The Business of Game Design Dr. Lewis Pulsipher Copyright 2009 Lewis Pulsipher Note about the slides Slides are provided primarily for those who want detailed.
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Transcript The Business of Game Design Dr. Lewis Pulsipher Copyright 2009 Lewis Pulsipher Note about the slides Slides are provided primarily for those who want detailed.
The Business of
Game Design
Dr. Lewis
Pulsipher
Copyright 2009 Lewis Pulsipher
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 “rather
wordy”
Available at
http://pulsipher.net/teaching1.htm
Or just go to pulsipher.net (not
.com) and look for teaching material
November 6, 2015
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”
Who am I
Designer of six commercially-
published board wargames (most
recently November ‘08), more to
come
Active designer of board and card
games (playtesters solicited!)
My main job has been teaching
video game design and development
in college
Some of my games
Reality Check
Almost no one makes a living designing
games
Most who do, work for a game company,
not freelance
You probably could spend the same time
as profitably by picking up bottles and
cans for deposits and recycling!
Most publishers don’t make a lot, either—
and it’s risky
Many publishers exist largely to selfpublish their own games
Reality Check 2
So if you design games, do it because
you like to, or because you must, not
because you want to make money
– Alan R. Moon, two German “Games of the
Year”, would have had to get part-time job if
not for Ticket to Ride winning
Recognize that your “great idea” is
probably not that great, not that original,
and not that interesting to other people
Finally, it’s extra-hard to get into video
game design
OK, How much do you
make?
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
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
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
Do I need an agent?
Whatever for?
Yet, I did for my first game back in the
70s, in England
– Unfamiliarity
– I could meet and talk with him locally
(London)
Shady “agents” and “evaluators” abound
– Don’t ever get an agent who wants a fee “up
front”
– “Evaluators”—who are they, what to they
know? Nothing special—if anything at all.
Contracts (IANAL)
Not enough money to make a lawyer worthwhile
– And how many lawyers have a clue about game contracts
Everything is negotiable
– But the ultimate strength in negotiation is the ability to
“walk away” if you don’t like it
– You probably want publication more than the publisher
needs your game
An advance against royalties is possible but not
standard
If it isn’t clear, have it changed or deleted
What counts is what’s written, not any oral promise
Contracts exist to determine what happens when
things are not going well
Obligatory declaration: “I am not a lawyer”
What to include in contract:
Publication: if the game is not published
within X time (12-18 months?), it reverts
to designer
Reversion: X time after a game is no
longer in print (12-18 months?), rights
revert to designer
Ancillary/derivatives: who gets what if
there is a computer version, T-shirts,
other non-game items
Author’s right to use the game system to
create other games not destined for same
publisher
Digital game rights
Intellectual Property Rights
Ideas are not important, and not valued!
– Ideas are a dime a dozen: execution is what counts
Copyright now inherent
– Forget that “mail to myself” idea
– Registered copyright makes lawsuits much easier to
pursue and more remunerative
Ideas cannot be protected, only specific
expression of an idea
– George Harrison was successfully sued for the tune of
“My Sweet Love” being derived from “He’s so Fine”
– But this cannot happen in games, because ideas are
specifically not protected by law
– No, I don’t know why
Licensed Properties
Tie-ins with movies, comics, books,
etc.?
– Much too expensive
Often not even worth the IP owner’s
time to do the processing for a
boardgame—there’s not enough
money to bother with it
Those who do get licenses have track
records (FantasyFlightGames, e.g.)
Submitting Games
Read the publisher’s requirements
– Some require you to sign a form and seal it in
an envelope
– Some won’t accept unsolicited proposals at
all—this is common
Expect it to take a long time
Expect to get rejected
– May have nothing to do with how good your
game is
– Tolkien’s Lord of the Rings novel rejected
many times!
Expect publication to take a long time--
publishers schedule 12-18 months ahead
Boardgame Developers
Many publishers will assign a
developer to modify your game
You don’t control your own game!
– My experiences –see
http://www.pulsipher.net/gamedesign/
developers.htm
– See also
http://www.pulsipher.net/gamedesign/
designingvsdevelopment.htm
– Some publishers are different (e.g.
GMT)
Publishing alternatives
Spend the money to self-publish
traditionally
Use a third party to help selfpublish traditionally
Self-publish through POD
PDF/desktop publishing
“Ransom” model—
kickstarter.com
Distribution methods
Traditional distribution/aggregator
Internet distribution through your own
Web site
Online PDF distribution sites such as
RPGnow, Fannon’s
Thegamecrafter.com or other POD
Sell at conventions
Give it away and hope for a deal with
a traditional publisher
Funding
Self-funded
Friend/family funded
Publisher funded
“Ransom” model
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)
Questions?
Comments?