I think that Hippodice is a gift. It offers prospective designers like you and me something very hard to find: honest feedback from multiple game companies who actually look *closely* at one's rules and/or prototypes. It is VERY hard to get that attention any other way (my early designs from years ago got one short look from German companies before ending up in the trash, literally!). So for now I'm glad that I remain unpublished and have the opportunity to test out multiple game designs at Hippodice and to *actually have them get looked at closely*.
(BTW--Does anyone here have any idea how things work for previously published designers? How do they farm out their latest prototypes? I know nothing about that process at all.)
I imagine that getting published will open a number of doors that you wouldn't see as clearly when you're unpublished - not least, the companies may well give you the same sort of scrutiny that you're wishing for on the basis of the previous games you've published, not just because you've beaten off the competition at Hippodice.
Certainly, from what I hear, the successful designers work primarily through personal contact, meeting up with publishers to see what sort of things they want in their lineup, and persuading the publishers that the games they are offering are just that thing. I'm not sure, admittedly, how the in-between types, with only one or two games under their belt work...
Seth asked in an earlier post if the Hippodice finalists would be willing to post their game rules. I don't know how the other designers feel, but I confess that I don't feel comfortable doing that until the game is actually published. But I am willing to share game component and description information on request if anybody wants it, as well as trading game design ideas with each other.
I'm another one who's not entirely comfortable with it. You can only really measure how good a game is in the playing, and as I find it hard to believe that people are going to put together a game based on rules that I post, there isn't going to be anyone appreciating the game beyond 'yeah, the rules seem to be interesting' / 'the rules are badly written here' / 'that's an interesting mechanic' sort of thing. So I'm not sure what other people, would gain by me putting them online. Except for satisfying random curiosity, that is, which I suppose is fair enough.
That's also one of the reasons I haven't taken part in the GDW - I can't really visualise the game from just the rules posted, and when testing with other people, I prefer to test my own or their games, where we have a personal interest. And there are more than enough of those to fill the time availiable.
Certainly, from what I hear, the successful designers work primarily through personal contact, meeting up with publishers to see what sort of things they want in their lineup, and persuading the publishers that the games they are offering are just that thing. I'm not sure, admittedly, how the in-between types, with only one or two games under their belt work...
All that makes sense to me. Thanks, Sebastian. I just wanted to point out how rare the opportunity is (I think) to be able to get feedback from so diverse a group of representatives from game companies as well as from Spiele de Jahres. I can only hope and imagine that once published, one's options only open up. I suspect that they certainly do with specific publishers, but I have no idea what vistas lie open for exposure to game companies at large. I guess I'm just speaking from the part of me that wants to keep presenting multiple game ideas to a diverse group to find out what seems to work and what doesn't. So far I've found out that what I seem to like the most doesn't always match up to what the game companies are looking for (and vice versa).
On another note, Zaiga commented that being a published designer doesn't exclude one from entering the Hippodice competition. I was under the impression that Hippodice was specifically *for* unpublished designers (and only for unpublished designers) to help them get their work looked at. Can you or anyone else clarify?
Many thanks,
Alf