Im writing a pitch to submit a boardgame in a few days
Does anyone Havd any tips, do's dont's etc?
I've written one and i read it everyday making minor changes here and there
Im writing a pitch to submit a boardgame in a few days
Does anyone Havd any tips, do's dont's etc?
I've written one and i read it everyday making minor changes here and there
Get someone who has never heard of your game before to read the pitch.
Keep it concise...you typically want 2 pitches for your game: the 30-second "elevator" pitch, and the 3-minute full pitch.
I'd say lead with the basic details: style of game (mechanisms involved), age, number of players, time. For instance: "Sheriff of Nottingham is a bluffing game for 3-5 players ages 14 and up and is played in about 60 minutes."
Secondly, say what the goal is, and offer an overview of how players achieve those goals.
Next you may want to communicate the components; the reviewer at this point knows the top-most details of your game, and the question of "what will this cost?" may be following in their mind. If you outline your components, most reviewers can figure out what price range your game will likely fall into.
From there you can say what makes your game unique and fun, really any other key things you want the reviewer to know.
If you've gotten any feedback on your game, a few well-chosen quotes from players could be good to finish with. It tells the reviewer that you've playtested the game with success, and a couple of enthusiastic quotes can leave the reviewer with a positive impression and want to take the next step...playing the game for themselves!
If you'd care to post your pitch on the forum, I'm sure you'll get a lot of good thoughts. You may also PM me your pitch, if you like.
You want a good "sell sheet".
These can be used to convey your product to publishers, distributers and retailers, but it's also a great tool in general for letting anyone know the relevant details of your game.
Two excellent links regarding sell sheets;
http://www.leagueofgamemakers.com/sell-sheets-for-game-designers-101/
http://www.leagueofgamemakers.com/how-to-build-a-sell-sheet-for-your-game/
I've written one and i read it everyday making minor changes here and there
I'm not getting enough information from this post.
-Where are you pitching to? Kickstarter? A game company?
-Do you have a prototype or are you just pitching the idea?
-Why "a few days"? Is there a contest?
-What kind of game is it?
I can't really asses what you need unless I get the necessary information.
https://ryandonaldmcleod.wordpress.com/2016/05/03/the-producers-1-the-pi...
Heres a link to the blog im using to chart my games journey
This entry as an early version of the pitch
One on my computer is alot better tbh but i dont have access for a few days :/
Thanks for all the help thus far folks
I read over the pitch and it's TBH very BAD. Nobody is going to want to SELL a game where "Players rinse and repeat until they have enough money to win the game (in the standard game mode)."
Never say "rinse and repeat"... it gives the game a BORING feel that it's sort of like "Monopoly".
2nd point: the format sucks.
All you are doing is stating what the game IS. I don't care... I want to be DAZZLED, THRILLED, MOVED, or whatever type of strong emotion.
You should INVESTIGATE "SELL SHEETS". Google "sell sheet board game".
Here is a GOOD sample:
The REASON it's called a "SELL SHEET" because it's supposed to SELL the game... To the consumer, a publisher, etc.
I like this sell sheet because it STATES the game's MECHANICS... That's cool ... to somebody that KNOWS board games - this talks to me a lot!
Note: A pretty picture says 1,000 words...
Note #2: Yeah I'm not impressed by the game either... But the "sell sheet" is really well done.
Everyone, thanks for all the advice soo far
Under closer inspection, it turns out i have 200words to pitch my game - so no pitch sheet - things like playtime and payer count theme etc are handled in seperate section of the entry form. SO this si just the elevator part i guess
SO far i've got this
"Players take on roles as Movie Producers, and proceed around a movie-themed board collecting cards based on the main aspects of movie making – Actors, Directors, locations and genres. Each card has a star-rating system showing that card’s strengths/weaknesses in each genre. It also shows the monetary cost to use said-card.
Each producer’s goal is to gather enough cards to make a movie (a card set)
A movie must always consist of 1 Genre, 2 Actors, 1 Director & 1 Location
When a producer has completed a movie, they take their idea to the Movie Studio, where they hand-in their movie to begin production. The producer then proceeds to the Cinema/Theatre to collect their earnings.
Earnings are calculated by adding up the total amount of stars on the 4 cards card, based on the movie’s genre. This is divided by 4 to give the amount of dice to roll. The rolled number is equal to how many $Millions the movie makes.
Before collecting these earnings however, the producer draws a Review card to see how the reviews impact the movie’s performance – make it, or break it.
Producers continue to amass money until they win (in the standard game mode)"
Cant help but feel like im just rattling off the rules but im really not sure how else to go about it
There are other factors to the game, mainly the PvP aspect but i just dont have the word count for that so thought about sticking to the core game mechanic
Any 11th Hour recommendations? Im submitting it this time tomorrow
#ImWearingTheBrownPants
Like you said, all you are doing is explaining what players do in your game.
If you examine the attached "Sell Sheets" you'll notice IMPORTANT information for the consumers of said "Sell Sheets".
A> You need to specify the # of players
B> You need to indicate the average amount of time for playing
C> You also need to say the youngest age for play
Next, although not all sheets have this, most have a list of COMPONENTs. So a publisher can figure out how many parts this game has... to approximate the cost of producing the game outright.
Now for your hook, it should be something like:
"Make MILLIONS of dollars as you take on role of a Big Time Hollywood Movie Producer (Bigwig)...
Each movie must always consist of 1 Genre, 2 Actors, 1 Director & 1 Location. Try to make the next BLOCKBUSTER in the Movie Studio and showcase it in Cinemas/Theatres around to the World!
But what is the fate of your movie??? Will it obtain critical FAME or will it die in flames?! This all depends on the Critics and their movie reviews..."
That should be good enough for a HOOK. You understand what I mean??? You can reword it - but try to illicit some form of "Oohhs & Aahhs" (emotion) from your hook... Don't just rattle off how the game is played... This is what I would consider a BETTER HOOK. It makes you think about all kinds of movies and good or bad, and the role of a movie producer...
I would next ADD a big picture of a prototype (if you have one). Omitting this is like forgetting to put icing sugar on the cake. Yeah the cake may be GOOD - but the picture makes the Sell Sheet "GREAT". Even if it is only Black & White components - the idea is to show something. You already have a board, set it up as if it was mid-way in play ... for example...
Lastly I would TRY to add what people call "Features". What are the Features in your game? (Check out the 2nd sell sheet: Drill, Baby, Drill)
Hope this gives you some ideas on HOW to approach the idea. And maybe the Sell Sheet is BETTER than the game... When working with a Publisher, they will re-examine the game and modify it as they see required.
You're just PITCHING the IDEA... "This is what my game is about!" And try to hook them based on the pitch...
I cannot thank you enough for your help
<3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3
I am working on an elevator pitch that needs to be about 10 seconds for a contest... here is what I have so far
======================================
Alien Overrun is a cooperative game for 1-4 players ages 12 and up and is played in about 120 minutes. The game features exploration, resource gathering, press-your-luck dice combat, a random hex based board, an escalating countdown timer, and a boss battle with the Alien Queen herself.
In Alien Overrun you are a member of an elite combat and repair unit operating on the edge of known space. Whenever aliens overrun an outpost or mining facility your team gets the call. Your mission: rid the base of alien presence and repair the damaged reactor core before it goes critical.
eXplore - eXploit - eXterminate
===================================
Thoughts?
=MJ=
p.s. Also feel free to comment on the rules. I am currently in the middle of cleaning them up.
https://docs.google.com/document/d/1tihvs4kkvEdSH1G1dKsFTKAAQsuyZ4lEZ3_N...
@Mark: I was just wondering if "Alien Overrun" is a 4X game = "eXplore, eXpand, eXploit, and eXterminate".
You were missing the "eXpand" and I thought that maybe your game was a 4X game. Not sure, I could be very well mistaken. If so, my apologies - just when I saw the three (3) game actions, I figured there might be a missing 4th one...
Cheers.
In my mind it is not a true 4X as you are exploring the mining base to find the resources and hexes where you can use the materials you gather to upgrade your mining rigs so that they can combat the alien threat. I am not sure it really fits the "eXpand" that I associate with area control games. Although I suppose it is a bit area control like as you are taking the area away from the aliens or more correctly they are taking it away from you as the game goes on.
The first 3rd of the game is really exploring the base and fighting off minor alien threats. The second third is using materials found in the base to build up your mining rig's weapons while facing an ever increasing threat, and finally the last 3rd is making the push to kill the alien Queen. Although there is an overlap on those three but seems you spend about an equal amount of turns doing each.
Does this mean that at the start of the game the Alien presence is near nil and that it grows the further as you play? If so, does that mean that you need to "re-conquer" or "take back" areas controlled by the aliens?? If so, I think I would deem your game a 4X - even if it's not by your standard definition of a typical 4X game.
You could maybe brand it as as "simplified" 4X game... IDK just a suggestion.
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Thanks chris and andy :)