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?