option for a printed sticker on top).
Pictures from here:  http://superiorpod.proboards.com/index.cgi?board=announcements&action=display&thread=95

This looks like the real deal.  About $4-5 per box, $4-5 per board if they're part of a whole game printed there.

Thursday, September 29, 2011

New CCG POD - the link

Here's a link to the announcement from SuperiorPOD I commented on in my earlier post.

New CCG POD possibilities

The game print-on-demand company SuperiorPOD has announced the ability to create card packs with random frequencies, such as would be required to make a collectible card game (CCG) like Magic or Pokemon.  There are tons of independent designers who have ideas for this kind of game, but it's been very hard to get them made because of the high cost of printing.  Having this capability in a print-on-demand service is great for those folks, and it's been an often-requested and so far unfulfilled wish in the forums at The GameCrafter.

I'm a little dubious that you could get an indy CCG off the ground.  Even with this potential printing solution, it's going to be hard to get enough of an audience that they'll be willing to send lots of money away just for a chance at getting a rare card, especially when there are lots of CCGs already saturating the market.  But I don't know that market well - none of that kind of game ever did much for me.  Card-based combat and the interrelationships of abilities I like, but the idea that you'd do better if you spent more on cards always killed it for me.

Wednesday, August 3, 2011

Jump Gate

My copy of Jump Gate arrives on Monday, and I'm looking forward to seeing fellow indie designer Matt Worden's award winning game in person.  I ordered a copy of the 2nd edition of the game, so the one he had printed up, not the TheGameCrafter.com version, so it should be interesting to see what he was able to accomplish with a reasonably small print run as an independent publisher, something I've been considering for some time now.

Plus, I'm sure the game will be fun to play as well!

Monday, July 4, 2011

The Game Crafter v 2.0

Some really exciting changes at The Game Crafter described here.  The biggest in my opinion will be the chip-board game boards, the much better profit-sharing, and the box options.  But nearly all of it sounds like a great improvement.  The requirement that a game be purchased at least once before being released should also cut back on the ocean o' crap that print-on-demand services suffer from.  And if they can solve the nagging card-cutting issues, then that should be really great too.

I'll have to see how my games transition - I'm going to have some problems with Yoggity, since the game board is sized at their board size that's being discontinued, but I can probably figure something out.

This sounds really cool.

Wednesday, June 8, 2011

End of the Line

Here's a really useful post from Jackson Pope over at Reiver Games, where he details his experience running a small independent publishing company and his strategies, decisions, and problems that led to the company's closing down last year. Sad stuff, and a good cautionary tale for people starting down the road that he did.

Thanks to Jackson for writing about his experiences; I think he might be a little too hard on himself, since he also has the global economic collapse as a backdrop for starting his company, but it's really useful to hear what he did and why, and why it didn't always work out.

Saturday, December 4, 2010

TGC game creators aim for big time

I just got done taking part in Matt Worden's game designer chat on TheGameCrafter.com's new chat tool.  Interesting, although I was already pretty familiar with Matt's experience.  I didn't know he'd been so heavily involved in BGDF in earlier days, and it was interesting to learn that his most successful game, Jump Gate, was a Game Design Showdown entry there.

Some other designers on there are trying to figure out how to grow their audience.  One, Eddie from Nightstalker Games, has just released a couple of games and is starting up a blog, too - similar to my strategy (such as it is).  Another, CW Karstens, has tried to work the reviewer circuit, with some success - a mention in TheSpiel.net's podcast (they discuss his game, Field Hospital, at the 62 minute mark).

But it's still tough garnering publicity.  Matt described sending games out to reviewers, kind of in the dark, but that's led to his Games 100 success.  Maybe there's something there - the boardgame media seems small and fragmented, but maybe that's a viable strategy.

Tuesday, November 30, 2010

Matt takes the plunge

Matt Worden has taken the indie publication leap of faith with his game, Jump Gate.  It sounds like he's stepping out in a big way, committing 1/3 of his garage and what's probably a good chunk of cash to publish independently.  The numbers make it look like 1,000 copies, which means his cost-per-game is probably too high to make it very profitable through distribution (unless he has a list price higher than I think he will, or costs lower), but with the press he's gotten from the Games award, maybe he can get enough orders direct from retailers or from consumers so that  he won't need distribution sales to be profitable.

Anyway - good luck to him; the "assembly party" he has planned sounds like a lot of fun, and it's neat to see somebody taking the leap.

Thursday, November 18, 2010

Stock options

Michael Keller over at Game Designer Wannabe has formed his own publishing company and apparently issued stock certificates.  Pretty awesome.  I've got my LLC in place and registered with the state, which was not cheap, and the city now wants me to buy a privilege license, which will be another chunk of money.

As for the ownership of the company, I haven't felt the need to issue stock, since I don't have any other investors or owners, but I guess I might get there someday.  It would be fun, anyway, but probably not worth the legal hassle at this point.

Friday, November 5, 2010

Jump Gate jumps to production

Matt Worden's Jump Gate, which won the 2010 Game of the Year award from Games Magazine, is moving into a boxed edition (and presumably thus away from TheGameCrafter.com).  Matt has pictures of the box here.

The box doesn't seem to have an ISBN, or a CE Mark, but it does have the strict CPSIA-directed age of 12 or higher and a small-parts choking hazard warning.  Maybe that other stuff is coming, although if Matt's selling exclusively from his website, then he probably won't need them.  Not sure of the print run size is big or small, but a box like that is only economical for distribution if you're up around 2000-3000 copies, and that probably takes an investment of at least $10,000 to $15,000.  So, maybe he's doing a smaller print run for self-selling - that would work too, if the Games prize drives enough traffic to him.

I'd have thought that the award might let him get published by a traditional publisher, say a Rio Grande or Z-Man.  I'm not sure if he pursued those options and they didn't work, or if he just wanted to capitalize on the prize himself more quickly.  Either way, it's exciting to see him go for it with independent publication, and I wish him well.

Monday, November 1, 2010

New SuperiorPOD products

SuperiorPOD has unveiled a new web interface and some new products, both of which are improvements.  The old website was a bear to use; you had to download templates and FTP them back, and it was tough to figure out the ordering process and your order status.  It also had a number of clunky web design elements and misspellings, which didn't affect the product but made them seem less serious.  For 18 card decks, the new web site seems to allow you to create your cards within a graphic editor; that's probably a lot easier for most folks to use, although I think I'd rather still make my art in a commercial program on my home computer and transfer it in finished form.  That's still the system for the larger card decks.

They're also offering custom printed tuck boxes for a variety of deck sizes, from the traditional 54 up to 108 in a side-by-side two-deck format.  That's really neat.  With this improvement, you really have a chance to print up a small print run of a game and sell it individually without making the big investment of large scale printing.

The drawbacks?  Well, the tuck boxes cost about $0.50 to $1.00 each depending on quantity, and the cards are reasonable but not cheap - they also get discounted in quantity, but you're still going to be paying six to ten cents a card.  So, for Diggity, for example, I could do the 108-card deck and box and get to about $9 a copy ordering six at a time.  That's a price I could probably barely make money at if I were selling them myself over the web or at conventions or whatever, but not something you could go into bigger production with, and the box is a tuckbox rather than a setup box, so it won't look as nice as sturdier packaging.

I had issues with delays (not quality) with SuperiorPOD when I ordered through them which I've detailed here, and TheGameCrafter recently ended their relationship with SuperiorPOD based on quality concerns, but SuperiorPOD did make me a nice set of quality games.

They say they've got a faster digital press now, so orders get out within two weeks.  They also say they'll assemble finished copies of your game if you get them printed at the same time you order the boxes.  Shrink wrapped too.  Pretty neat.

The website is way better now, and the boxes are something TheGameCrafter can't do yet, so they may well be worth a look if you're looking to print good quality card games in small numbers.

Saturday, October 30, 2010

Tasty Minstrel Kickstarter fund drive

Tasty Minstrel games has started a Kickstarter fund drive for its next release, a space-themed card game called Eminent Domain.  Tasty Minstrel is a small company (two games in print, two more on the way) run by two guys, Michael Mindes and Seth Jaffee.

They've funded their publishing costs out-of-pocket, and I think they're getting close to breaking even.  But it's hard to keep publishing if all you're doing is breaking even.  As a result, they're using Kickstarter to fund their next release.  The fund drive is mostly set up as a pre-order site; for $35, you get a copy of the game shipped to you when it's ready, and they have other more lavish rewards for higher donation values.

They're looking for $20,000 in funding, which seems like a tall order - that would be nearly 600 games they'd have to pre-sell.  It's also a bit odd for an existing company to be fundraising in this manner; it sort of seems like if you already exist, you shouldn't be hitting up friends and fans for startup cash, but I think the pathetic economics of the game publishing industry might justify it in this case.

There's nothing wrong with pre-selling, of course; many companies do that, particularly in the console game industry.  It allows the publisher not to have to take as big a bet as they would otherwise, and it allows them to gauge interest in their products. GMT Games does much the same thing with their P500 program, where they don't print a game until it has 500 guaranteed customers.

We'll see how they do; they've given themselves a month for the $20,000, so it shouldn't take long to find out.

Thursday, October 28, 2010

Small-Time Publishing Advice from Ben Clark @ Paper Money

In the most recent Paper Money podcast, Ben Clark discusses small-time independent publishing, specifically self-publishing.  An interesting bunch of advice; it starts just before the eight minute mark, although the rest of the show is worth a listen too.

The takeaways - I've tried to separate these into sections, but they're my rough notes as I listened.  I hope they're useful.




Ben says it's possible to do a very small RPG book run - single copies or tens of copies - but self-assembled boardgames are pretty much impossible.  Even if you have the time to sit on your couch and assemble the pieces, it's not going to be worth it. That day has passed.

Printing overseas is risky and dangerous, but potentially worth it if you can avoid the risks and go with a good company.

Plusses for stateside:
  • Same time zone
  • They speak English
  • Shipping costs low
  • Hassles fewer
  • Process goes faster
  • No customs
  • Can sue them if it goes bad
Plusses for overseas:
  • Cheaper, sometimes way cheaper

U.S. options - he listed several
  • Carta Mundi USA - Ben says not below 3000 copies; I tried them and got a reply requesting a phone conversation; I responded with my phone info and never got called back.
  • Sierra Packaging - I got a very reasonable quote from them
  • EPI Delano - I made initial contact and filled out their quote form; never got a reply or quote
  • Package Right - I haven't tried them
  • Ludofact USA - I haven't tried them; seems to be a German-centered website
Obviously, I should try the ones I haven't tried here and try harder to get a quote back from the others.

Digital press - slow, better for small runs, more expensive - a couple hundred games
Offset press - more setup, better for big runs, cheaper for big runs - 1000+ games

Do it yourself vs. turnkey - turnkey solutions are mostly good now; probably totally worth it compared to the hassle and limited quality of do-it-yourself stuff.

Saturday, October 23, 2010

Inevitable no longer evitable

The Kickstarter-funded project to produce the Inevitable board game has come to fruition - they've taken delivery of several pallets of brand-new games.  Cool pictures here.  Congrats to Jeremy and Jonathan for realizing their dream.

I have to say, those stacks look bigger than I'd have guessed.  For somebody considering printing a few thousand copies, 500 looks darned large.  Of course, they've got a board and a big box, so their boxes are probably twice or three times the size mine will be, but still...


Inevitable icon above shamelessly stolen from the Inevitable site.  Did they really file trademark on that?  That's a complicated and lengthy process.

Friday, October 22, 2010

Another project funding site

Reader Dave Conklin of Oak Tree Games writes to suggest IndieGoGo.com as an alternative to Kickstarter.com for project funding.  He's got his own game, Virtue Cards, listed there for funding with a goal of $5000.  The Virtue Cards product is also available through The Game Crafter.

IndieGoGo looks like a nearly exact clone of Kickstarter, which is fine.  It seems to be well-established (about 11,000 projects active now; I can't find a similar statistic for Kickstarter).  A major difference is that on Kickstarter, if you fail to meet your goal, you don't get any of the money, while on IndieGoGo, you get to keep it even if you don't meet your goal, although with a bigger cut paid to IndieGoGo.  It's like this:

Site
Unmet Goal: 
You Get
Met Goal:
You Get
KickstarterNothing, Zilch, Nada, Squat95% of total pledged
IndieGoGo91% of total pledged96% of total pledged

That's a pretty big structural difference to how it works, and obviously IndieGoGo is going to get you some money no matter what.

My gut feeling is that Kickstarter is a little better established, and that posting there will connect you to more potential funders, but that either site would work.  We'll see how the Virtue Cards project goes.

Dave's project includes $3,000 to fund production of 200 copies of his game, which seems a little high to me.  For a 52-card deck, even with a nice box, I think you could do a lot better than $15 a copy.  Dave, if you're listening, let me know and I can send you some sites that might be cheaper, or get you more copies for your money.  PlayingCardsIndia.com, for one.

Thursday, October 21, 2010

Jump Gate wins Games GOTY

I posted a few days ago about Matt Worden's Jump Gate, which is an indie game published through The Game Crafter. Well, Games Magazine has named Matt's game its traditional Game of the Year for 2010. That's pretty terrific in a lot of ways - it's great for Matt, and great that the magazine was willing to consider an independent designer who self-published through TGC. The reaction on BGG was a mixture of admiration, befuddlement, and typical internet snark, but I'm sure this will help Matt get more exposure (and sales!) for his game, and maybe a commercial-scale print run, which would be great.

In the meantime, you can pick up this year's winner at The Game Crafter. Congratulations to Matt!

Sunday, October 10, 2010

Jump Gate review and the complexity of newfangled technology

Matt Worden is (at least superficially) like me - he's designed a number of computer games, is also into designing board games, and has published some of them through TheGameCrafter.

He recently had a pretty positive review from Tom Vasel via the Dice Tower podcast, which I'm sure is fun for Matt.  The game looks fun, and the review is thorough. As a guy who's publishing, at least initially, through TGC, It's interesting to me how Vasel critiques the components.  It's definitely true that the pawns and chips are generic at TGC, although Matt made use of the fact that TGC offers a bunch of different spaceship models, so his game happens to have a thematic link with the generic components.  But the cards from TGC are actually pretty great, and the little boards that Matt uses are thin but functional.  Also, the artwork for Matt's game is far, far above the average TGC game, definitely commercial quality.  The packaging (small white corrugated box, crumpled rules) that TGC offers are definitely not up to the standards of traditionally-published games, and that's tough - the game inside might be terrific, but the packaging isn't up to that level.  It shouldn't matter if the game is fun and the parts work, but with quality expectations high it's hard to compete when you're doing small print runs or print-on-demand.

It's also interesting to me that this whole process is so new-media - a guy designs a game, publishes it via a web-interface on a POD site, gets it reviewed by an avid and knowledgeable though non-professional critic, who posts it for free to be seen worldwide on a video sharing site.  This is not a process which would have even been imaginable in 1995, and now it just seems commonplace.

And here I am blogging about it.  We've come a long way in a short time, even if we don't realize it.

Monday, October 4, 2010

Sell sheets

I haven't spent any time trying to convince publishers to pick up one of my games, but this post on sell sheets from Jay Cormier seems like really good advice.  A document like this does a bunch of jobs at once - it shows that you're serious and professional, it gives you a quick, colorful summary of the product you're describing (and describing boardgames merely verbally can be really hard), and it gives the person you're talking with something concrete to hold onto and take home.

I'd be curious what the batting average is for approaching publishers cold at conferences - my guess is, it's not great, but better than e-mail or postal requests.  But e-mail's free, and postal submissions are cheap; just to be at the same conference as a publisher can run $300-$500 per day with travel and lodging.  If your game gets picked up, that's worth it, but spend 10 days at conferences and you could probably afford to self-publish at least a short run (although distribution and marketing would still be problematic).

A document like this works for e-mail and postal submissions, too, though, so it's definitely worth doing if you're trying to go the submit-to-established-publishers route.  I think a website for the game is another easy way to share info and make yourself look serious and professional - another easy, cheap, must-do for aspiring designers.

Friday, October 1, 2010

Still another Kickstarter project

Here's another one, this one the game Scoops from TableStar Games.  TableStar seems to have a pretty extensive lineup of other games, which gives me more data on a question I'd been wondering about - if Kickstarter would be feasible for a company that's already established.  I'd think Kickstarter appeals would be more appealing to funders if you have that indie do-it-yourself community-raising-a-barn thing, and less likely to work if you've already got a company with products.  But TableStar doesn't think so, in this case, and apparently Tasty Minstrel is thinking along the same lines.

In these cases, you're kind of using Kickstarter as a pre-selling site rather than a dream-launching site, although I suppose if you're careful, you might be able to make it look like you're doing more dream-launching than pre-selling and collect some sympathetic investors that way.  And, if you couldn't afford to publish a game without the Kickstarter funding, then I guess it's pretty legitimate.

Tough to figure out - you'd want to maximize your chance of it working while still maintaining some integrity.

Thursday, September 30, 2010

Another Kickstarter project

Lines of Fire. Neat - this one got funded rapidly, for a small but effective amount of money, for a short-run (100 copies) of a card-based game, printed on business cards.  I looked into this before - it's tricky; in order to get them cheaply, you have to print a whole bunch of one kind at once, and if you have lots of different cards, then you're ordering 1,000 of each one, and your expenses are similar to just getting the game printed commercially.  But it sounds like this particular game got around that through design and careful, miserly use of limited components.

Having a cute-as-a-button little girl to put in your appeal video probably didn't hurt, either.