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Is LOCATION a problem?

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d3nial
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Joined: 07/30/2008

Dear BGDF

First, wow! This place is great. I've been on The Forge and RPG.net for a while but never thought to look for a board game forum until recently - the advice and comments here are really useful.

Second, my question: is location a problem if you're trying to publish/get published?

I live in a small town in the middle of the North Island of New Zealand. Of course, designing a game is a location-independent activity. Playtesting it is a little more challenging - I plan to approach the local high school - but publishing has me worried.

Not only are game publishers scarce in this part of the world but the audience/market is quite small also. So, how receptive are publishers in N. America/Europe going to be to submissions from "down under"? Or do I simply face the same problem as any unpublished designer? ie. Get an agent!

Any advice much appreciated. Also, I plan to offer several games for play-testing in he near future. Thanks.

d3nial

jwarrend
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Joined: 08/03/2008
Is LOCATION a problem?

D3nial,

Welcome to the group! In short, I don't see why a company would care particularly where a submission would be coming from, so I don't suspect it would hurt publication chances. Self-publishing may be harder because shipping and such would be more expensive, but there are Australian game companies (look for "Sagacity games" for example), so it can be done.

However, at this point, it sounds like that's putting the cart way before the horse. If you don't yet have playtesters for your games, then you need to solve that first. There are some good posts in the forums about how to start a playtest group. Getting good, reliable, and brutally honest playtesters is the most important thing you can do. You need to playtest your games to death before you even think about taking the next step, and assuming that you're going to emerge with a publishable product is a risky assumption, because it will skew the way you interpret feedback from playtesters.

Take your time, allow yourself to develop as a designer. Be willing to invest a couple of years designing lousy games, so you can learn how to design good ones. And play as many games as you can!

Best of luck to you, and welcome!

-Jeff

Anonymous
Is LOCATION a problem?

In fact I can count the number of bad games I have designed on one hand. I think I am up to 3 bad games. well maybe 4. nothing I have is close ot being published

d3nial
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Joined: 07/30/2008
Is LOCATION a problem?

Thanks for the feedback so far. Point well taken about play-testing - I haven't always lived in such a remote location so the 8 games I have designed over the past 10+ years (eep!) have had varying degrees of friendly abuse.

My concern (re: play-testing) related mostly to the last creation (spawned during bad scottish- and pirate-accented carcassone play!). I'm confident it's pretty solid due to it's simplicity but of course it needs some friendly abuse to be sure of that...

One thing I have noted is that attendence at cons is strongly recommended (I suppose for self-publishing especially). That seems like an impossibility from my perspective - thoughts on overcoming this would be appreciated. Thanks again.

d3

PS. One of my games was published by Invisible City http://www.invisible-city.com/games/dungeon.htm if you want to check it out.

GeminiWeb
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Joined: 07/31/2008
Is LOCATION a problem?

Hi there d3nial,

I live in Canberra, Australia which feels similarly goegraphically remote when compared to Europe and America.

That said, here is my broad experience (after having designed and playtested my game ... and put it up for discussion in the Game Design Workshop on this site - great opportunity for really useful feedback this way):

- send out e-mails to game publishers (using addresses from their websites) with one to two paragraphs overviewing the game.
- lots of "sorry - we've already pretty busy, but thanks for thinking of us"
- a "yes, looks interesting. Please e-mail the rules"
- a "still looks interesting. Please send a prototype"
*** the sending is the more expensive bit ***
- semi-regular (e.g. 1/month) polite e-mails asking for updates on their experiences looking at your game

... and that's where I am now. As you can see, the tyranny of distance isn't too bad after all (except you don;t get to meet all the otehr great people who regularly frequent this site).

Also, Don Bone of Sagacity Games self-published his Sunda to Sahul and he lives in Canberra, so its all possible.

Bill

Anonymous
Is LOCATION a problem?

Yeah, I agree with Gemmini. Living in the middle of nowhere isn't as much of a determinant factor anymore. After all every publisher is likely to be able to be contacted through the internet one way or another.

Anonymous
Is LOCATION a problem?

d3nial wrote:
...spawned during bad scottish- and pirate-accented carcassone play!

Whatever you're working on it sounds like a blast!

Quote:
One thing I have noted is that attendence at cons is strongly recommended (I suppose for self-publishing especially).

I have heard this quite a lot here, especially, as you mention, in reference to self publishing. Cons seem to be THE place to make contacts with distributors, other publishers, retailers and potential customers. That isn't to say that you can't self publish without going to the cons, just that you will need to be more determined and creative when it comes to making these contacts.

GeminiWeb
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Joined: 07/31/2008
Is LOCATION a problem?

I know Don Bone of Sagacity Games hasflown over to Essen the last 2 times (at least).

Nestalawe
Nestalawe's picture
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Joined: 08/07/2008
Is LOCATION a problem?

Yo! Glad to see another Kiwi out there (I'm originally from Katikati, then Wellington, now stuck in London...)

I'm also interested in investigating the possibilities of design and production in NZ, as I will most likely be heading back there within the year.

Anyways, welcome to the board, and good gaming ;)

Nestalawe'

braincog
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Joined: 12/31/1969
Is LOCATION a problem?

** OK, this post is only relevant if you were going to self-publish, which you don't seem to be pursuing, but I wrote it before that sank in, so oh-well. **

More than likely, after you do some research and contact manufacturers for quotes, you'll find that the most economical route will be manufacturing in China (or maybe India). So it doesn't really matter where you are located as a "game inventor", if you are able to communicate your game specs in detail to the manufacturer, your costs for production will be the same, and shipping won't vary that much if you are reasonably near a major sea port.

Also, you should consider where your main sales channels will be. If you plan to sell your game only/mostly in New Zeland and Australia, then you can have your games shipped there. But keep in mind that the larger markets are North America and Europe. If you plan to sell your games through retailers that mainly sell goods from those places, you will likely want to have your inventory there as well (you don't want to be shipping hundreds of games half way around the world regularly). In that case you won't be shipping your games to New Zeland, but to the US and/or Europe and warehousing them there.

So although your costs and your success is probably not all that dependant on your location if you plan well, your logistics will likely be a bit more complicated. But as long as you have a phone, email, and can send and receive payments abroad, you should be able to work with a distribution and/or sales rep partner in the US, Canada, and Europe to get your games out there.

Bill

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