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totally new mechanics for TCG

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P3ERCGAMINGYSTEMS
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Hello everybody I created fantasy football TCG to play with my son. When the game took over the neighborhood , I figured I was on to something. I have now created several games based on a new set of mechanics for TCG. I was now interested in licensing my idea perhaps to a TCG company does anybody have any pointers for me in this area? Thank you so much for your kind attention

radioactivemouse
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My experiences

P3ERCGAMINGYSTEMS wrote:
Hello everybody I created fantasy football TCG to play with my son. When the game took over the neighborhood , I figured I was on to something. I have now created several games based on a new set of mechanics for TCG. I was now interested in licensing my idea perhaps to a TCG company does anybody have any pointers for me in this area? Thank you so much for your kind attention

The TCG market is...extremely competitive. Having a game popular in your neighborhood is one thing, penetrating a hardcore TCG market dominated by Magic: The Gathering, Yu-Gi-Oh, Pokemon, Cardfight! Vanguard, and many other games is another thing.

Take my game for example. I have (in my opinion) very different mechanics in my card game. I wasn't even attempting to touch the TCG market as those games have a lot of money behind them. In my circle of gamers (amongst my college-level students), the game is a hit...everyone loves the game, but taking the game outside of that circle is a whole different monster altogether. Your game will be picked apart, piece by piece. Many won't play just because it's not their style. Even though my game has mechanics that are unique to card games (check my blog to see what it is), it's been criticized as "not innovative" and "boring" by some. It will happen. You won't win them all.

There's a lot more to licensing your game than just, "I have a great idea and my neighborhood loves it". There's the market trends...how do sports games fare in the card game world? Is there even an interest in a sports-themed card game? That's something you'll need more hard data for...stuff that's objective. You'll also need designers looking at your game. In this industry, ideas are worthless (I wrote a blog post about it), people interchange ideas all the time. To be fair, if you are really protective of your designs, here would be the place to get the criticism you need to make the game as best it can be.

You'll also have to think about whether you want to go through a publisher, or go through crowd funding.

In simple terms, if you go through a publisher, you may lose a part of the game to publishers rights and contract, but everything you need will be taken care of...manufacturing, printing, marketing, distribution, etc. leaving you free to polish your game. But the gate to get in this way is extremely competitive...game companies get submissions all the time; your game has to really stick out of the crowd in order for them to even consider it. But if you can prove to the publisher you have something to give, then you're set. But beware that some companies (particularly the larger TCG-centric game companies) may have you sign a contract just for submission, then steal your idea and incorporate it into their games.

On the other hand, you can do crowd funding, which is a far more temperamental beast. KS make it appear easy, but many don't realize how much work it takes to get a game off the ground. All the things you'd get by going through a publisher (marketing, manufacturing, distribution, etc) falls on you, which pulls you away from testing or adjusting your game to make it the best it can be. In addition, reputation is a big factor. If this is your first game, you're a nobody, which makes it extremely hard to get the word out. The reason why Exploding Kittens did so well is primarily due from the strength of their website: The Oatmeal. You'll need a team of people and everything ready to go if you want to crowd fund.

Regardless of what you decide, it's a really hard and long road. It's not, "If you build it, they will come", it's more like, "you got something, now work your a$$ off".

I hope this helps...at least on a basic level. Good luck.

kevnburg
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Consider a Different Distribution Model

My immediate question for you is whether or not this is a true trading/collectible card game from the perspective of game distribution; "collectible" card games are defined distribution-wise by the sale of generally small booster packs and regularly released content. This is a bigger commitment and positions the game in a highly competitive market where it's important to retain players and keep them highly active (so that they keep buying packs).

Other card distribution models could work better for you. Games like Netrunner and Doomtown: Reloaded are "living"/"expandable" card games, and they offer a model more like your average board game: Players purchase a base set that comes with all the cards 2 players need to learn the game and start forming rudimentary decks, and can then go on to purchase regularly released expansions that come with specific cards vs the tcg-way of a random booster pack. You could do this if you planned to regularly release cards but also wanted to give players a solid start to the game through the base set. I personally prefer this model as a gamer (I like knowing what I'm getting vs getting random cards) and think that the offering of a base / "core" set can seriously help with picking up new players.

If the expendable model with regular content works for your game, two companies to look at would be AEG and Fantasy Flight Games.

I'm also working on a tcg-like game, and I'm planning to do something like FFG's Blue Moon: Legends box; I'm working to design a complete card pool and to then release it all in one box as a two player card game with deck building and drafting options. This particularly makes sense for my game because it has a more limited card pool (current version has 47 unique cards and I can't imagine this number ever surpassing 100), players can't use more than one copy of a card, and the deck size is tiny (10 cards); in other words, a "complete" set of cards for my game is a very slim package. If I design more cards later, I may release an expansion, but I'm aiming to fit a complete experience in one package because I think one complete package is easier to sell.

If selling the full game as one package works for your game, it could very well appeal to more traditional (and more numerous) board game publishers that focus on selling complete products (with maybe an expansion or two down the line).

questccg
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In my mind...

@Radioactivemouse brings up a good point: is there a MARKET for a sport-oriented TCG?

And yes, he is spot on in saying that the TCG market is overly saturated.

Every young adult (and his brother) all want to make TCGs - because that's all they know. But there's a lot MORE out there than just TCGs.

@kevnburg brings up another point: LCGs are expandable game sets. This model allows you to put out a base product and expand with FIXED expansions.

I too am *considering* a "mini-game" (filler-type) and want it to be "collectible". But neither model suits me: TCG is impossible, I don't have the money to invest in it, LCG is too pre-fab (expansions are fixed). I want something "collectible" and to achieve that I think I will need to find someone who wants to venture along with me (since I am an Architect) and design a platform for the "mini-game".

I know what will be needed - but the GAME comes first.

So you are NOT alone. I'm sure there are at least a half dozen designers on this website that would like to design a CCG/TCG or something similar. But everyone knows - it's impossible to break into this market.

radioactivemouse
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P3ERCGAMINGYSTEMS...

We're not saying you should stop making your game. In fact, we're probably your biggest resource in making your game a reality.

The thing is that you can't just walk into this (or any) industry, show a flash of "brilliance", and suddenly everyone's enamored with you. Like any industry, you have to work your a$$ off just to get noticed.

From reading your initial post, reading your PM's to me, and reading the responses from the others here, it's clear you don't have much knowledge as far as the board/card gaming industry. There are trends, fads, overused, and underused mechanics that you have to know or at least have a familiarity with. Getting to know this industry is something that many don't realize is an important part of designing a game.

There's no "agent" (this is not Hollywood), you have to do most of the footwork. Contact game publishers, meet them at conventions, research, research, and more research! You'll need to know what's out there...what game mechanics are being exploited to death, what kind of market is there for your game, will anyone care?

Let me give you an example. Disney decided they wanted to enter the ice hockey sport by creating their own team called the Ducks. It was very obvious that they didn't have a clue about hockey even though they poured millions into it. Once they sold the franchise, the newly reformed Ducks won the Stanley Cup.

As always, good luck with your design. I haven't sen it yet, so I'm not sure how brilliant it is, but good luck.

questccg
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Just the photography alone

The problem with your typical CCG/TCG is VOLUME. You need a LOT of cards. Think 100 cards is not enough for your typical TCG because deck sizes are usually 60+ cards. What are you going to do sell 1 Deck? If so, that's the LCG model (same deck, same expansions, etc.)

Now custom artwork is expensive. But professional photo shoots in which players need to pose for the camera, get all suited. You're going to have to pay for the models (aka players) and the photographer FOR CERTAIN. Next you need to get equipment and uniforms for these players, etc... And the whole thing goes tumbling down like a snowball.

Just the photo shoots will "kill" you. And you need good looking shots if you want the game to look PRO and appeal to sport fans.

I was considering doing a Gymnastics game for girls. Forget it. Photo shoots are too expensive. Someone suggested using silhouettes. Of course I could - but that would be less interesting, right?!

So I shelved that game! :)

P3ERCGAMINGYSTEMS
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thank you

yes we will be providing a game box with the board, special die, P3ERC component that makes it all work and 2 complete team packs for the drafting process. Booster packs will be available to expand your draft pool and also to draft HOF players that you can start against todays superstars. i know everyone has the next big idea guys.... but this is different... one of the biggest patent attorneys firms in michigan, was not excited about meeting me to discuss some football game... they partnered with me in minutes of seeing my invention... i really believe in the future P3ERC Games will be a market all on its own. i am currently looking to partner with an experienced designer, developer, publisher etc. that wants a piece of my company for their expertise in exchange. I know i dont have experience in this or that as is constantly being said on this board, but im not looking for development help... the game is there it works, its beautiful. im looking for marketing help. if you feel this might be up your ally then drop me a line. I already have interest from a major manufacturer. remember, most people design crap games and think they are going to take the world by storm, they are mostly wrong... i know this. But ..... sometimes, MAGIC and Pokemon are created by some guy nobody takes serious.

radioactivemouse
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About your industry...

P3ERCGAMINGYSTEMS wrote:
yes we will be providing a game box with the board, special die, P3ERC component that makes it all work and 2 complete team packs for the drafting process. Booster packs will be available to expand your draft pool and also to draft HOF players that you can start against todays superstars. i know everyone has the next big idea guys.... but this is different... one of the biggest patent attorneys firms in michigan, was not excited about meeting me to discuss some football game... they partnered with me in minutes of seeing my invention... i really believe in the future P3ERC Games will be a market all on its own. i am currently looking to partner with an experienced designer, developer, publisher etc. that wants a piece of my company for their expertise in exchange. I know i dont have experience in this or that as is constantly being said on this board, but im not looking for development help... the game is there it works, its beautiful. im looking for marketing help. if you feel this might be up your ally then drop me a line. I already have interest from a major manufacturer. remember, most people design crap games and think they are going to take the world by storm, they are mostly wrong... i know this. But ..... sometimes, MAGIC and Pokemon are created by some guy nobody takes serious.

The true test of a game is not impressing someone that has no clue about games, but impressing your design peers. How do you know if your game has been done before? You don't and you've admitted to not knowing this industry so you can't definitively say if your idea is truly unique.

I'm curious as to what this "special" thing is. Every designer thinks they have the next big thing, unfortunately you're no different. If you're so dead set that this is the next big thing, then you should be confident that we'll be impressed as well; showing us your design at this stage should really be confirmation of your "great idea".

And about Magic and Pokemon:

1) Magic was created during a time where there was no such thing as a Collectible Card Game. It took the world by storm because no one had heard of it and there was nothing before it. Nowadays you're competing against well established franchises that pretty much have a lock on the current TCG market. It's a different time. They have money, manpower, and monster advertising firms. You do not.

2) Pokemon the Card Game was riding off the heels of the Pokemon Video Game (which itself was released during the time when the Game Boy was really taking off) AND the TV show. There was already a lot of money behind the franchise AND the creators were smart; they started small in manga publications and moved up from there AFTER they established their audience.

And about sports games:

Not that I'm shooting you down, but sports games don't really fare well in the board/card game industry. Some games rise to the surface like 1st and Goal, Baseball Highlights 2045, Blood Bowl, and Pizza Box Football, but even those games haven't "taken the world by storm". If you're bringing in another game, even a great mechanic isn't going to sell your game. You have that "If you build it, they will come" mentality, which is NOT how the board game industry works. In addition, if you're thinking of patenting your "design", that's another waste of money and time and is generally frowned upon in the board/card game world. Game designs are always being "borrowed" from each other; that's our industry. No one has the money to prosecute and no one has the money to defend patents. Even Magic: The Gathering tried to patent their "idea", but people got around it by calling their "idea" (specifically using the word "tap") other things like "bowing", "kneeling", "exhausting", etc. This is not the product industry and this is not any other entertainment industry.

THIS is what I mean by knowing your industry. The things you're doing...I hear it all the time. Someone has an idea, they think it's the next big thing (heck, I thought MY game was the next big thing), they come in thinking they own the place and end up falling on their face because they don't realize what's going on in that industry. It's not rocket science, man. Even the breakout companies either have a string of failures behind them or they did their research on their industry and their product.

In addition, if you're really planning on taking this on a plane where people will actually care, then you'll need to actually USE people from the NFL, and getting those people to cooperate with you is a bear and a half...even established video game companies have a hard time using the likenesses of actual football players in their video games; it's literally millions of dollars at stake and I know you don't have that kind of money. If you're not doing that, then you have an even bigger challenge because you now have to convince people that your football world is better than the NFL. Either way, I don't think you have a clue as to what lies ahead of you.

If you're really confident about your design, then you should be confident that your design, while appearing to be your first design, is going to impress us. Am I shooting you down? No. I'm telling you that there's a lot more than just having an idea or even a printed prototype and you may not be as unique as you think. Great ideas are a dime a dozen nowadays. Your work is just beginning, my friend. It's better to come into an industry and gain respect by working your way up than to be a flash in the pan.

I'm just saying that your over confidence in this product may be your downfall. Don't be a flash in the pan.

HPS74
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Sports games rock!

I second the above (subject!:)

P3ERCGAMINGYSTEMS
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wow

game sold this afternoon guys! (struck a development deal i should say) thx

questccg
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Can you reveal WHO?

I'm not asking for you to reveal your agreement or the terms of the contract, I'm just curious WHO would buy into a TCG about "Football"?!

Is this with a Publisher or another Designer from BGDF???

Just curious.

If it's a publisher well I don't think it will matter much. Nobody else has a "Football" TCG to pitch to them! :P So don't worry about that...

Again ... mighty curious.

We've been having some strange "designers" who have "stolen art", used fake identities, and claim to be living in the USA.

Now you come along - and share that you have some *unique* TCG mechanics and suddenly you have some kind of "deal". Maybe you're being truthful, the other guy was not... So that's why I'm curious... :/

Best of luck with your "deal"...

radioactivemouse
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Sounds like...

P3ERCGAMINGYSTEMS wrote:
game sold this afternoon guys! (struck a development deal i should say) thx

Sounds like you're saying you never needed our help. That's ok. No skin off my back. Remember, if I didn't care about your game in any fashion, I wouldn't take the time to write out what I think about it. If I wanted to hate on your game, I wouldn't have given you any advice.

Me thinks you're missing out on a great resource. But good luck on your deal...you have a lot of work ahead of you :)

P3ERCGAMINGYSTEMS
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a company that already sells

a company that already sells football cards, thinks its a good way to revive a stagnant market. it was an easy fit for them...maybe i got lucky? ill post up any new developmwnts as they come up. right now we have details to work out. but i no longer need an agent...lol

P3ERCGAMINGYSTEMS
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thanx to all

your comments were not taken for granted...thank you for your advice..i was just looking for specific help..this did not happen in a day, ive been contacting everyone i could think of for weeks now. i look forward to your help on future projects...like i said i have several other game ideas.. . that are NOT ready yet. thank you for your kind attention

HPS74
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That was quick?

As someone else in the 'sports' game niche....I'm curious about the idea that wasn't revealed but picked up by a publisher?

Well I'd like to know some details if you'd like to share :)

Best of luck with it all anyway!

radioactivemouse
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HPS74 wrote:As someone else

HPS74 wrote:
As someone else in the 'sports' game niche....I'm curious about the idea that wasn't revealed but picked up by a publisher?

Well I'd like to know some details if you'd like to share :)

Best of luck with it all anyway!

He said he struck up a developmental deal...could mean anything. He's playing his cards close to his chest...he's only giving up information that's need-to-know which doesn't help anyone.

Can't say it's the best strategy and we really can't determine whether or not he's got something that's worth anything. Too early to tell and anything can happen at this point. From my experience, a good idea doesn't sell itself; he's got his work cut out for him. Should we hear about this game and actually like it (hey, we never know...he may actually have something), then more power to him. If he fails, no one will know since he hasn't given us any real pertinent information.

The ball is really in his court. I'm not sure if he's withholding what his card game is because he's afraid of what we'll say about it or if he thinks we'll steal it, but I know he's treading in virtually unknown territory and that's not a good sign. Maybe that's why he's got a developmental deal, which is probably his best bet at this point. Either way, we may not hear about his game anytime soon. That's just my opinion.

questccg
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This reminds me of...

The Best CCG/TCG EVER!

I too had an IDEA for a CCG/TCG that I thought was REVOLUTIONARY.

Since this guy is paranoid about HIS idea(s), let me SHARE mine.

I WANTED to develop a RACING CAR CCG/TCG. And I wanted to focus on REAL CARS... I was not sure how to further develop the idea. BUT I thought it would be REAL COOL to have Deloreans or Ferraris on cards... We would make the cards look SUPER (because they would be photographed and then photoshop-ed to look spectacular).

I tried to get designers interested in the idea... But nothing stuck.

So there... That was my "IDEA" for the Best CCG/TCG EVER!

Update: Every designer I talked with wanted it to be able BATTLES like the Video Game "Twisted Metal". I was thinking more about like a RALLEY RACE - where you would use different cards for different "chapters"...

P3ERCGAMINGYSTEMS
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not paranoid

actually....im not paranoid...just pretty much everyone on this board said the same thing..your idea sucks....your mechanics arent worth a crap, because you dont know what you are doing. if anyone would have just been like, hey that sounds cool, can you share that with me....i would have. not one person was interested in what i had...just whats not going to work (with out really knowing anything other than i just started posting here..which means i must be a new guy who knows nothing. everyone started with.. (youll never sell a football game) my point...its not just a football game...the mechanics are so good that, any game would have benefit from it ...so you see there was no urgency on my part to share my idea,if you were already conviced it was a failure.my purpose here was to gather feed back to help me close an already looming deal, or find a better deal fast. i said over and over again...its about the mechanics.
again nobody just sincerly interested...until.. it sold. sorry guys just couldnt take it anymore. i think most of you in my opinion, have forgotten that games are supposed to be fun . and fun can come from anywhere...today a 10 year old boy gave me a great idea to improve my star wars game...if i had the attitude of the posters on this board, i wouldnt have listened because,he doesnt know anything...my attitude was, wow thats a suggestion from my target audience. (part of how i do my research)...also did all you gamers fail to recognize that fantasy sports are the fastest growing sector of games world wide? draft kings outsold the NFL and MLB this year and still gave away a billion dollars to its players. a cross over for kids is a natural fit (words of the company who believed) anyhow...just a rookies point of view. now im off to develop my next game under contract. word of advice to anyone NEW who might be reading this..if you build it....and its good...and you are having fun...someone else will like it too. follow your dreams and remember....nay sayers are just that....nay sayers

ElKobold
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Don't feed the troll, guys :)

Don't feed the troll, guys :)

andymakespasta
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Guys, I know it's a tradition

Guys, I know it's a tradition to haze everyone who comes here and starts off with "I have a great idea that is going to be big", but I think this is enough.

As per your contract, P3ERCGAMING, you should at least be allowed to mention the name of the game.

Since it's been handed to publishers, there's nothing more we can do to help or hinder, so please tell us the name of your game, and we'll have a look when it comes out

Best wishes.

P3ERCGAMINGYSTEMS
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thank you andymakespasta

The name is Fantasy Football Legends as it was submitted.. not sure if it will stay that. honestly, right now im not even sure if my game is going to be exactly the same, when it comes out...but this is what i do know....whatever it is its going to play ( he mexhanics) the same way my game does. (guys football was a method i used to demo how my algorithm and P3ERC worked together) the game can be about ANYTHING! thats what seems to have been overlooked in all these conversations. i will however keep you posted thank you for your kind defense...its extremely hostile here for a newcomer.

P3ERCGAMINGYSTEMS
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nice

thx

ElKobold
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One more thing. While, of

One more thing.

While, of course, this whole thing is clearly a case of trolling (The guy's username on BGG is "Gaming Genius" lol), the reaction of the community to the potential newcomer IS rather hostile.

I.e. whenever somebody posts a new idea, everybody is in a hurry to let them know that this idea won't work. Because, you know, we're all real pros here and only we know how things should be done, and you're just a newbie who doesn't know the industry :)

So throwing in not an actual idea, but a hint of an idea and then just wait to see how people would bash that in-existent concept, writing walls of text, was bound to provide tons of lulz.

So maybe there is a lesson to learn here, though. Apart from not feeding the troll that is.

radioactivemouse
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You've got it all wrong.

P3ERCGAMINGYSTEMS wrote:
actually....im not paranoid...just pretty much everyone on this board said the same thing..your idea sucks....your mechanics arent worth a crap, because you dont know what you are doing. if anyone would have just been like, hey that sounds cool, can you share that with me....i would have. not one person was interested in what i had...just whats not going to work (with out really knowing anything other than i just started posting here..which means i must be a new guy who knows nothing. everyone started with.. (youll never sell a football game) my point...its not just a football game...the mechanics are so good that, any game would have benefit from it ...so you see there was no urgency on my part to share my idea,if you were already conviced it was a failure.my purpose here was to gather feed back to help me close an already looming deal, or find a better deal fast. i said over and over again...its about the mechanics.
again nobody just sincerly interested...until.. it sold. sorry guys just couldnt take it anymore. i think most of you in my opinion, have forgotten that games are supposed to be fun . and fun can come from anywhere...today a 10 year old boy gave me a great idea to improve my star wars game...if i had the attitude of the posters on this board, i wouldnt have listened because,he doesnt know anything...my attitude was, wow thats a suggestion from my target audience. (part of how i do my research)...also did all you gamers fail to recognize that fantasy sports are the fastest growing sector of games world wide? draft kings outsold the NFL and MLB this year and still gave away a billion dollars to its players. a cross over for kids is a natural fit (words of the company who believed) anyhow...just a rookies point of view. now im off to develop my next game under contract. word of advice to anyone NEW who might be reading this..if you build it....and its good...and you are having fun...someone else will like it too. follow your dreams and remember....nay sayers are just that....nay sayers

While my words may be a bit harsh, I assure you I'm trying to be as up front as possible about what you're getting into. Some here may say it sucks without knowing what it really is, but you as a designer need to be able to take that kind of criticism.

Yes, games are about fun, but designers need to have tough skin in order to make it. I've had many conventions where in one weekend I could count on one hand the people that played my game...but some conventions I played my game for 15 hours straight nonstop. One guy stopped me in the middle of my game and just said, "I'm sorry, this game is not for me" and walked away. People are going to like it and people are not going to like it. That's just the way it is, regardless of how brilliant the idea is. This is what I meant by the work you'll need to do...a lot of it is NOT pleasant, but it's our love for games that push us through.

Yes, you do have some data that helps with your research, but I believe you need more in order to best strategize your game. I've even admitted that hey...you might have something...I just don't know it definitively. You've been pretty tight lipped about your game, which has made me a little suspicious.

Maybe someone on this board...with all the experience we have here...could give you that one piece of advice that would take your game from good to amazing. Now you can't say that because you've been hidden about your game. I took...ALL criticism...even from kids. Some of it even made it to the final game.

Making a game is a HUGE endeavor and you have to be smart about it. There's multiple factors...some of which you've hit on and some of which you may not have all the information for. The more information you know about your audience, the better equipped you'll be.

But I digress. If you felt like I attacked your game, I apologize. When I post stuff, it (at times) comes across as a "tough love", but I assure you I only do it with good intentions.

kevnburg
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I'm sorry to hear that you

I'm sorry to hear that you haven't felt that welcome here, and I hope that you didn't feel unwelcome by the more objective / less emotional tone of my post above. To be clear about its intent: I was aiming to give you information on other non-tcg models that could work for a tcg-like game and on how these different models can make your game a good fit for a different type of publisher/audience. Moving forward, I recommend seriously considering the pros/cons of these different models (e.g. The TCG model is great if the collectible aspect is very important for your game, but it frustrates some serious gamers that want easy access to the entire cardpool) and whether or not something like a "core" set would be a good direction to go in. Hope that helps. :)

richdurham
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Congrats

@P3ERCGAMINGYSTEMS, congrats on striking a deal with a football cards company. Lots of money to be made there, so good on you!

For the rest of the community here - I think ElKobold put it best, this thread took a very negative and questioning and "sit here on my knee while I tell you like it is" attitude. The original post asked for ideas on how to go about licensing, not a critique of the hobby games industry. Obviously that isn't the intended market.

BGDF is a welcoming place. Please keep it that way. Be helpful, which means not offering up unasked-for naysaying.

I don't talk about the games work I do with NGOs on here because, for the most part, the process and result sits outside the interest of the crowd here. If I did, would it be met with the same resistance? I'd hope not.

P3ERCGAMINGYSTEMS
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just a funny obsevatiob...

everyone here has had tons of input....not one person has asked the intelligent question of...hey.. what does P3ERC stand for?

radioactivemouse
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P3ERCGAMINGYSTEMS

P3ERCGAMINGYSTEMS wrote:
everyone here has had tons of input....not one person has asked the intelligent question of...hey.. what does P3ERC stand for?

meh. I don't really question people's choice in screen names.

No one has asked me about my screen name and it doesn't bother me that no one does.

P3ERCGAMINGYSTEMS
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Joined: 01/02/2016
thats hilarious

all of my posts refer to the P3ERC as the main component of my game. it is not my name... that is tony (nobody asked that either ) however i would submit, that as game designers..you should learn this highly effective term, as you do dice, spin wheel, or TCG as it may be a coined term in the future as a new set of mechanics for many spin off games.

polyobsessive
polyobsessive's picture
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Joined: 12/11/2015
Fair enough

So what does P3ERC mean?

P3ERCGAMINGYSTEMS
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Joined: 01/02/2016
hold on scotty! the mice have found the cocaine!

i cant tell you!....ha ha...j/k i sent u a pm. also ill send you a periscope invite to see it demoed.

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