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New designer looking for tips...

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zipplockbag
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Good afternoon guys!

I'm new to the board game world (in fact, this is my first post ever here) and have been in development of a game for the past few months. I'm in the process of making my 3rd prototype and I'm a bit at a loss about next steps. I've been contacting publishers, with good follow up communication, however I feel like I should be doing more. I'm on the east coast (US) and was wondering what sort of shows and expos I should be attending right now to get in contact with some of these publishers and network?

I'm currently working with an artist and I hope to have a prototype soon that will be as close to final product as possible.

Just for reference, my game is a strategy and family type game for all ages.

Thanks in advance for your help!

gabrielcohn
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quick thoughts

(1) read BGDF regularly.
(2) also read the boar game design forum on boardgamegeek.com
(3) give more description of your game (in a separate post perhaps) so that people have more of a feel for what your questions/possibilities might be...
(4) Where in NC? I'm in Davidson (just north of Charlotte).
(5) Playtest, playtest, playtest.

Taavet
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Avenues to pursue

Post a youtube how-to-play video.

Make a print and play version.

Consider the benefits of www.kickstarter.com

Send a prototype around to various game groups for playtesting and feedback.

Consider linking up with anyone in your area: www.meetup.com

Give me a thousand dollars :P

and just keep at it! Good luck!

Cogentesque
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Heya Ziplock! Well first of

Heya Ziplock!

Well first of all welcome to BGDF! Where all your dreams may or may not come true!

FIrstly, if you are new to the world, and new to here and bgg - I would probably cast doubt (I'm sorry!) on your game. If you haven't emersed yourself in the hobby long, you might not know the kind of thing that passes for "good" nowadays (eg: not roll and move or monopoly clones)

A quick test; if you can name me 1 game with a drafting mechanic, 1 with a worker placement, 1 with deckbuilding and 1 with auction systems - then you probably know a bit about boardgames. I mean: enough to start really getting in touch with the hobby publishers.

OR, tell us a bit more about your game man :)

p.s. the other advice on here is square, taav and gabriel are pros.
sam

zipplockbag
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@ gabrielcohn

Thanks gabrielcohn!

I've been reading almost all the forums I can find regularly (as a lurker) and trying to absorb as much information as possible. I'm in Durham, so not too far, but it is a big state.

Regarding #5, no kidding. Just the first 3 weeks of play testing have had me rewrite, re-design- and flip the game upside down twice.

Later on I will be sharing my game idea after I catch up on some work stuff this morning.

Thanks for your tips!

zipplockbag
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@ Taavet

Thank you for these tips. Seems like great minds think alike. I have been talking to some of my friends in the ad agency business to come up with a pretty well produced short video about the game for a Kickstarter project I am working on. I've also put in my application for some of these game groups on meetup and I hope to get a lot of valuable insight and criticisms.

And If I had a $1000 to throw around, I'd have some pretty great samples to send out to every publisher I could think of!

Dralius
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step back

zipplockbag wrote:
I'm new to the board game world (in fact, this is my first post ever here) and have been in development of a game for the past few months. I'm in the process of making my 3rd prototype and I'm a bit at a loss about next steps. I've been contacting publishers, with good follow up communication, however I feel like I should be doing more

It’s unlikely that your game is finished if you have only been working on it for a few months. Don’t contact publishers until your game is finished or at least to the point where you’re only doing finishing tweaks. They don’t want to spend all their time fixing the game you made and there are plenty of other out there submitting finished product to them.

zipplockbag
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Dralius wrote:zipplockbag

Dralius wrote:
zipplockbag wrote:
I'm new to the board game world (in fact, this is my first post ever here) and have been in development of a game for the past few months. I'm in the process of making my 3rd prototype and I'm a bit at a loss about next steps. I've been contacting publishers, with good follow up communication, however I feel like I should be doing more

It’s unlikely that your game is finished if you have only been working on it for a few months. Don’t contact publishers until your game is finished or at least to the point where you’re only doing finishing tweaks. They don’t want to spend all their time fixing the game you made and there are plenty of other out there submitting finished product to them.


Makes sense. Thanks.

When contacting publishers then, would it be wise to have a refined production quality sample (with finished box art) or do they tolerate more proto-type quality samples? I have access to some exceptional printers and cutting equipment and this always concerned me for when I reached the pitching process.

Taavet
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First Impressions

If you can manage near professional production quality then go for it. However, that is not the most important thing by far. The game publishers have many more game submissions and good candidates then they can actually publish and make money off of. Remember, that is what they are in the BUSINESS for. Most of them are past the 'hobby' part of it and are trying to make a living. The closer to finished your product is the better. But many times the 'art' and/or 'theme' are redone to make them more marketable. So even if you do have near professional production quality it could all just be scrapped when/if they move foward with production.

On the other side however they do NOT want to fix or design a game. If your submission isn't complete then they won't even look at it. It's a publishers market, not designers, which is why many designers go the self published route. Playtesting is HUGE! Try to play the game so you lose, or so you force someone else to lose, or you make it so the game can't be played (try to break it). Now a game doesn't have to be perfect to make money. Look at all the mass production Milton Bradley/Hasbro games. Is your goal to make money or to have a quality product that you and the hobby gamers who play it will be proud to mention? Sometimes, rarely, you can have both.

As for being a 'pro', sadly far from it. Nothing ever published and only a handful of mostly finished designs. I do enjoy lurking, giving my two cents worth of advice, and flexing my brain muscles to possibly find solutions to others issues. I do it mostly for the hobby aspect. I enjoy playing boardgames and like to be creative, expressing that through design but there are definately others on this thread I would listen to as far as speaking from experience.

Just remember, someone else probably has/had your exact same idea. The business end of it is very different from the hobby side of it. Know YOUR goals and work hard.

It doesn't look like the site does it anymore but they used to have a Game Workshop or something where you submit your rules/game and have all the other designers read through it and provide feedback. Anything ranging from grammar and punctuation to actual mechanics and design. I found it very beneficial for my own development.

Lastly, there does tend to be scepticism with regards to new designers on the forums. Mostly because everyone who comes here always feels that their idea is unique, ranked a 20 out of 10, and is worried about sharing because they feel someone will steal their design. If you have gone through some playtesting and already recieved some feedback great!

Try some blind playtesting where you aren't around to explain the rules and questions that arise. Try your game with different groups. Family gamers, strangers at a cafe, hobby gamers, kids, adults, ect.

oh, and WELCOME TO BGDF!!

Wait, last thing, honest. To answer your question more directly try to know your publisher. What type of games do they sell, who is THEIR market, get in contact with someone in the submission process on either designer or publisher end and ask questions. Some publisher will prefer 'finished' products and others will 'tolerate' prototype quality submissions. There are also some game design competitions which are fairly cheap to enter and could provide your design with recognition and awards or even publishing deals. Hippodice is the first one to come to mind.

Oh, and more lurking/research. K, done.

zipplockbag
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Just to give you an idea of

Just to give you an idea of what my game is about, here it is.

My target audience is families and kids.

The game is played on a board that has a grid laid out on it, 16x16, but that number is still up in the air. The board has obstacles you can't play on and it has bonus spaces that you can play on. There are also spaced that allow you to draw a card and at each corner there is a snake tail section where players start from.

There is a spinner that will indicate how many moves you can make and if you can draw a card from the pile. But your main game pieces come from about 200 1 inch square tiles with snake parts. There are 3 kinds, mostly straight lengths of snake body, lengths that turn at a 90 degree angle, and some tiles with a stone on them. Every one gets a tile rack to keep their tiles private. You start off with 6 tiles and replace them from a bag as you play them (similar to Scrabble). Each player also selects a snake head tile that has a color assigned to it to help you keep track of your own snake on the board.

Play is basically spinning the spinner and building up you snake based off what you spin. For example, you pin a 3, then you play 3 of your tiles to grow your snake. If you land on a spot with a 3+ card then you draw a card as well. Cards will have bonus points (in the form of critters like certain cartoon insects, frogs, mice of different assigned values). There are also "skip" cards that you can play against other players as well as "spin again" cards.

Snakes can't cross other snakes or themselves and they can't cross obstacles on the field. If they are boxed in and they can't go grow anymore, they are out of the game and the rest of the players continue.

The objective of the game is to score as many points as possible by the end of the game. The game ends when here is only one player left that can move. That players spins one last time and everyone counts up their points (each tile placed = 1, bonus points played on = +1,+3,+5, and any bonus cards you may have drawn.)

That's it. So what do you think? Crap idea or a keeper worth pursuing? I am almost done with my 3rd prototype to showcase in a video for my Kickstarter project.

Cogentesque
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Heya Zip, Yeah man, the idea

Heya Zip,

Yeah man, the idea does sound quite nice :)

Have you played Carcasonne? This is a big popular hobby game that is a "build up the board as you play for most points" kind of game that is very similar to your "tile laying" snake idea.

At the moment, check out Purplepawn.com's "kickstarter updates" that list all current kickstarter games.

I spend a lot of my boardgaming time in and around kickstarter and have helped a couple of projects fund their goals. Also I interviewed Emmanuel Aquin on the success of DDay dice (the highest ever earning boardgame on kickstarter - $170,000 .

I would say that CURRENTLY unless a game can break into to party games / hobby gamers / and family games - then it has a chance of succeeding (check out: Creatures) but games that are strictly aimed at the family market don't do to well (See hey mom can I drive, and a host of other failed projects aimed at the family market)

Think about it logically: You are asking for money from parents for their kids (very simplistically) and parents don't hang about in kickstarter looking for family games to buy. They go to toys'r'us instead.

The only people you will get this way round is if they are your own collected and dedicated fans (eg: "Dear Friend, Please buy my game!") or, if they are hobby boardgamers that see a family/party advantage in your game as well as it being fun.

So, going back to my (un)healthy dose of skpeticism : If you are looking for hobby gamerer mums and dads that will see your game to be fun, interesting, worthy of their cash, AND applicable as a family game, you need to peek their already refined interest and have very high minimum standards. And as such, do you know much about the current hobby game market? Because you really, really need to.

Also Taavet IS a pro. A big one.

zipplockbag
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I'm familiar with Carcasonne

I'm familiar with Carcasonne and I know the mechanics have some similarity. It's hard to avoid having similar mechanics to other games out there, you know what I mean?

I'm very impressed with DDay's success on Kickstarter and it's what motivated me to pursue that avenue. Your market advice is sound, so I have distanced the game from the kids only crowd (early ideas and prototype) and have modified the level of game play to appeal to adults more without over-complicating the rules. I have experimented with alternate forms of movement like 10 or 12 faceted dice and even an electronic component (too expensive but a great gimmick). A 6+ dice does give it a sense of being on a level above something, like say, Sorry! or similar game.

Cogentesque
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Perfect!! That was the kind

Perfect!!

That was the kind of post I wanted to hear from you.

Ok great, in which case I would initially say that the scrabble-like tile tray thing will appeal to the "higher thinking" (word game & Misc) crew, but then the "snakes" theme might distance them and get them thinking that it is some kind of fluffy zoo-animal game.

An overegged example would be a deck of texas hold 'em poker cards with comedy pigs on it - might be a bit contradictory. So in this sense I would say the theme and colour of your game will be very important.

If you can "hobby-it-up" a bit more, then that would be cool too. Remember at this level, hobbyists will see your game having come from carcasonne and figure "but in carcasonne there was much more depth in fields / castles and what not, in this it's just one of those elements - a big snake..." So you might need to put a few more clever pieces onto the top of it in order to attract the hobby crowd.

Anygame that has "A load of tiles" as its only components should be wary (not scared, just keep an eye out) as of course the tiles will need to be of "decent handling size" - I can imagine badly printed small tiles being SUCH a pain in a game like this. so you would need to invest highly into your production quality too.

Perhaps you could get in something borne from faimly style games like Uno's mechanics. It is essentially a card game but with clever inclusions, the possibilities stack up and make it actually quite an interesting game worthy of children and hobbysists alike.

This will be done very much with your "draw 3 more tiles" bit and your "take another go" and what not. Perhaps you could get some kind of "play the next piece for your oppoonent as if it was your own" or even "you may place one of you pieces onto your opponents snake"

I would also add that games that rely wholly on a d6 or a spinner with 6 places lack a averaging curve (or whatever the proper term is for it!)

the fact that if I (due to my awful luck) roll a 1 three times in a row - the game will entirely cease to be fun for me. Some kind of weighted distribution (thats it: distribution!) would probably be better for me personally and avoid the "I hate this game because rolls of 1, and 1 mean lose and 6's mean win".

Perhaps 3 tiles can be laid every turn automatically and if you get a 5 or 6 you can lay an extra 2 tiles ? That might be fun?

Again though, in order to be a real hit on kickstarter nowadays you would need some kind of game design award badge, a load of fans already prepared to buy the game, or to be a very very clever hobby game (the biggest kickstarter success have all of these, the unsuccesful ones have none and if you have 1 you will probably make 1,000 to 8,000. If you have great awards and a slick campaign that can go up to 15,000. :)

See "Genegrafter" - it had a super slick kickstarter page towards the end (after I helped Erik out with his campaignthat is ^^). At the start, the games rules were not even finalised.

zipplockbag
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Interesting points. To expand

Interesting points. To expand on the spinner, I could have used a normal 6 sided die but game play would have been (and was) fast and lopsided. With the spinner, I have 10 spots and they go like this:

0 - basically lose a turn.
1 - one tile
1 - one tile and draw a card
2 -
2 - with card
3 -
3 - with card
4 -
4 - with card
5

With this set up there is a really good spot, 5, that you can hit 10% of the time. There is a lose a turn spot, 0, again, you hit 10% of the time. And the rest sort of fall in between.

I have been toying around with a plain faced D6 die (cheap and easy to custom print) with the following faces:

2 -
2 - with card
3 -
3 - with card
4 -
4 - with card

It would sort of better equalize the chance part of it and have you rely more on strategy. The good thing is based on further play testing, If I feel the game is going too fast, those numbers can be lowered (1,1,2,2,3,3) or raised.

To expand on the card portion, when you draw a card, you keep it to yourself until the end of the game, or until you play it during game. Bonus cards don't get played during the game, they simply add to your score. But the Skip card can be played at the moment an opposing player's move starts (before they spin).

truekid games
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I like your dice spread more-

I like your dice spread more- it has a couple of good things about it, starting with no "lost turn" (something you generally want to avoid in games). The tighter range also means there is less disparity between players turns, both individually and across the game as a whole.

I would actually suggest starting 1 tick higher:

2- with card
3-
3- with card
4-
4- with card
5-

which may make the "bad" rolls feel less punishing.

zipplockbag
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That's a great idea.

That's a great idea. Appreciate the feedback!

At the beginning, here was a concern of mine and of others. When you have dice, you need to roll it on some surface. However, my game will have a board with a lot of tiles that you don't want disturbed with rolling dice, so you have to roll it on the table, beside the board. That's why I settled, at least for now, on the spinner, a stationary non-evasive component.

Are my concerns warranted? Am I missing something?

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