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Chance of Publishing Depending on Size of Game?

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kodarr
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Joined: 08/04/2008

I'm currently in play testing stage of a game I made. The game however is massive in size and not a short game by any means but I think it is fun. I need more blind play tests at the local shop to really get a feel how others percieve it but moving on.
This game has about 500 cards a 6 folding board, pawns, and around 100 tiles that are 3"x3". Additionally there are around 300 tokens of 8-9 types, character cards about 20 of them, and foldable monster figures (though i'd prefer plastic minitures but costs would be too much).
Would companies even look at anything that size from sources outside of thier company?

Dralius
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Joined: 07/26/2008
Thats big $

A game like that is handicapped by the fact that it will cost allot of money to produce and in turn have a sky high retail price. They might look but getting one to take it is another matter.

InvisibleJon
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It's a hard sell, but I wish you the best of luck.

Put yourself in the publisher's position: A new, unknown game designer is presenting a game to you. It's a very large game, so it'll require a large investment to print and the market self-selects down to people who will play (and pay for) large, long games. The game is not attached to a known intellectual property (Star Wars, Starcraft, etc.), so it's not guaranteed to get sales from that. The game will have to sell on the strength of the art (which you'll need a lot of, since it's a big game; more money), the quality of the components (see previous comment), the ability of the game to engage players, and the quality of play.

It's a really hard sell. Your goal, when pitching a game like this, is to make it crystal clear why your game is a good investment. If you can write a game proposal that proves to a potential publisher that your game will make truckloads of cash, you'll be able to sell it. Focus on what will make players want to buy your game over all the other things that they could spend money on. Focus on what sets your game apart from and above other "big box" board games (Starcraft, Arkham Horror, World of Warcraft, Talisman, etc.).

I wish you the best of luck. Even if you don't sell it to a publisher, but just make it for yourself and share it with your friends, that's cool too. I'm glad that you're making and sharing your game, and I'm glad that you and your friends enjoy playing it. More people should make games.

Best Regards,

Jonathan L.

dannorder
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kodarr wrote:This game has

kodarr wrote:
This game has about 500 cards a 6 folding board, pawns, and around 100 tiles that are 3"x3". Additionally there are around 300 tokens of 8-9 types, character cards about 20 of them, and foldable monster figures (though i'd prefer plastic minitures but costs would be too much).

As mentioned, the cost to make that, coupled with the hesitancy of buyers to get something that would be as expensive as that would have to be without major word of mouth or a major license to tie it to, seems to certainly cut down on the number of publishers who'd even want to look at it.

On other the other hand, you might be able to chop it down to just the core elements and save the rest as something you could present as ready-made expansions if the publisher is interested in that down the line.

GamesOnTheBrain
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Joined: 07/24/2008
kodarr wrote:Would companies

kodarr wrote:
Would companies even look at anything that size from sources outside of thier company?

To be perfectly honest, I would be shocked if they would. I'm guessing the list price would have to be at least $90.

Zzzzz
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Joined: 06/20/2008
First you need to think about

First you need to think about the game idea, and the prototype as two entities.

Any initial submission to a publisher is most likely just a rules submissions, description etc. NO actual prototype. The publisher will assess the game for the game itself.

If they like the concept many publishers are skilled enough to make the game fit their price point, even if that means altering your rules/components to better suit the cost factor.

So basically what am I saying, DONT worry about a publisher disliking the component list. Worry about them disliking the main game concept/rules.

Any game can be *tweaked* to fit a price point, assuming the game is good enough to be worth the pruning effort!

Brayan33135
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Joined: 10/17/2008
...

I think 500 car is to big, but if it is realy good meaby...

InvisibleJon
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Joined: 07/27/2008
Zzzzz wrote:If they like the

Zzzzz wrote:
If they like the concept many publishers are skilled enough to make the game fit their price point, even if that means altering your rules/components to better suit the cost factor.

So basically what am I saying, DONT worry about a publisher disliking the component list. Worry about them disliking the main game concept/rules.

Any game can be *tweaked* to fit a price point, assuming the game is good enough to be worth the pruning effort!

This is a really good point. I've had two games accepted and licensed for publication. Both games were designed to be printable as really low-budget card games, but had room to add components built in. The publisher tweaked them to increase their component quality. My example may come from the other end of the scale (low budget to higher budget instead of high budget to lower budget), but it's an example that supports Zzzzz's point: If you're flexible, and you pitch it correctly, a publisher who really wants the game will tweak it to make it fit their production style.

The Magician
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Joined: 12/23/2008
Kodar, I support your idea

Kodar,
I support your idea totally! I am creating something similar. My game is massive and I have been contemplating how I am going to package and sell this monster. If you would like to compare notes, let me know. I think your idea is vary cool and am happy to see someone who is creating a large game also.

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