Not really sure which forum this belongs in, but this one could be justified as well as the next, but feel free to move it if you see fit.
So I'd been working on a game design with a large scope, not the biggest game ever, but maybe a bit under Twilight Imperium size. This has been my first design attempt and really I was just in the middle of rules and thinking through mechanics.
Then I kept reading about other games and designers and all come to the conclusion that before you really get into this *oh so* lucrative field of game design that you should know WHY you're doing it. Well, I for one want to be published. A few friends enjoying my game just wouldn't be enough for me.
And I'm not saying that I'm in it for the money (as only the select few seem to actually make substantial money here), but I guess I want to make a business out of it. One source of inspiration being Robert Dougherty and Chad Ellis of Your Move Games (http://www.yourmovegames.com/) who have come up with a BRILLIANT - IMHO - game design in Battleground (it's a miniatures war game but with cardboard pieces... definitely check it out). Anyway, I think that something like this has the potential to create its own niche that solves some of the "problems" (for some) of miniatures like cost, painting, rules (they're on the cards). This idea also has boundless potential for marketability as they already have 3 armies and can only go forward with new, cool armies and creative editions to older armies.
Also, I've been playing a lot of Ticket to Ride lately and so I'm wondering if I should put my larger game on hold (which I am in love with) and focus on working on something smaller and marketable. I'm thinking now of something unlike the Battleground example above, because I'd rather make something more like TtR that is intriguing to both gamers and non gamers (regardless of your personal opinion of the game, I think the fact remains) and marketable to a game company with possibilities for expansions or new versions, etc.
Of course, then I read Tom Vasel's interview with Christian Petersen (http://www.thedicetower.com/interviews/int053.htm), who is the C.E.O. of Fantasy Flight Games and whose first game design was Twilight Imperium. (sidenote: I'd only heard about TI before recently downloading and reading the rules... the game I've been envisioning is going to be similar in the epic feel and space exploration feel, but hopefully something smaller/different mechanics). This was his FIRST game! And it's huge! Maybe it was only so successful because there was nothing like it at the time of it's design/release.
SO! If anyone's even still reading, my question to you is just what are your thoughts? Obviously this is influenced by why you're a designer. I am totally in love with games and designing for design's sake is something I am quite prepared for because the market's a killer. But I sure do have hope. I guess then I dont even have a question, because I've already decided to put the larger design on hold (for now) and focus on "the next gateway game." Too bad all I can think of is trains... ;)
All thoughts welcome and sorry for the length!
Jonathan
Xaqery,
I guess I don't see Gateway Games as a genre, but rather a label I'm using to describe games that can have a balance between simple, relateable rules for nongamers and complex choices for gamers. I think a gateway game could come under any of the genre, like Mage Knight as a gateway game for the Minatures genre... I dunno, maybe I'm missing the point and this is all semantics though.
Part of thinking things through - to me right now - is: Would a company (self started or well established) be able to sell this game and expansions or new editions? Of course for any of this to be possible, the game must be very fun and solid. And that, of course, is where the 99% comes in. Do you think I'm just thinking *too* far ahead at this point?