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Business of Game Design: Funding & Self-Publishing Dr. Lewis Pulsipher Pulsiphergames.com Copyright 2013 Lewis Pulsipher
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August 8, 2015 Note about the slides Slides are provided primarily for those who want detailed notes later, not as an accompaniment to the talk Consequently, they are “wordy” Available at http://pulsipher.net/teaching1.htm http://pulsipher.net/teaching1.htm Or just go to pulsipher.net (not.com) or pulsiphergames.com and look for teaching material
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Who am I Designed my own games while a teenager Began playing commercial wargames in 1963 Played the original Atari 2600 and have played some PC games heavily, but rarely play any video games these days; never owned a game console My favorite game is “the game design game”
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Who am I Designer of several commercially- published board wargames (most recently January 11), more games to come Active designer of board and card games (playtesters solicited!) Book “Game Design: How to create video and tabletop games, start to finish”, McFarland (booth at GenCon) Wikipedia: Lewis Pulsipher; Britannia (board game); Archomental
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Some of my games
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We’re talking about business, not about game design But if you want to make money, you have to know the business It’s hard to find a publisher these days –Many have in-house staff, others are self-publishers As a last resort, you may want to fund and publish your game yourself –But then you become a publisher, not a game designer!
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Reality Check Almost no one makes a living designing (or selling) games Most who do, work for a game company, not freelance Publishing is risky – but that’s why publishers make a lot more from a successful game than the designer Many publishers began as self-publishers –Including Fantasy Flight (once they got out of the comic distribution business)
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Reality Check 2
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OK, How much do you make if you do find a publisher? In my experience, royalties are a percentage of the publisher’s actual revenue –5% is most common, range 4-8% Publisher sells to distributor at 40% of list price or less; distributor sells to retailer for 10% more Internet sales are becoming significant— then publisher makes 100% Shipping costs may be subtracted from revenue
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Royalty example $40 list game, 5% of $16 = 80 cents Per 1,000 copies, $800 $20 game, $400 per thousand Wargame typical print run is <= 2,000 “Euro” games might go up to 10,000 Most games sell poorly after first six months, most are not reprinted German “Game of the Year” might sell 250,000 or more, after award It’s a hit-driven industry. How many hits a year, compared with hundreds of games published?
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What about the biggies? In general, the really big companies have staff to design their games Many will not even accept outside submissions Virtually all will require you sign a statement relieving them of all liabilities At least one only works through agents In USA, Hasbro owns all the traditional boardgame publishers such as Milton Bradley, Parker Brothers, Avalon Hill
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Publishing alternatives All these methods require considerable knowledge to put game together in correct format, to hire artists/editors Spend the money to self-publish traditionally –Expensive –Risky –Requires constant attention Use a third party to help self-publish traditionally –Fulfillment companies –GameSalute no longer offers their more extensive service Self-publish through POD –TheGameCrafter.com and others –Requires virtually no funding PDF/desktop publishing/Print n Play –Requires virtually no funding “P500” – preorders –Generally only established publishers “Ransom”/crowdfunding model—kickstarter.com, Indiegogo
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Distribution methods Traditional distribution/aggregator –You get only 33%-40% of list price Internet distribution through your own Web site –You get 100% of list, but will your target market buy this way –Not mass-market, for example Online PDF distribution sites such as RPGnow Thegamecrafter.com or other POD Sell at conventions Give it away and hope for a deal with a traditional publisher
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Funding Self-funded –I’ve heard of people taking a second mortgage Friend/family funded Publisher funded –But then we’re not in self-publishing any more “Ransom”/crowdfunding model
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“Ransom”/crowdfunding Ransom: If I get $X I’ll give this away to everyone –Originally for fiction Crowdfunding –Kickstarter –Indiegogo and others
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Kickstarter Even traditional publishers use Kickstarter –For them it’s a “gauge the enthusiasm” and pre-order system Costs nothing to try it –Well, except for your time KS (and Amazon) take a chunk of the successful funds
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Indiegogo Much newer than KS but may be available where KS is not Big difference: if a project is partially funded, you get the partial funds (KS: no money changes hands) Not as well known/frequented as KS
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Creating the Look of the Game Hiring artists, unless you are one Hiring for editing and layout, unless you’re good at it
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Creating files to be printed Requires both understanding and computer-technical skill Some programs are free, the best cost a lot of $$$$ Time-consuming to learn
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Using traditional publishing methods Finding a suitable printer, arranging for shipping, arranging to house inventory (unless you have a BIG house…) Sales, shipping, promoting, customer support –“Discoverability” is a big problem now – people won’t buy your game if they don’t know anything about it Fulfillment house can take care of storing inventory, perhaps even of customer support
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Online resources Boardgamegeek.com (along with sister sites for RPGs and video games) Sloperama.com – good advice about getting into the video game industry Board game designer’s forum GameCareerGuide.com (video games)
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Questions? Comments?
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