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Not much Board Game Piracy

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questccg
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I watched a video from a member on another forum (about portable console games - like the Nintendo DS)...

What I found surprising is that the panel in the video talked very briefly about Board Games, specifically Board Game Piracy.

They said that the reason there is not much Board Game Piracy is because people actually NEED to PHYSICALLY design part for a game (you need a board, print the cards, cut them, get the proper dice, get the other components to the game, etc.)

Although there is piracy that occurs, it is not as prominent because of what I mentioned above.

It's good to know! :)

jhrrsn
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Yeah, it's weird in a way, as

Yeah, it's weird in a way, as most rulebooks for boardgames are online somewhere, and most components can be replaced with bits of paper and a few dice. It's probably a combination of the reason you mentioned (effort) and the attraction of a properly-finished and produced boardgame.

questccg
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FREE Rulebooks, come and get 'em

jhrrsn wrote:
Yeah, it's weird in a way, as most rulebooks for boardgames are online somewhere, and most components can be replaced with bits of paper and a few dice. It's probably a combination of the reason you mentioned (effort) and the attraction of a properly-finished and produced boardgame.

Yes that also what they mentioned: rulebooks for boardgames are available to download for free - most of the time...

Also when you play with a *prototype*, it's not the same when you have a *finished* game. You are right in stating that the attraction of a properly-finished game is really what makes the game appealing... So game art is very important in making a nice finished product!

McTeddy
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To be fair, the two markets

To be fair, the two markets are VERY different and there are more reasons that board gamers are less pirated.

The pool of players in the board game industry is MUCH smaller than the video game industry. I've never worked at a studio that would even consider shipping a game for 2500-5000 copies. They generally manufacture in the hundreds-of- thousands and up. The sheer size difference of the audience means that the piracy rate will be lower.

Second, the video game is an instantaneous crowd. They download to buy the game NOW. They get tutorials to teach them to play NOW. They are constantly fed rewards to feel satisfaction NOW.
People who make up the majority of the "Board Game" audience know that they are going to invest in the game. They are willing to put in the time and effort to learn a new game. If they are willing to invest time and energy... do you really think they'll refuse to invest money?

Third, the advertising plays a MASSIVE part in this. In any crowd, very few people actively go out searching for news and new products. Video games have boatloads of massive advertisements, trade shows, and news articles telling people to buy more. This means that even the casual players who don't want to spend money will learn about the game... which they promptly pirate to try.
I rarely see board games advertised to an outside crowd. The people that know about the brand spanking new board game are the dedicated players. These are the ones that are willing to pay for games and want to support them.

Finally, board games are a social activity. If even a single friend owns a game anyways, I can just play it at his house with him. If no one in my group was interested enough to play... why the hell would I want to get it?
Video games are about a single player and are often locked to a single account. You can't share your version with me and I can't play with you unless I buy my own copy. This is a decent motivator for piracy.

Having to make a game is absolutely a factor, but there are many more reasons that piracy is lower in the board game industry. There are similarities, but there are also MAJOR differences.

questccg
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Marketing...

Is *marketing* (or Advertising) part of the "publisher's duties"? I mean if they don't *sell* the game to distributors, how will the game get into consumer hands??? This is just my opinion, however I feel that when you deal with a publisher, they ought to contact the distributors they deal with and tell them: "Look this is the *newest* game in our line-up and we're interested in getting this game to the gamers..." Or something like that... And then it becomes a play on how many copies each distributor decides to buy.

I don't know but I have seen *initial* production runs of 2,000 to 5,000 units. I guess it probably depends on the cost to make the game. However even if we go with the lower number, that's still pretty good considering the amount of distributors there are around the US and Canada. My guess between 10 and 15 distributors leading to 150 to 200 copies per distributor.

Then the distributor sells to Brick & Mortar stores - again *advertising* "This is one of the *newest* games we have bought and we thing it could be a good seller..." Again, something like that.

So I think there is *advertising* in boardgames - but it is probably done by the sales people (Publisher or Distributor or Shops). You are right in saying "the advertisement" is not like a video game... We don't create *introductory videos* for our games...

Although that statement might be a *false* one! Check out Legacy TCG: http://www.legacytcg.com/

They have invested in making a "Game Trailer" for their Trading Card Game (TCG)... It's pretty nice also. But I'm not sure about their status - in terms of *advancement*!

wazzajack
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Board Game Piracy

Does it actually exist?
For most board game inventors the cost of not only manufacture but more importantly the affective marketing of their game will be such that they will look to a major game company with the hope they will negotiate a royalty. Self publishing in large numbers in itself will be expensive. Also unless they have the confidence or ability to market and sell it the chances of success aren’t likely.

You only have to read the various post on this site to realise most of us are just inventors and that our enthusiasm for it overshadows our naivety regarding things such as cost, protection issues, manufacturing, promoting etc. If a major game company will take an interest in your game and it’s usually a big “IF” the royalty you’d negotiate would be that small it wouldn’t be in their best interest to steal it from you. In this scenario it basically it comes down to realising that one percent of something big is better that one hundred percent of nothing.

Apart from the classics like Monopoly and others spawned out of the depression you have the German games that are the solid foundations of board gaming. Inexpensive entertainment during hard times and in colder climates where families may stay indoors more often.
With the introduction of electronic or computer games the board game industry is sadly in my opinion basically dead and buried and most of the board games being manufactured currently are either reproduced editions of Monopoly with different playing pieces or substandard garbage to promote and market some television show.

I believe the first thing for all board game inventors need to realise is (no matter how good your game is) the odds of even moderate monetary success are against us.
Just the satisfaction of creating a game that could be played between friends can be enough so for me personally if anyone was to pirate one of mine and publish I’d be more flattered can upset.

questccg
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Joined: 04/16/2011
Success is relative... but...

It is true that success is rather *relative*. But knowing that *initial* production runs run between 2,000 and 5,000 copies, that's not too bad!... I mean it's not stellar like 10,000 or 25,000 copies, but it is a good start!

Note: Compare this to a Kickstarter with 200 to 500 copies... It's actually pretty good!

I don't think the *board game* industry is "dead" or "buried". I think it's a small community (much like the BGDF community) that are developing games. With that small community comes GIANT publishers like WoTC and FFG... As examples. But I think *many* independent games are being produced - because the community is small.

Taking *money* out of the equation, that will limit the amount of interest... More people are interested in things which generate real money. Board Game Design is not one of those interests. We spend months developing and testing our game and then go through months dealing with publishers in the hopes of selling our game. But the reality is that the profits to be made from a design are smaller than something like a *video game*. The ME generation (or Generation NOW) is more into the *faster pace* of video games. I used to be an avid video gamer (Warcraft, Starcraft, Duke Nukem, Doom, Quake, Half Life, Halo) and I remember the good old days where we would pack our PCs (not laptops) and bring them to a friends so we could play networked games until like 5 AM in the morning!

When I look at my own game ("Tradewars - Homeworld"), I like seeing players *duke it out* and play against each other. The game's scope might be smaller than an RPG or video game - but I still think it is entertaining (and challenging). To me there is an *attraction* to a game people come together and play. That's why I HIGHLY regard and respect games such as Magic: the Gathering...

questccg
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Is it even possible???

wazzajack wrote:
Does it actually exist?

I think we might be able to answer this question by simply asking ourselves...

Would you *buy* a pirated copy of a boardgame? That means that person had to pirate the game at the Chinese factory, had to pay to bring over to the US and is now selling it at a CHEAPER price than the original game... Now because this pirate is so rich - he can afford to produce a 10,000 unit run. Again, I don't think so...

Will US distributors buy PIRATED games??? Again, probably not. So what's left: Internet Sales. The question is would there be sufficient amount of buyers for a pirated, online version??? Again, my thoughts are no...

The logistics don't seem to be there. Where I could see piracy is a game made for the US than is resold in say China... Again it would be in English and the Chinese buyers would need to understand English. Maybe...

All this seems to make piracy a *doubtful* occurrence in tabletop gaming.

wazzajack
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Marketing and going it alone

When I say dead and buried about board games I mean in terms of general interest and the huge successes of yesteryear before computer or electronic gaming came along.

I wish it wasn’t the case and yes there is no denying there are still small communities of dedicated enthusiast playing board games.

I don’t know about production cost now but looking back at an old scrap book I have one article written in the mid nineties stated to get a board game into production the cost would be around $75,000 to $100,000 (this would have been Australian dollars) and I would have assumed that was for an initial five thousand units of decent quality. The average retail price for a board game appeared to be around $40 at this time.
Now I know this is just a very rough calculation and I’m no financial genius but if each and every game sold at that price it would return $200,000. So given that the retailer would be taking at least fifty percent of that to place it in their store before even any consideration of marketing cost you would have to take the time and try to sell them yourself and hopefully break even.

Without the resources to produce games in large numbers at a cheaper cost along with the marketing expertise and selling outlets that the major game companies can provide it’s a daunting proposition to go it alone.

questccg
I think you had told me that your game/s are more card based and not board and that would possibly be a less expensive and more doable proposition certainly if cards only without a board and other playing parts along with smaller packaging.

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