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GTS 2009: Pitching and selling games face-to-face with publishers

Okay. Tomorrow I leave Austin and head to Bally's hotel and casino for GTS 2009. (gama.org/gts) I already have one solid appointment there to meet with a, "Sr. Director of Product Development," for 30 minutes to pitch games. I also have a semi-solid appointment with a, "VP of Development," to demo 5 games and quick-pitch 10 more. There's one more company that I hope to pitch a specific game to. After that, it's catch-as-catch-can.

I'm freaking the heck out. Right now I envy designers with one to five games that they're really dedicated to. They know their games inside and out and have prototypes that they've lavished time, love, and attention on. I spent the entire day refreshing myself on the rules and making sure I have the bits for 20+ games. I'm cramming everything I need for four days (clothing, toiletries, prototypes, rules, portfolio, and computer) into my carry-on +1.

It's in a new hotel (new to me), I'm going by myself, I don't know where I'll meet these people, I'm going to have to stay up late, I haven't had to pitch in ages...

And I want so badly to do well. I really, really want to sell at least one game. If I can sell two, that'll be great. More than that and I'll be ecstatic. If I don't sell anything, I'll be very disappointed.

I can do this. I *can* do this. I ordered a special satchel from CafePress, branded with the Invisible City name. It's black print on bright yellow fabric, so it's very visible. I have all my stuff organized in a binder. I've pre-written pitches for the primary games I'll be presenting.

I'll update y'all on how this goes. Hopefully, I'll write during the convention. Worst case, I'll update y'all after it's over.

Here goes...

Comments

Jon, just to ease the

Jon, just to ease the possible bout with depression. It will be very unlikely that you will 'sell' a game from your presentation. Most companies will be judging whether they want to bring a prototype in for further play testing. On occasion, a company will make an on-the-spot decision but it happens very infrequently.

Be prepared to make prototypes when you get home. If you show one game to 3 companies and they all want to have a prototype sent to them, then you should be prepared to make 2 more copies. It is bad form to get them interested and then tell them they will have to wait for a prototype until you get one back from someone.

This has been my experience... I've been doing this as a full-time gig since 2000. I make 2-3 dozen in-person meetings each year, and have yet to sell anything on-the-spot, although I know other designers who have had it happen.

I wish you the best of luck at GAMA!

take a deep breath - enjoy the ride!

I am [quite frankly] somewhat shocked at your opportunity. How in the world do you get to pitch *15* games to one person? This seems bizarre on a number of levels...

Firstly, it sounds suspiciously like those infomercials for inventors...

Secondly, how do you pitch 15 games in 30 minutes?

Thirdly - how does the Amnesiac pay the bills while pitching for 9 years with no sales? I'll take some of THAT action! Maybe I SHOULD quit my day job....

Last month I attended ConQuestSacramento and had a wonderful time demoing my latest game - GODS ALONG THE NILE. It's a fairly simple card game that has a few unique mechanics to it - but we played about 20 times and got great reactions from everybody who tried it. So far so good.

But this thread reminded me of a pointed question I had never been asked before. After we had finished one of the games and I was asking questions of the players, one of them asked me-

"Do you actually like this game? I've always wondered if people who make games like them."

I was stunned - it never occurred to me that anyone would ever actually MAKE a game that they DIDN'T enjoy. I've since thought a little about it, and I suppose that happens.. but the whole concept seems strange to me. I've worked on a couple of projects long ago that involved games I wasn't into [because I was asked as a favor since I WAS interested in the subject matter], but I can honestly say I've never created a game that I don't love. In fact I love all of them to the point where I am always willing to be talked into playing any of them.

My advice? Pitch the ones you love first. If you don't love the games you're pitching, you're in the wrong business. I do this in my spare time. I don't have extra hours in a day to put into things I don't love. There are too few hours to start with. If this is just a business where you cram things together and then throw them against the wall to see what sticks, I'm glad I'm on the outside looking in.

I'm proud, happy and pleased with everything I've ever attempted to put in a box. Perhaps if I were a developer where I had designs handed to me it would get old and I wouldn't care - but I don't think I'll ever get there. Heck, I have enough trouble getting face time with ANYBODY about ONE of my games... let alone 30 minutes for 15 games! Sheesh!

Closest I ever got to the Big Leagues was pitching a Football game to SPORTS ILLUSTRATED. The fellow I pitched to wanted it so bad he could taste it [finally, he said, a sports game without statistics!]. Then he moved on to a different job/world and the replacement never understood what all the hubbub was about... My next shot was getting all the major railroads to sign licensing agreements with me for EXPRESS LINE. Took a year and a half to collect all those signatures so I could pass that hat on to a major publisher [they held me to 100 numbered copies on the self published 1st Edition]. Talked to a couple of those major publishers - nobody wants to talk to the railroads even though all of them were shocked I had pulled it off and wanted to know how I did it...

Sometimes life just works out that way. However it works for you, friend, we all wish you well.

That's the kind of advice I needed!

Thanks, amnesiac. Now that I've seen you say it, it makes perfect sense to me that what I'll get from these meetings isn't a commitment to purchase, but a request for a prototype. I *might* get a commitment to purchase from the third company I mentioned, since I'm following up with modifications to a game based on their previous prototype experience, but a follow up with a prototype is more likely even for them.

You're saying what I really needed to hear. I wanted someone who's been doing this to tell me that my expectations for what was going to happen were higher than they should be. Instead of saying, "I want to make one to two sales at the show," I should say, "I want to get lots of prototype requests at the show that result in one or two sales."

*exhales*

That sounds a lot more reasonable, and it sounds like something that I am more able to control. That's good. Now I've readjusted my expectations, and I feel a lot better. Heck, I feel great! Now I'm ready to do this.

Rrrrar!

Getting my head on straight...

Traz wrote:
I am [quite frankly] somewhat shocked at your opportunity. How in the world do you get to pitch *15* games to one person? This seems bizarre on a number of levels...

Firstly, it sounds suspiciously like those infomercials for inventors...

Secondly, how do you pitch 15 games in 30 minutes?

I'm right there with you, Traz. I emailed a (longer) list of games with mini-pitches to the "15 games" person and he responded with interest in those 15 games. It's worth noting that he's primarily interested in just 5 of those 15. The other 10 are not as important to him. I figure I'll concentrate on the five important ones and provide short treatments for the other 10. I packed prototypes for most of them with me anyway - just in case.

Traz wrote:
But this thread reminded me of a pointed question I had never been asked before. After we had finished one of the games and I was asking questions of the players, one of them asked me-

"Do you actually like this game? I've always wondered if people who make games like them."

I was stunned - it never occurred to me that anyone would ever actually MAKE a game that they DIDN'T enjoy. I've since thought a little about it, and I suppose that happens.. but the whole concept seems strange to me.

My advice? Pitch the ones you love first. If you don't love the games you're pitching, you're in the wrong business.

Oh, I like all of the games I've made just fine. It's just that it's hard to keep them all straight in my head. Add the mild nervousness / performance anxiety of presenting the games and I... Well, I'm feeling better now.

I think it might be like being a teacher or the parent of a large family. You're not supposed to have a favorite child, but you can't help but have one anyway. Although I like all of the games well enough, I'm looking forward to pitching some of them more than others (like Duplexity - formerly seen here in the GDC as Duplicity).

Traz wrote:
Heck, I have enough trouble getting face time with ANYBODY about ONE of my games... let alone 30 minutes for 15 games! Sheesh!
Well, to clarify: I'm getting 30 minutes for about two or three games with one person, then an undefined amount of time with another person for 5 (+10?) games.

Traz wrote:
Closest I ever got to the Big Leagues was pitching a Football game to SPORTS ILLUSTRATED.
That's darn nifty! Sorry that it didn't work out.

Traz wrote:
My next shot was getting all the major railroads to sign licensing agreements with me for EXPRESS LINE. Took a year and a half to collect all those signatures so I could pass that that on to a major publisher [they held me to 100 numbered copies on the self published 1st Edition]. Talked to a couple of those major publishers - nobody wants to talk to the railroads even though all of them were shocked I had pulled it off and wanted to know how I did it...
Heck, I'm astonished. And you do this as a hobby? That's an amazing accomplishment.

Thanks for the well-wishes, Traz, and thanks for sharing a little bit about what you've done and experienced. I have a better sense of perspective now.

As a by-the-way: I'm also doing this as a hobby. If I could, "go pro," that'd be nifty. I have no illusions about that, though. It's real work that requires dedication, professionalism, salesmanship, and a willingness to endure risk and uncertainty. I suppose one of the reasons I was so nervous in my first posting is that I'd built this up in my mind as the, "make or break," moment. But it's not. It doesn't have to be. It's just another step on the path, and that's okay. In the end I'll still be who I am, I'll still have my accomplishments, I'll still have a sweetie who loves me at home, and I'll still keep making games.

It's a good day. Life is good.

It's already an achievement

Wow! You have 15 games that are good enough to grab a publisher's interest? No kidding, I'm in my 40s and I have designed about 1 game a year since my teens, and I don't think I have more than 3 which would get that kind of response from anyone.

Take it from a relative newbie who is only just dipping his toe into these waters, even getting into that room is an incredible achievement to most of us.

The very best of luck, Jon. We're all rooting for you, and we all hope you come away with at least a request for prototypes - and preferably a commission.

M<

Traz, I have never sold

Traz, I have never sold anything 'on-the-spot' but I sell several games each year and have had a handful go on to sell more than 100,000 units (those are the bill-payers).

Am waiting on a contract from Out of the Box which will be my first deal this year.

Oh, and I love what I do, so I am always enthused about my new stuff in development... however, by the time it gets published, I've worked on so many other projects that I'm less interested in the fresh-off-the-press game. My gaming friends are always surprised how passive I am about playing my newly printed games but I'm already onto my next 'hottest' thing.

amnesiac wrote:Traz, I have

amnesiac wrote:
Traz, I have never sold anything 'on-the-spot' but I sell several games each year and have had a handful go on to sell more than 100,000 units (those are the bill-payers).

Wow! That is great, amnesiac. It would be nice if you were willing to share some of your experience over the years, both about game design and about selling the games to publishers. Maybe even a short recount of the whole story of one of the big hits, from conception to pitching to getting it published to becoming a hit. A blog here on the site, or links to anything like that you might have already posted on your website would be really cool.

I try not to overpost because

I try not to overpost because it seems like soliciting. But since you ask.
My best recommendation is to check out my website...
www.gamedesigncentral.com
which I've created with helpful info for beginning inventors.

I think inventors of every level should sign up for my free inventor newsletter. It has helpful info for starting inventors but one of the best features is my 10Q's series which talks to established inventors asking for helpful advice and game companies asking how they deal with inventors. You can find the links to past 10Q's (I've got 2 years worth) to catch up with what you've missed, and a newsletter archive.

My bio is under the Who Am I? button.

I've been teaching classes in how to get started in this industry since 2002 (note: two ladies who took my very first class have teamed up to become VERY successful game inventors and have a game that is in WalMart and Target and has sold over 750,000 units to date, call In a Pickle).

I spent last summer turning that class into a book, "Paid to Play: The Business of Game Design" - available at my website.

I am now building a game inventors webstore which is a 2-3 month project. I just posted about the 'treasures' section of that webstore which I think is totally cool but I only have about 15% of the treasures posted so far. But the sight will have all sorts of game bits (some wood blocks and some treasures are all that is up so far), tools and helpful videos when all is said and done. I hope it will be the go-to place for all aspiring, beginning and experienced inventors some day. (I'll be at GAMA for one day to take a few meetings and order some more stuff for the webstore).

I live and breathe game design and it is time-consuming, so never enough time to join in these conversations, unless it revolves around my current projects. I will post significant updates to the webstore as they occur.

Everything can be found by starting at www.gamedesigncentral.com
(sorry the website looks amateurish, but I insist on doing everything, which involves teaching myself how to use Dreamweaver - things will improve in time).

- Keith Meyers (amnesiac)

Jon & Keith...

Good luck to both of you in your endeavors.

Jon, I hope you get the Golden Ticket on your pitches. Know the rest of us here are simply green with envy, and if we complain, that's why. This is your shot - give it all you can and we'll be your biggest cheerleaders if it works out for you.

Keith- took a look at your website, and I don't know why you downplay yourself, it looks fine. Not as flashy as some, but for the type of folks you want to reach, information is the gold at the end of the rainbow - not all the pretty colors.

Your Top 5 Things To Never Say are SOOO true! If I've heard these once, I've heard them a 1000 times. As a designer of board wargames, I can't stress the need for blind playtesting [handing your game off to someone to play while you aren't there to watch over their shoulder] enough. You have GOT to get out of your circle of family and friends. They are important in helping you get the kinks out, but until you play with people who don't know you, you'll never know if your idea has any potential at all.

The best place to get that experience is at a game convention. Offer to run it as an event [Game Con organizers love it when they get more events to offer the Con goers], or just grab a table in the Open Gaming area and invite everybody that walks by [1 in 10 will stop] to join in. Always ask for feedback and don't be afraid to change things. These people are your buying public. If they don't care for what you have, chances are a publisher isn't going to either. Make changes or let it die.

One thing I'm still mystified about is the odd world of Licensed Merchandise. I don't think I'll ever do anything requiring a License again - that was the biggest headache I've ever had. Uniformly, everybody I talk to [in the industry] is amazed that I was able to do it, but they also universally don't want to have anything to do with it. You'd think something as universal as RR logos would be something a company would jump at the chance to do [especially considering how difficult it is to get all these diverse companies to agree on something in common], but they all seem to shy away from it when offered to them on a silver platter.

On the one hand I think I understand - the hassle of dealing with Licensing is definitely a nightmare. But on the other hand, I don't understand at all. The BENEFITS of licensing - the ability to have historic Railroad Logos universally loved [or NFL logos, or etc, etc] on a product in stores when NOBODY else has access to them seems like a huge opportunity.

So, in the end, I guess I don't get it at all. What this is all pointed towards is this - when pitching a game, like Jon will get to do this week, and Keith does for a living - is it a good idea to bring something to the table that requires Licensing?

GTS 2009

I'm here at the show - first time. Still not sure what to expect. I'm actually here as a publisher - with Tasty Minstrel Games. When I get home from the show I'll be posting more info, but my friend (you might remember him from around here back in the day - DrMayhem) started a publishing company for which I am "head of development."

We have a booth here at the show, so if you see this and you're here, come say hello! Jon, I PMed you to that effect. We're in the big hall, if you go straight in the doors and straight across the whole room you'll run into us. Next to Loony Labs.

We're here promoting our new company, and our two launch titles - maybe you've heard of them (around here)... Terra Prime and Homesteaders! :)

As I said, I'll post more info soon, but right now I want to concentrate on this trade show and figure out what exactly we're supposed to be doing :)

- Seth

I'm with Traz

Keith, I've just looked at your website, and I agree with Traz. The people it's aimed at - people like us - aren't looking for glitz, we're looking for good, solid content that will help us solve the problems we have chosen to face. And your site does that. It's now on my list Favourites, alongside this one.

Like you (like most of us, I expect) I woke up one day and realised that I needed to do more with my life than just my job - which I am very fortunate to love and have no intention of giving up. Like you, I've been tinkering with games since I was a kid - 'fixing' games that didn't work, re-using the pieces of 'broken' games and designing games from scratch. Like you, I came to realise that people actually liked some of the games I had designed so much that they were asking to play them again. And I began to dream.

My wife & friends laugh that while most people's mid-life crisis involves flashy cars and 'newer models': 'Only Mike's would involve GAMES!' Looking at this site, I think they are wrong. I think there are a fair few of us out there who love games so much that we dream of getting one published one day.

I'm only just starting to dip my toe into these waters. If I succeed, it will be because people like you, and Traz and Jon showed me the way.

All the best to all of you,
M<

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