paleogeoff wrote:If that means publishing yourself or going with a small unknown game company then that's what you do. (Many bestselling books started out as self-published titles before they were picked up by the bigger companies.)
After you've published a small run yourself, you've taken all the risk, if it's a hit, why would you allow a bigger company to take over and take most of the profit from your risk?
There are several reasons that immediately come to mind:
- Success on a small scale doesn't mean you have any chance of getting your game into major retailers, but a distributor can,
- You don't have the capital to produce a truly large run and can't or don't want to take the risk of a loan, or
- You want to design games for a living, not sell them.
I completely disagree with this (it's the main reason I replied to your post). For starters, as game designers, our goal should be to make games that are as entertaining as possible for our target audience (usually whatever type of game we enjoy playing the most).
Funny, you disagree with me but I agree complete with your statement and my own. If we succeed at making games that are "as entertaining as possible" then we will succeed at revitalizing social interaction since more people will be playing these entertaining games. Both sides win!
Actually, I'm not advocating board games as a catalyst for social change - heck, we'd probably all end up fighting over the rules for all these games. :wink: But until people decide it is more entertaining to spend an hour or two sitting at the table with no television on, no cell phones, no internet, or other distractions then I think there is a need for change. If we can get the common person to turn off everything for an hour and play a game (even Monopoly, which I admit I still like to play, but they can play other games too) then we have a better chance of getting them excited about other games, games we have designed and built and promoted.
Then how about Checkers, Sorry!, Clue, Scrabble, Risk, Battleship, Stratego, Acquire, Pente, Uno, Skip-bo... It doesn't matter what game they play. The important thing is to get people excited about games, period. In a day where nearly every kid has a GameCube or Playstation, Gameboy, and computer games, getting them to interact with others and play a stagnant, boring, board game is hard for everybody. That's why I applaud the effort of Hasbro to promote a board game night with your family. Would these people have more fun playing Settlers of Catan versus Life - probably, but at least they are turning things off and interacting.
I agree with Fastlerner's comment. There are plenty of reasons to allow a company like Hasbro take over a game. I'd make sure I had a good lawyer on my side, but I'd definately consider it. Besides, it would be fun to have this really hot game that everybody is playing and just say no. :D
Again, all this is just my two pence, so you are welcome to your own opinion. I do think it is good to get the discussion going though. What roles should game players, designers, and sellers play in shaping our society?