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So you want to build a board game?
- Black Barney
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Anyway, he seemed pretty lost as to where to go next when he wants to actually build, market this game. He's thinking of kickstarter but isn't sure. I know lots of people here have lots of experience with this stuff. Do any of you have a critical path to follow on how to get your first game to completion and give it the best shot possible.?
I asked him if he was planning on designing more games down the road but he doesn't think so. I've known this guy for 15 years and I would expect this game to probably have some very solid mechanics.
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Just use placeholder art, like clip art or something.
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If he wants to self publish I have a bunch of friends that may take the work. I also considered going to the local art school and see about hiring interns or something. For Hoodrats I used all Collective Commons art with filters/modifications and it turned out really well.
James Mathe (Minion Games) has a bad ass blogspot that has tons of great, accurate info on bloggers who do previews, places to get manufacturing, etc.
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If you're not self-publishing spending money on art is a horrible idea. Wasting money completely.
He should have the game playtested enough and as close to finished (in his eyes) as possible before showing it to a publisher.
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I have designed a few games over the years, and even got one published ten years ago. (Maybe sometime this year I will do a series of articles here at the Fort about my experience.) It was always way too much time and not enough money compared to my day job. The biggest surprise and disappointment was that playtesting is hard work and not especially fun, and that most of my friends would rather play a published game than an unpublished prototype.
That said, I have been working on a design for the last 18 months, and have been frantically doing another round of revisions lately. I want to get in more playtesting in May, because I have a meeting with a potential publisher in July. This started as just a fun project which I thought had zero chance of publication due to the IP, but then I discovered that there was a company working with a close variation of that same IP that might be interested. My original goal of making a fun game about a favorite topic is near completion. Re-theming it for publication will be a fair amount of work, but at least I would make some money and earn a tiny bit of fame within a certain geek sector.
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charlest wrote: He needs to do some research and really think about whether he wants to self-publish or not down the line. It seems like he isn't quite sure.
If you're not self-publishing spending money on art is a horrible idea. Wasting money completely.
He should have the game playtested enough and as close to finished (in his eyes) as possible before showing it to a publisher.
Great points. The decision to self-publish or not is a big deal. Self-publication is a lot of work, while working with a publisher could lead to major changes in the game.
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Shellhead wrote: The biggest surprise and disappointment was that playtesting is hard work and not especially fun, and that most of my friends would rather play a published game than an unpublished prototype.
+1
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- Black Barney
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Gary Sax wrote: btw, it's cool we have so many designers (at various levels of volume) on the board willing to talk about their experience.
Yeah exactly, this is GREAT stuff guys, thanks so much for sharing all of this. I'll link him this thread since I won't be able to accurately reflect all this advice and direction.
Yeah playtesting is brutal. I'll help my friend do it cuz I loves him, but I know it's not usually fun. Decipher (when it existed) offered to fly me down to Viriginia once or twice to playtest some of their CCGs. I said no and they seemed shocked (as did the other playtesters). Apparantly no one ever says no. Free food, lodging and transportation and you get a bunch of free product. But the actual work (even though it's just a weekend) sounds brutal. Locked up in a room with chalkboards, playtesting with a bunch of stinky guys who are all trying to act as alpha as possible to score a job with the game company itself. NO THANK YOU.
again, thanks for the comments thus far. If anyone has moar to say on it, don't hold back! The more the better and i'm sure this isn't just relevant to my friend but to others as well
xo
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Black Barney wrote: Yeah playtesting is brutal. Decipher (when it existed) offered to fly me down to Viriginia once or twice to playtest some of their CCGs. I said no and they seemed shocked (as did the other playtesters). Apparantly no one ever says no. Free food, lodging and transportation and you get a bunch of free product. But the actual work (even though it's just a weekend) sounds brutal. Locked up in a room with chalkboards, playtesting with a bunch of stinky guys who are all trying to act as alpha as possible to score a job with the game company itself. NO THANK YOU.
Not to hijack the thread, but I have to agree. I used to do some playtesting for Warmachine/Hordes a number of years ago and after the coolness of it wore off, it got to the point where all the games I got to play were playtesting, which is definitely work, and not especially fun. It kind of drained my interest in playing the game at all. Playtesting is rough, especially for a game you actually enjoy.
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Two (kind of obvious) reasons:
1 - This will save you time ultimately. You won't need to organize and convince people to play and hope for feedback. It also filters out obvious problems so that you can focus on harder to find details when your playtesters are in front of it.
2 - Your playtester's time is valuable. If you're serious about getting your game published you will only be able to get in X number of playtest sessions before it is published. That number is finite whatever it is. You don't want to waste any of those sessions on things you could have found yourself. You also want to provide the best experience possible for your playtesters so you can convince them to come back and try it again. If the game breaks in the first 20 minutes based on something you could have easily seen in solo play, I'm not going to playtest your game again because you didn't respect my time enough to perform basic work in your own time.
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