Skip to Content
 

Re-inventing old games

4 replies [Last post]
wowbagger
Offline
Joined: 03/10/2016

Hello

Very pleased to find this forum, as I'm a complete newbie and have a lot of questions!

My kids and I are working on a monopoly variant (I can hear the groans) which beside the property, station, hotels part, plays like a completely different game and is much improved upon the original. I'm certain I'm not the first to try improving classic old games, so I come here with three big questions.

•What has been done before on old game adaptations?

•How do you best get a game in front of Hasbro, preferably Hasbro UK, and do they ever consider games based upon something already on their shelf. Is it better to try a licensed approach?

•Given abject failure at Hasbro, how much can you borrow from an old game without making them cross. Is it ok to make a game with properties, hotels, stations, chance cards if all else is different? Will it put off other publishers (I'm not keen on self publishing).

Are there threads that already answer these questions somewhere on here, I'm sure they can't be new ones.

Thanks

radioactivemouse
radioactivemouse's picture
Offline
Joined: 07/08/2013
Research.

wowbagger wrote:
Hello

Very pleased to find this forum, as I'm a complete newbie and have a lot of questions!

My kids and I are working on a monopoly variant (I can hear the groans) which beside the property, station, hotels part, plays like a completely different game and is much improved upon the original. I'm certain I'm not the first to try improving classic old games, so I come here with three big questions.

•What has been done before on old game adaptations?

•How do you best get a game in front of Hasbro, preferably Hasbro UK, and do they ever consider games based upon something already on their shelf. Is it better to try a licensed approach?

•Given abject failure at Hasbro, how much can you borrow from an old game without making them cross. Is it ok to make a game with properties, hotels, stations, chance cards if all else is different? Will it put off other publishers (I'm not keen on self publishing).

Are there threads that already answer these questions somewhere on here, I'm sure they can't be new ones.

Thanks

All of your questions can best be answered if you just study this industry that you're getting yourself into. While board gaming has a low barrier of entry, it also means that the competition for print is extremely high.

But to answer your questions:

-What does old game mean to you? A recent game, Five Tribes, easily has its roots in Mancala, but taken to a level not seen before. But many people may argue that deck building is an old concept and people are making new iterations using that engine all the time. The new Star Wars Imperial Assault plays like chess in a lot of ways...square grid board, specialized characters, player elimination...all there. If you look, there are many games that have threads of older games.

-Getting a game in front of Hasbro first requires that you know someone that can deal with that. Hasbro had a contest last year that apparently was really competitive. You'll either have to make the connections yourself through convention visits, or blind contact them somehow (which is certainly possible). Be warned, you better be on your game because first impressions are strong and I haven't seen anyone try and create a Monopoly clone that has actual widespread appeal.

-Borrowing from other games is something that other industries don't share. It's the expression of those ideas that make the copyright, not the mechanics themselves.

However, going through a publisher is a wise idea...especially when you haven't created a game before. A publisher will literally take care of you though the process. Unfortunately, big publishers are looking for the next big thing, so if you're looking to do a Monopoly variant with hotels, stations, chance cards, etc. then you might as well stay at home. In addition, your work will have to stick out from all the other people that want to try and make a board game.

I'm not trying to shoot you down, but this is an industry; know this industry you're looking to get into. There are trends, fads, unique ideas, timing, and a lot of work. It's like me trying to knock on Capitol Records saying I got the next big song, but it sounds a lot like Queen's Bohemian Rhapsody. They'd laugh me out of the building.

I made a blog recently about this here: http://www.bgdf.com/blog/do-your-research

ElKobold
ElKobold's picture
Offline
Joined: 04/10/2015
Welcome to the forum!

Sorry if I sound negative, but I have to say it.
Don't do it. Don't waste your effort on reinventing Monopoly.

1. 99% of games with circular dice-throwing movement around the board will not sell. (With the exception of Relic, maybe)

2. Absolute majority of modern boardgamers do not play Monopoly. I would imagine nowadays someone would play Monopoly in the scenario where he has never played any other game and/or out of nostalgia.
"Improved Monopoly" doesn't sound very exciting, unless that's the only game you've played.

I suggest you try to make a post with the description of your idea on BGG and see what kind of feedback you will get. Then work from there.

Playing Monopoly with kids is one thing, selling it to public is another.

The best advice I can give you is play more games. Check out BGG top 20 or something. See what else is there. The industry went miles ahead since Monopoly came along.

And please don't be discouraged by what i've written above. Heck, my first "game" was a Monopoly space-themed re-skin with planets of the solar system, instead of Streets. My father helped me to make it back in the nineties :)

That being said, if your design borrows only a theme from the Monopoly (and not any of the mechanics) then you might be able to do something with it, but in that case DON'T mention your inspiration source. It will not help you to pich your game.

Good luck!

chris_mancini
chris_mancini's picture
Offline
Joined: 05/01/2015
There are a bunch of city

There are a bunch of city building games out there, so a game which takes many of the concepts present in Monopoly (buying property, managing those properties, improving them, dealing with other players' properties) can be very much original and very successful.

In regards to Hasbro (or any large toy manufacturer), you will have no luck cold-calling them. They have a stringent process in place which only deals with established inventors who have access to their network. I know because I'm fortunate enough to be one of them. They will also be very wary of any game which plays with any similarity to Monopoly, that is not intended to be a Monopoly extension. At the very best, they'd look to turn your game into a twist on Monopoly, which as far as royalty revenue would not at all be a bad thing!

For their Monopoly extensions, they need to see something uniquely different, a hook which transforms how people play Monopoly in an exciting new way. This is typically rooted in some product add-on; for instance the new version of Monopoly gets rid of the paper money and deals with all transactions through RFID "bank cards" and a reader. Touch your card to the reader and it instantly deducts money for buying properties, taking rent, etc. Exact same game, but they took the constant mechanics of dealing with money and automated it in a new and fun way.

This may well have come from an inventor, as opposed to their Monopoly Empire game, which was an exercise in licensing (you're buying famous brands like XBOX instead of properties). You could propose such an extension, but unlikely it would be seen as an "invention."

I'd say forget about Hasbro until you have a great (and unique) game. Don't try and fit it into their brands, as that really only gives you the one shot at placing your game. While toy companies are very careful about who they let show them products, board game companies are much more open. It's actually a big part of why I myself have been focusing on board games for the past few years; this industry is so open and welcoming and supportive, it's just a great industry to be in if you've got the skill, dedication and passion.

I'd be happy to take a look at your game if you'd care to share it; I'm sure you'll get a ton of useful input from this community.

jonathanflike
jonathanflike's picture
Offline
Joined: 03/09/2016
When I started designing

When I started designing games I used to do remixes and adaptations as well. It's nice to have solid foundation mechanics that adapting or remixing a current game provides. I would just continue to do this until you develop your own view on what game design should be and that will ultimately lead you to something that is more you than Monopoly so to speak. Remixing allows you to start thinking the way a designer would about game play and mechanics, giving you some designer training wheels. After a while you'll no longer need to adapt something currently out as you will be pushing yourself towards an original creation. I agree with what was previously said too by not trying to create something to match Hasbro, save that for the designers that work there and have to design around a branding identity. Once you create something, finding someone to support it will be more organic where you'll search for someone that matches your philosophy of design and not the other way around.

Syndicate content


forum | by Dr. Radut