It seems like everyone I meet these days has an idea for a game or has gone even one step further and already designed a game. What’s next if you want to make the leap and see your name in lights – or least printed on a box in your local games shop?
One route is self-publishing, that is, starting a company to make the game you’ve designed. Lots of the established companies started off down that path, and with a great game it’s possible to make yourself some money, but it is hard work, requiring skills in project management, sales and marketing, not to mention a large wad of hard cash for start-up capital. You’re taking the risk with your own money, which might not be what you’re interested in.
If you decide to go down the other route and try to get your game picked up by an established publisher, what should you bear in mind?
First things first: Get your game playtested. You want lots of feedback, some of which needs be critical. If everyone you’ve played the game with loves it, you’re playing it with the wrong crowd. Even the most popular games, such as Agricola, the number one ranked game on BoardGameGeek, have their detractors, and you need to hear what your game’s detractors have to say. You may chose not to change anything based on their criticism, but you have to at least be aware of what some people don’t like about your game and have a good reason to have made the decisions you made.
The next step is to choose the right publisher. Some of the bigger publishers don’t accept submissions, instead relying on a group of in-house or established designers who can definitely come up with winners for their line. It’s no use submitting to them if your submission will be ignored. Similarly a monster wargame that takes days to play isn’t going to be accepted by a company that makes light, family-oriented Eurogames that play in an hour or less. Choose you market. Play some of the games they have published. Is your game in a similar vein to their existing oeuvre?
Contact publishers before sending games to them. Most companies that accept submissions will have information on their website explaining their submission process. A sure-fire way to be ignored is to send a massive prototype without any prior warning or communication. My process requires three hoops that designers have to jump through:
- First, I ask for a couple of paragraphs in an email, explaining what the game is like. I want to know components, major mechanisms and theme. This first hurdle is just a chance to weed out the games I have no interest in publishing – I have no interest in wargames, I don’t have the capital or contacts to do a mass-market game – so I can reject these at the first stage.
Some effort in presentation shows that you’ve taken the time to take the game seriously, but there’s no point paying an artist to make it look gorgeous or get custom pieces made since the publisher will want to do the presentation themselves so that it fits with the rest of their line.Set expectations up front. Do you want the prototype back? Have you given the publisher an exclusive or are other publishers looking at it, too? Set a deadline to hear a decision from the publisher. (Three months might be reasonable, although you should ask them what time-scale they can commit to.)
Publishers are looking for games that can make them money, games they think will sell well. Be prepared for setbacks. Most of the submissions they receive will not be published. Having said that, if you’ve got a game that you’ve tested over and over again and that proves very popular with complete strangers, it is definitely worth submitting it to a publisher. The worst they can do is say no!
Good luck!
Jackson Pope owns Reiver Games, publisher of Border Reivers, It’s Alive!, Carpe Astra and the forthcoming Sumeria.
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