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How do you *pitch* to a publisher

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questccg
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Hi all,

I believe several BGDF members have pitched (some successfully, some not) their games to publishers.

I was wondering:

1. Who do you make first contact with?
2. What kind of material do you send?
3. What steps do you have to follow?

Basically I am thinking that I will want to pitch my current game to a VERY well known publisher. I was wondering do I send a letter to the CEO of the company? Or do I send material (such as a PowerPoint presentation) to another person or department???

I feel that Self-Publishing the game is BEYOND ME. I feel this game is so large (with the amount of artwork, to the different kits, to the time to publish, etc.) I believe it might be better handled by a publisher.

The thing is, I have no idea what to send them and to who.

Hopefully somebody might have some advice. Many thanks.

BGdevok99
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I look forward to reading an

I look forward to reading an account of someone that has done it. I haven't but it is information that I also would like to know.

gabrielcohn
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E-mail

I've had success setting up meetings at GenCon by sending e-mails directly to publishers. Most publishers have info on their websites about submissions--read them and follow their guidelines. Most of the e-mails I've sent have said that I'd like to meet at GenCon and then given a 2 or 3 sentence description of the game I wanted to show them. So far so good. Though I have nothing published as of yet I have had several positive meetings and interest in follow-up on a few of my games from some relatively well known folks...

Good luck! Let us know how things go...

Izraphael
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italian point of view

Usually I contact publishers I know personally first, using an email, and taking appointments in fairs.
I think that seeing someone in real life is better. If it's not possible, I send an email with the abstract of the game.
After a first contact, a PDF with rules and instructions to build a prototype. Unless I know the publisher I don't send a full prototype until I have the feeling that my interlocutor is interested in my game.
That as a general principle, but actually every publisher is different, you talk with people, so you'll find someone which may be kind, formal, punctilious, jolly fellow, and so on.
I speak for Europe. Italy is small, everyone knows everyone else, and it's easy to show things in fairs.
I also like a lot Essen Spiel, and in general events like the Burg event made by Heideberger. German publishers are mostly really kind and professional, so I always go with pleasure in that fair :)

questccg
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More input...

Izraphael wrote:
Usually I contact publishers I know personally first, using an email, and taking appointments in fairs. I think that seeing someone in real life is better. If it's not possible, I send an email with the abstract of the game.

What about if you don't know any publishers personally? I am struggling with the notion that my *game* is designed for a certain publisher who no longer accepts unsolicited game requests.

Anyone else that would be considerate and add their experience(s)?

Another note on my particular case, RPGs are usually looking for a *book publisher*. Although my game has RPG elements, it still is a board game never the less. I don't think RPG publishers would really be able to help in producing a final product. However the *game* publisher I wanted to target is also a book publisher... Not everyone is in both spaces. My game is a hybrid RPG integrated into a board game (there is a story built into the game - it can be followed or not).

Horatio252
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To pick out publishers to

To pick out publishers to pitch to I looked at similar games on BGG and saw who was publishing that genre of game. For me that genre was a direct conflict card game that plays to four but hits its sweet spot at two. Too much similarity was bad (for example I did not approach Plaid Hat games/Colby Dauch, the maker of Summoner Wars), but too much difference was worse ( I did not approach Amigo games either). That is the first step. Learn to pay attention to publishers when shopping or when playing games. I do all the time now.

In my experience, publishers are pretty open about meeting at cons. It is low cost / low risk for them. If a designer's game is junk they lost 10 minutes of their life. If it is good they can playtest it right there on the spot. Reviewing submissions by e-mail, then rules, then prototypes is a lot more work, with a lower success rate (people who come to cons are serious).

After I identify a few publishers who are likely to publish the kind of game I have, and who are accepting submission (or don't say they are not), I next approach with a short (2 paragraph) e-mail giving the pitch and asking to meet at an upcoming convention. My responses were usually positive. To my knowledge publishers are not expecting exclusivity at this point. They expect you will pitch to a few different people. When they walk out of the Con with your game in their bag though, they usually are expecting exclusivity.

Now that the Con season is over for me, I am starting to consider e-mail pitches, but I am limiting myself to people/publishers I've met in person; cold pitches are going to wait until next spring. These are people I met at conventions, usually through friends. I am lucky to be part of well regarded board game design group with some outgoing people. I definitely recommend going to conventions. They are a great chance to hang out with publishers, just don't badger them or treat them like a company and not a person.

questccg
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So meeting at a con is good

Horatio252 wrote:
To pick out publishers to pitch to I looked at similar games on BGG and saw who was publishing that genre of game...

Okay thanks for that, I will conduct more research about publishers with similar game (on BGG - and elsewhere).

Horatio252 wrote:
In my experience, publishers are pretty open about meeting at cons. It is low cost / low risk for them. If a designer's game is junk they lost 10 minutes of their life. If it is good they can playtest it right there on the spot.

Sounds reasonable. Meeting at a con is not skin off their back... However I have been looking and going to Origins and having a booth costs a WHOOPING $920.00! May be no skin for the publisher but is rather costly for the designer...

Horatio252 wrote:
Reviewing submissions by e-mail, then rules, then prototypes is a lot more work, with a lower success rate (people who come to cons are serious).

I personally, once first contact is completed, would ask for a meeting in person to present my game. From experience, I have left my game *Quest Adventure Cards(tm)* at a local game store. At first they were very keen about the artwork and the game. When I visited a second time to see how play testing went, they said the manual was too poorly translated/written.

Horatio252 wrote:
They are a great chance to hang out with publishers, just don't badger them or treat them like a company and not a person.

For certain, they may work for a publisher but they are folks that deserve some respect.

Horatio252
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No Need for a Booth

questccg wrote:

Sounds reasonable. Meeting at a con is not skin off their back... However I have been looking and going to Origins and having a booth costs a WHOOPING $920.00! May be no skin for the publisher but is rather costly for the designer...

Oh no, I did not get a booth. I Just set up meetings during the day or schmoozed during the evening in open gaming areas. Origins has the "board room" which is the place to schmooze.

questccg
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I am confused

Horatio252 wrote:
Oh no, I did not get a booth. I Just set up meetings during the day or schmoozed during the evening in open gaming areas. Origins has the "board room" which is the place to schmooze.

How do you schedule a meeting if you do not have a private area to meet??? There must be something I don't understand. Can you explain how you meet somebody in some strange place without knowing who they are and not knowing your surrounding???

Horatio252
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I would meet them at their

I would meet them at their booths. In one case my meeting was with a publisher who had a lot of demo area and so we just took an unused demo table. The other publisher I met at his booth, but he asked me to find him in the evening in the "Board Room" to pitch my game. I knew who he was and what he looked like since I met him at his booth and I was able to spot him again in the evening in the "Board Room".

questccg
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So you met them at THEIR booths

Horatio252 wrote:
I would meet them at their booths.

Well if you know who you are planning to meet and where their booth area is, it makes sense... BUT I'm still not certain you can fully explain your game without *showing* it to them. Seems like a lot to go to a con and hope to meet a couple of publishers who you will tell them about your game. Sounds like something everyone would do.

Everyone has been telling me that *you don't need a sexy prototype*. But I think if I was to meet people from publishers at a Con - I would have to have a booth to expose my *sexy prototype* and tell publishers via e-mail that I will be at the Con (with my booth number and all...) But again this is against the grain...

I don't know - yet... I still would need other people and their testimonial on pitching.

voodoodog
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Sexy Prototype

I think that a "sexy' prototype to show to prospective backers and publishers is vital to making a successful sales pitch, no matter the medium or product. A well executed visual presentation, whether one-on-one or to a group, can make the difference between further interest or instant boredom. A picture is worth a thousand words! I first tried explaining my latest game project to a few friends and family members and I could see their eyebrows cock and eyes begin to glaze over, but when I showed them the prototype with full graphics, all of a sudden people wanted to know more and actually sit down and play the game. That's why Budweiser spends millions on slick Super Bowl ads just to sell beer :)
Quest, the artwork on your cards is outstanding and shows that a lot of thought, time and talent went into creating the game.
It has a very polished and professional quality look to it that would rival the very best RPG games on the market. Bravo!

questccg
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Of Legends And Lore

voodoodog wrote:
Quest, the artwork on your cards is outstanding and shows that a lot of thought, time and talent went into creating the game. It has a very polished and professional quality look to it that would rival the very best RPG games on the market. Bravo!

Thanks - but I'm not concerned about Quest Adventure Cards(tm).

It is more my latest venture *Of Legends And Lore* ( http://www.oflegendsandlore.com ). The game is now in an early prototype stage. The prototype is not yet complete... It is going to take some time because there are so many components to the game (and obviously required for the prototype).

The project is going to take 5 years to deliver - maybe 6 if you include the time for the initial prototype and play-testing. This is because there are a lot of cards and we want the game to have an audience (gamers that want to play our game). So our plans are to deliver a new *Character Set* and *Dungeon Set* each year for a total of 5 years... This product is HUGE.

It's not just a game you buy. You buy a *Character* you want to play (Fighter, Cleric, Thief, Paladin, Mage or Ranger). You then go to a place to play the game, where somebody has brought a *Dungeon Set* (Dwarven Mine = Set #1). When we release the first *Dungeon Set*, we will release TWO *Character Sets*: Fighter and Cleric.

Horatio252
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What Do You Want With a Publisher?

Quest, I am curious what you desire from a publisher.

I want a publisher to take my game idea and worry about the business end of it. I like designing games, not running a business. I am hoping for a symbiotic relationship where I provide the game and the publisher does the printing, distributing, and promotion (of course I'll help with promotion as much as I can).

It seems that you want to take your game idea all the way through printing, distribution, and promotion. You did this with Quest Adventure Cards, yes? You sound ready to do it with *Of Legends And Lore*. Am I misreading you? If you are really planning to do all of those things, what do you want from a publisher? You sound more like a self-publisher, and that's great.

questccg
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Horatio252 wrote:Quest, I am

Horatio252 wrote:
Quest, I am curious what you desire from a publisher.
I want a publisher to take my game idea and worry about the business end of it. I like designing games, not running a business. I am hoping for a symbiotic relationship where I provide the game and the publisher does the printing, distributing, and promotion (of course I'll help with promotion as much as I can).

I also want somebody to take care of the sales, printing, marketing of the game. I am much too small to do this myself.

Horatio252 wrote:
It seems that you want to take your game idea all the way through printing, distribution, and promotion.

No, what I have been trying to understand is what publishers are looking for. So far I have found 2 different opinion (and it is about split down the middle). Some designers want to pitch their game as a basic prototypes and no artwork. The artwork and final look and feel of the game is the publishers call. The other half are saying that the product should look *as professional as possible*. That means nice artwork and a flashy prototype.

Horatio252 wrote:
You did this with Quest Adventure Cards, yes? You sound ready to do it with *Of Legends And Lore*. Am I misreading you? If you are really planning to do all of those things, what do you want from a publisher? You sound more like a self-publisher, and that's great.

No I am uncertain how far I need to go before pitching to a publisher. Like I said I posted a Survey Poll and many people responded. But when it came to the question of Artwork, it is split.

Rugbyfreak
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It doesn't matter

Hello questccg,

I have a company that has many products, board games, puzzles, playing cards, books... And I think that the first thing you should do is to contact someone via mail, will that be menager, CEO or someone third, that's your thing... You will see contact details on the website and then you should be able to decide who to contact. It's not allways good idea to contact CEO first. Of course, you need to have interesting preposition. And when you do that, they will contact you back if they become interested in your project.

teriyaki
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Well my experience with

Well my experience with (mostly german) publishers is pretty straightforward:

1) Make the game absolutely the best you can. Pay SPECIAL attention to the way you write the rules, in fact, make them twice as long and detailed as you would for a published game. As many examples as possible. Nothing sinks the game faster at evaluation than unclear rules. Remember, the editors won't have boardgamegeek's forums for reference...

2) Write the spec sheet. It's a one page description of your game - the theme, one paragraph description of core rules, possible similarities with existing games and original features, number of players, age range, play time... Apart from being a calling card for your game it will help in the next step...

3) Research the publishers. Imo this is a crucial step that many inexperienced designers tend to neglect. Remember, your game is a specific product aimed at a specific market. Do your research into game publishers which have a strong foothold in the market you want to tackle. However if the publisher already has too many games addressing this audience, they might not want to publish a game which would compete with their existing products.. Use your common sense and try to see things from the publisher's perspective. Would you publish this game if you were Ravensburger? Or Fantasy Flight? What would be in it for you? Usually you'll have the best chance with publishers whose games are similar to yours, but you bring a new twist... ideally the one which would attract a new segment of customers. Study their catalogues in the past 5-10 years and you'll get a pretty good idea what direction they might be heading to and whether your game might appeal to them (as described in the spec sheet)

4) Once you have a list of companies which might be interested in your game, do the research and see which ones are open to submissions. Generally European publishers are much more likely to accept unsolicited proposals (without the mandatory agency as a go-between) but there are some US companies that are open to new designers. Many Euro publishers sadly don't feature "new authors" form in english, but use google translate and you'll eventually locate publishers which are open. Most of them will accept an english game proposal, but you will need to ask them about it first.

5) Even if they don't explicitly state they are open for new submissions, unless they clearly state "we do not accept submissions from unsolicited designers" you can still try the editorial or CEO. Take extra care to be super-polite in this case... :)

6) Once you have all the emails, make another selection. Pick ONE email - the one you really, REALLY think would be the best publisher. Send your super-polite and professional game proposal. Do not send your proposal to multiple publishers at the same time. They are usually very quick in response because it really takes one glance from an editor to determine whether the game's right for their program. If more than one publisher okays it at the same time you'll be in trouble no first-time game designer wants to be in...

7) The super-polite and super-professional email should contain your short introduction, the spec sheet ideally within the body of the mail (those clunky attachment things...) and, very importantly, a note on WHY you chose this particular publisher. Explain why you think your game would be ideal for them and why you think they have the best chance of selling it. Don't say "because you're the biggest publisher." For example, say "since you firmly target the family/eductional market and i noticed that there are no dice-based games of this category in your current range, I believe that my game "dancing elephants" would perfectly complement your catalog." This makes you look both polite, easy to deal with, as well as down-to-earth and aware where the bottom line is, and publishers do appreciate that.

8) Give the publisher a week (free from vacations and fairs) to reply. If rejected, be super-polite in thanking for their consideration (you might want to work with them later on, and they WILL remember politeness) and immediately send the proposal to the next email on the list. Remember to change the last part of the mail! Think from the publisher's perspective, always...

9) Once a publisher expresses interest in the game, horay! The first leg (of many) is over. Package the prototype and send it to them. Again, recheck the rules. Give somebody else to read them and explain the game to you. Give the prototype and rules to people who never heard of your game before (i know its difficult) and ask them to play the game. Only then the prototype and rules are ready to be sent to the publisher... Make sure the game is in the sturdiest box you can find (god knows where and how they'll store it) and clearly mark your name and the game's on every little bit and piece. List all components in the rules, in full detail. You don't want your game rejected because they couldn't complete the testing because someone overturned the board and now they don't know which part belongs to which prototype...

10) wait, wait, wait... (a tip: waiting is much easier if you immediately start work on your next game :)

Hope this helps.
Cheers!

(p.s. on the prototype: "Professional" does not mean "flashy". Quite the opposite in many cases... If you do too much artwork, the publisher might consider you too... "intense" (for want of a better word). If they see you spent a month hand-painting all the pieces and doing print-ready original artwork, they might see you as someone who won't abandon all this work easily and might be difficult in dealing with their art-department. If your game is heavily themed, and the graphical design really impacts gameplay, then you may put some extra effort in graphics (like in Dixit, for example), otherwise... It's best that the prototype is clear - the design of the prototype should facilitate game mechanics themselves. Even if you believe that low contrast, oil-painting style would be the best for your horror game, the publisher will appreciate clear, strong-contrast colors and clean design of the board. Imagine you are an editor in a big company and you have ANOTHER game to test... You would appreciate any effort by the designer to make your job easier.)

(p.p.s. as for your project in particular... Imo you're at crossroads.. As described, it is too big and ambitious to be taken as-is by an established publisher so you might want to go self-publishing and kick-starting it (with ks money, you can hire a manager to deal with the boring parts). On the other hand, if you do prefer to work as designer-only, I suggest you whittle the game you have down to the "basic set". When you're offering it to the publisher mention that you do have follow-ups in the works and that if the original proves successful, you'll be able to immediately provide additional products. (take care to claim follow-up/sequel/whatever options in the contract). Again, think from the publisher's perspective. No one will commit 5 years of ongoing development on an unproven concept by an unknown designer...)

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