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DuelistofAges
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Joined: 12/27/2014

Hi I am brand new to these Forums, and was directed here by Tom Vasel (on BGG) after asking him what steps do you take to publish a game.

I really don't know how to use this website to its full potential, but I guess this is the first step.

I haven't completed any games, but have a decent amount of progress on a couple, the three of the things I have been stuck on are:

1) Naming, I dont know why this is hard, but it is. I guess it is having to sum up the majority of you're game in a few words, while still keeping it interesting and enticing.

2) Prototyping, I just don't really know how to do this, I mean I can go on paint and slap together some cards/board/rules and go from there.(?)
But is that good? Some insight on what you are doing would be very appreciated.

3) Publishing, I am nowhere near this step, but I want to be ready for when I am. Do you just give Asmodee or Fantasy flight or Plaidhat a ring and try to pitch your design? do you just wait on forums 'till someone (who can publish you) likes what they see. Again just saying what you have done/are doing would be great.

Thanks.

The Professor
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Joined: 10/25/2014
Welcome to BGDF!

It's great to have a new member in the community...remember, everyone here started out exactly in your current position. They had unpublished ideas for a board game, so this is exactly where you need to be.

As to your specific questions, I'll take a crack at them, and more veteran BDDFites will certainly chime-in, as well.

1. Keep it simple...and more importantly, make it memorable. I'm the throes of developing a 4x Space game for a designer...in that genre, you have around a dozen worthwhile titles, including Twilight Imperium and Eclipse. Both titles evoke a sense of great exploration. Think about what you want your game to evoke and the name will come to you.

2. At this stage of the game, you want to prepare fairly polished rules, craft the pieces to play the game (make them playable; don't go overboard) and get it play-tested by a number of teams. Once you have the write-ups, you can enhance your rules (if necessary) and prepare for blind play-testing.

3. I can't speak for some of the other companies but FFG tends to work on their own games or ones in which they're heavily invested. There are a number of publishers out here and they'll identify themselves. You're in very good company of game designers, publishers, developers, artists, play-testers, etc, who want your ideas (if worthwhile) to succeed.

Hope it helps...please don't hesitate to respond here or send me a PM if you have a chance.

Cheers,
Joe

LordBrand
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Joined: 12/27/2014
DuelistofAges -I must

DuelistofAges -

I must confess I am still learning myself, and when I first splashed in, I was very overwhelmed. I have found a number of really helpful resources that sped along my design, production, and publication knowledge... Or at least started pointing me in the right direction.

This thread on BGG was helpful and contains lots of good links if you want to self-publish (and touched on finding a publisher):
http://www.boardgamegeek.com/thread/322382/game-design-self-publishing-r...

Wrot! from GateKeeper wrote a really great kickstarter article series that is great for things to think about even if you aren't kickstarting:
http://www.gatekeepergaming.com/kickstarter-advice-columns/

These blog/case study on an actual board game (Corporate America) from Nothing Sacred is really helpful as well for context:
http://nothingsacredgames.com/the-cost-of-a-board-game-money/
http://nothingsacredgames.com/the-cost-of-a-board-game-time/

For building cards and decks, I've found nanDeck to be really great, but starts to require some scripting knowledge:
http://www.nand.it/nandeck

And never forget to check out GameCrafter. The prices are higher than the actual production costs, but it's definitely a great prototyping location.
https://www.thegamecrafter.com/

Hope that helps, and good luck in your journey!

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