Skip to Content

Help: I have my game design, now what?

12 replies [Last post]
Craigharker
Offline
Joined: 10/10/2010

Hi,

I created a game in Jan 2008 and have since taken it no further than the design stage. I've had it professionally designed which cost several hundred pounds. This included the design of the board and the packaging.

All I want is to give me game to some who who can create a prototype and let me go on a royalty selling basis.

What should I do next.

Thanks

Craig

RacNRoll Gaming
RacNRoll Gaming's picture
Offline
Joined: 05/12/2010
Playtesting?

Is the game totally playtested by people other than yourself?

hulken
Offline
Joined: 04/18/2009
First of why did you spend

First of why did you spend several hundred pounds on a design when you say you want to find some one to produce a prototype for you??

Have you playtested youre game? Have you blind-playtested youre game? If not then it might be so that you spent al those money for nothing.

The sell for royalties part, that is done by ither submitting the game to a game company, when doing this you want to submit it to a company that produces simular games. Do not go with a wargame to a kids game company. Also do not submit games to companies without asking them first if it is ok, folow there submission guidlines if they have those posted. Second thing you can do is simular to this, depending on what type of game you have you can go to difrent conĀ“s and meat people there face to face and ask them if you can show them youre game. The last option os to hire a company to do this fore you. (the onley one I can think of of the top of my head is http://www.cactusmarketing.com, but there is several threads about this in the forum with several companies listed, if I am not mistaken).

But these last steps is onley recomended if you have thurowly playtested youre game. Also the company you submit the game to, given they want to publish it, might change several bits/parts of youre game.

Good luck to you, send me a message if you want some help with somthing specific.

Craigharker
Offline
Joined: 10/10/2010
Thanks for the advice, its

Thanks for the advice, its greatly ppreciated.

I made it as a present for my neice. I even had her drawn into the board game in one of the pictures. (see the image uploaded).

I have the game and packaging design plus the cards, coin design and the rules of the game but i dont have the questions which the game relys on. Each time a player lands on a different circle there is a question and i dont have them.

Pastor_Mora
Pastor_Mora's picture
Offline
Joined: 01/05/2010
Welcome

I think making a boardgame as a gift to your niece is a really nice gesture, and she'll appreciate it a lot even if your game does not fit the highest market standards.

I also think if you are actually trying to really complete the game many people here will be willing to help you, commenting on the mechanics, aiding you to create some unique twists in the game parts, problably directing you to similar games so you can check them, and even suggesting some of the missing questions. Unless you plan on giving this to your niece next week, the game could be really enhanced in some time.

As for developing a comercial product, it could be much more complex, and it could well take a year of your time to devote to this game. Plus, if it's your first game, forget about money, because at the end you won't be seeing any. So my advice would be to ask yourself first if this game is something you really love and will be commited to it in the long run, of is it just your niece you love and are trying to be the coolest uncle on earth in her eyes. or both :) !

Welcome to the forum. Keep thinking!

rcjames14
rcjames14's picture
Offline
Joined: 09/17/2010
Do You Have The Rules?

The art and the title are catchy, but the gameboard is a little blurry at the current resolution, so I cannot read exactly what each space says. But my general impression based upon the layout and organization of the board, as well as what you have said here, is that this game involves a die, a token for each player, coins and a set of questions which you need to solve. If that is the case, you have invented something that seems a lot like Trivial Pursuit... for kids.

However, I may be totally off in that analogy, so it might help to have a little better understanding of the rules you have written for the game.

With regard to the marketability of your design, I am not an expert in the kids market. But, my impression is that it is very difficult to sell original boardgames to children. Since there are a significant number of canonical children's games already in the market and a huge amount of competition from games which involve a far greater physical and tactile element to gameplay... not to mention the trend toward digital gaming that has consumed the time of kids... I would be surprised to find a huge demand for typical roll and move style games.

The theme also doesn't strike me as something that children would be intrinsically interested in. It is possible that adults would find a game about schoolyard shenanigans and punishment to be funny in an ironic way, but I'm not sure that either school age boys or girls wants to play a game about school. If young adult manga is any guidance, young girls fantasize about what school life is not... so when you see school age girls and boys portrayed in that form of entertainment, it is always juxtaposed by the secret superhero lives that make them special/important.

So, without knowing anything more, I would say spice it up... be imaginative about the context under which kids might find themselves and explore the issues that really excite children. If the game has questions, make them about topics that are interesting to them and give them a variety of ways to transform the board with their answers... not just follow the path and accumulate more points.

Craigharker
Offline
Joined: 10/10/2010
Detention rules

The feedback you have all gave me is exactly what I needed to know. I'm not doing this to make money, simply making a game for my niece that I started and want to finish.

So every one is clear on what the game is about I best put the rules on here:

Each player starts on a home square with a maximum of 6 players. Once the game starts the home squares are no longer valid and unused until the end. At the start of the game the players decide how long they want to play before and agree on a set time I.e 30mins. Once the school bell rings at the set time players must then make their way back to the home.

Players work their way around the board clockwise trying to accumulate
as many tokens as possible by answering the questions correctly. The 6 topics are: maths, English, history, geography, sports and science. These are contniued around the board in the smaller circles.

Once you land on a circle I.e maths, another player picks up the question cards and gives reads it. If the player says the correct answer then they get 3 tokens/coins. If they need the 3possible answers reading then they receive only 2. If they need another answer eliminating to make it 50/50 then they will only receive 1token.

There is a number of tokens in the bank at the start of the game. I will recommend so many tokens how long a game people have agreed to play. I.e 30minutes game play with 20 tokens.

Once the tokens have all been won from the bank players must then steal from other players. So if player one answers correctly for 3tokens they must steal the full amount from another player I.e player 2. If player 2 only has 2tokens then they can take 2 from them and 1 from any other player. This is where I have involved tactical decisions into the game.

I haven't yet decided on what happens if you land on the 'big' classroom square. My choices are simple answer 2questions on that subject or answer 1 and roll again for another go.

Landing on a detention square send the player straight to detention. Once in detention the players can lose tokens to the bank but never win any. The questions are all worth 1 token and the 3 answers are read with it. If a player answers incorrect they lose a token to the bank. If they answer correct then they keep the token. Whilst in detention players can stile stolen from by other players.

The head masters office. If you land on this then you miss your next turn.

Their are a couple of 'detention pass' squares on the board and only 2 in the bank. If you land on this then you must use it if you are sent bro detention and it will keep you out and still active on the playing board. As there are only 2 passes, if the passes have gone from the bank and a player lands on the pass circle then they must choose to steal from a player who has one.

Once the school bell rings players must make their way home. The game is still being played until a player is home and then they are complete. When I player is home then can not be stolen from and will know exactly how many tokens they have, whilst players still on there way home can carry on stealing from each other. No one can be sent to detention once the bell rings. Any player in detention must finish it and then be sent straight home.

The player with the most tokens wins the game.

I look forward to your comments on the rules of the game :)

rcjames14
rcjames14's picture
Offline
Joined: 09/17/2010
Meaningful Choices

Thanks for posting the rules. It helps clarify what you have in mind.

Your design does not appear to give the players much choice. Once all the tokens are gone, they must steal from others. If they land on a detention space, they go to detention for the rest of the game. Both of these things strike me as neither fun nor pedagogically interesting.

You should not ever run out of tokens that players can earn... partly because there's no reason for it but also because I don't think you want to create a situation where players can only steal from others. As is, stealing from others is an advantageous option because you gain AND the other person loses. But, the real problem with stealing in a game is the fact that it makes it so that the game will never end. Whoever has the most tokens will always be the target of theft.

Which brings up the question of limits... a game needs meaningful choices to be interesting but options need constraints to be mitigate the players conflict with each other and lead to an inevitable conclusion. What if each space only let you steal from the player with the matching color? Or, you needed to be on the same space? Also, what if 'stealing' was dangerous because both the thief and the victim get a chance to answer questions and so you might waste your turn trying to steal from someone who defends themselves well?

And, tied into both the decision to steal and who to steal from, detention should not be an automatic ('Go To Jail') effect... unless you want to recreate monopoly. What if players had a choice between two things everytime they landed on a space... they could either do the assignment or be a derelict. Being a derelict may involve things such as stealing, being truent, goofing off, etc... which may come with their own benefits... but the cost of trying to be derelict and failing may be that you land in detention. So... essentially every turn the player can risk going to detention, but doesn't have to... it's really about what choices they make at each stage.

Detention should not be a one way trip. You need to allow players to serve their detention and then return to the game. Otherwise, the game is basically over for them.

Now... as for the game's marketability... as is, this game will not likely be published. But, there are a number of POD shops that will print a gameboard and cards for you for a very reasonable price (<$50/game). So, if you're looking to make this a gift, that may be the best way to go. http://www.thegamecrafter.com/home

Craigharker
Offline
Joined: 10/10/2010
your suggestions are greatly

your suggestions are greatly appreciated and i will take all that on board :) This is why i joined this forum to get feedback like that.

Just to clarify, once a player is in detention they get back on the board by completing the detention mini board and start back at home. There are also a couple of (go home) sqaures within the detention board so the player can go home without losing tokens.

The game itself i simply want to have made professionally to give as a gift and i would be proud to of completed something that was started in Jan 2008!

Craigharker
Offline
Joined: 10/10/2010
Anymore suggestions?

Anymore suggestions?

Dralius
Dralius's picture
Offline
Joined: 07/26/2008
$$$

Craigharker wrote:
The game itself i simply want to have made professionally to give as a gift and i would be proud to of completed something that was started in Jan 2008!

Are you particularly wealthy?

Having a game professionally made costs!

Craigharker
Offline
Joined: 10/10/2010
Nope I'm not wealthy. I'm

Nope I'm not wealthy. I'm sure I will find a way to complete my game

Clay
Clay's picture
Offline
Joined: 08/30/2010
experience working with kids

just wanted to add to what rcjames14 said (can't figure "quote" out)

"What if players had a choice between two things everytime they landed on a space... they could either do the assignment or be a derelict. Being a derelict may involve things such as stealing, being truent, goofing off, etc... which may come with their own benefits... but the cost of trying to be derelict and failing may be that you land in detention."

This idea should be the fundamental foundation of ANY kids game. The choice between right and wrong and the unavoidable consequences of those actions.

with this in mind i would caution against having the game end with the players stealing from each other. Is there a way you can turn the end game into a "race" home where the players get points for getting home first or lose points for finishing last? that way the player with the most points has a more leisurely walk home and the player with the least amount of points has to scramble to make it.

just something to keep in mind.

Syndicate content


forum | by Dr. Radut