I am looking into publishing my first game (if I ever get it finnished) myself. I had thought about debuting it at Origins game convention in Columbus Ohio then starting a website to take orders from people who want to buy it. But now I am getting a little worried form reading what seems to be a torrent of horror stories from members of this site. So I was wondering is self-publishing really that bad, and does anyone have any advice for me?
Self-Publishing: Is it really that bad?
It is not an easy road, but sometimes it is the only road if you want to see your game published.
Advice from me.
Playtest playtest playtest and playtest again (and I don't mean just with friends). Before you even think about it make sure you game is ready for the general public and will they be interested in buying it.
Find a copy of “The Game Inventor's Handbook” by Stephen Peek, either at your local library or book store. I think it’s out of print, but it's well worth the effort to find a copy. It can be a little harsh and is little dated, but it will enlighten you to the world of game publishing.
Don't be in a hurry to get your game out there. If you are going to do it take the time to do it right. Talk to several printers to learn how much and what is required. Go to shows before you publish if you can. And here's one mistake I made. Check all the artwork and instruction for mistakes before printing. It funny how one little typo can become 5000 :? . Slow down. People say time is money, but if you spend the time doing research before you spend the money, it is worth even more.
Now days I think a website is essential, but it doesn't guarantee sales or even hits. The internet is huge and getting attention is hard. So don’t spend a lot on it. Just what you need to. I taught myself html and did my own site myself.
Basically the big question you have to ask yourself is, is my game as good as or better then what is already out there? Self publishing has a lot more failures then successes. But, the inventors that have succeeded are probably really glad they went down that road. I’m only partly down that road, but I am enjoying the trip and I’m glad I tried it.
Welcome to the bgdf Anye!
Thanks for the very informative post, resurrect any old thread you want with that kind of helpful information. I'd love to read that article.
I think Anye probably covered a lot of what I would have to say on this topic. I would also agree with TJ that before you even consider publishing or submitting you need to playtest as widely as possible. Playtesting is a whole topic on it's own, and I think there has been some discussion here and in other formums on that. Suffice it to say, you probably have not playtested enough.
Having self published my own first game and made a lot of the newbie mistakes I can add my support to the warning that it is a difficult road. However, if you have some money you can afford to lose, and a lot of spare time, then it does have some advantages.
The first advantage is that if you have even a modicum of business sense and some understanding of the games industry then you should see a monetary return earlier than you would see from sending the game off to publishers. If you have a working game then you can probably get it in boxes and ready to sell it in 6 months to a year. If you are going to break even at all then you will probably do that within the first 12 months of sales. So that is about 12-18 months from a working game to a profit. If you submit the game to a publisher, they will take anywhere from 1 month to one year to either accept or reject the game. Of course it is more likely to be rejected than accepted, but even if it is accepted by the first publisher you send it to, it will probably not actually be published for a further 18 months to two years and you probably won't get a royalty check for at least 6 months after that. So the time you will wait for a return is likely to be at least 2 years and most likely more.
If you do it right (by which I mean that you manage to produce the game to an acceptable standard for no more than 12% of the final retail price) then your direct return per box on a self published game is likely to be much higher than a royalty payment for the same game, even taking account of your extra expenses. However, until you establish yourself your sales are likely to be lower than they would be through an established publishing house with established distribution channels. Of course that is not the whole story. The tendency when self publishing is to either not pay yourself for your time and effort or at least not pay yourself at market rate. By the time you take that into account, a first time self published game is almost certainly not really a profit making concern. Of course this is true to some extent even if you submit to a publisher rather than self-publish. I'd hate to work out the hourly rate for most authors, but it can't be too flash. Nevertheless it is easier to justify the authoring time as hobby time, so if you only ever intend to publish one game and you don't think you would enjoy the experience of self publishing then you would be well advised to try your luck with established publishers.
If you like the business aspects or at least are not put off by them, and you intend to publish more than one game, then you should find that the second and subsequent games will be easier and more profitable than the first. By now you've made the newbie mistakes, made the contacts, set up some sort of distribution and got a much better handle on how the industry works. For me this is still speculation. I have only self-published one game. But I feel very strongly that the next game will be a much easier road and it is a road I am still keen to travel.
Don
The first advantage is that if you have even a modicum of business sense and some understanding of the games industry then you should see a monetary return earlier than you would see from sending the game off to publishers. If you have a working game then you can probably get it in boxes and ready to sell it in 6 months to a year. If you are going to break even at all then you will probably do that within the first 12 months of sales. So that is about 12-18 months from a working game to a profit.
Hi Don!
This is very true, with the caveat that many first games (I would hazard to say 'most' but I have nothing but suspicion to back it up) don't ever break even. So the self publisher is taking a big risk that he/she doesn't take if they have someone else publish their game. You are very right to specify that the potential self-publisher have money they can afford to lose (this being different than just having the money). They also need the 'stomach' to be able to lose it, which not everyone has.
I'd be surprised if my first game ever hits break-even. Though I do well with it at conventions and people enjoy playing it, I made mistakes that really hurt it in terms of getting it on store shelves. But I learned from it and I'm fairly confident that Nobody But Us Chickens will break even within the next few months, and after that profit (woohoo!).
I can joke about the mistakes I made with my first game now, but the sad truth is that many who make mistakes on their first game didn't leave themselves with enough spare resources to recover. Which is why sometimes I may be OVER exuberant in my attempts to let people know what they're facing if they self-publish. It's not that I want to scare people away from the industry, or convince people they can't succeed, I just want them to have a realistic idea of their chances if they decide to go forward.
I am looking into publishing my first game (if I ever get it finnished) myself. I had thought about debuting it at Origins game convention in Columbus Ohio then starting a website to take orders from people who want to buy it. But now I am getting a little worried form reading what seems to be a torrent of horror stories from members of this site. So I was wondering is self-publishing really that bad, and does anyone have any advice for me?
Well, I figure I might as well chime in with my own two cents. I self-published my game last year to debut at GenCon. People seemed to like playing it, but it was difficult getting people to bite. Of course, I made my share of newbie publisher mistakes.
To me, designing the game was the easy part. All of the graphics design, artwork, publishing, accounting, advertising, promotion, and sales was the hard part! All of that "busy work" takes away from the stuff that I really like to do -- that is, design games.
I wouldn't have any "horror" stories to report. But potentially, everything you may invest into a game publication project -- time, energy, and a whole lot of money -- will sometimes feel like it's sinking into a black hole. I don't know if or when my game (a GAMES 100 honoree, no less) will actually turn a profit. Not to be a pessimist, but you must consider the worst case scenario: what if you have 1000 boxes of something sitting around your house and nobody will buy them. I've thought about that one a time or two! (And I imagine my wife has, too! :wink: )
Just putting up a shingle on a web site will probably not garner a lot in sales, maybe 1-2 per month, tops, from my experience. Nor have I found convention sales to be incredibly lucrative. Last year, when working my butt off demoing at GenCon, I could only get about one sale per hour! That's a lot of work!
The only way I keep that glimmer of hope alive is asking retailers if they would like to stock my game. Several have said "yes." Some have sold out and asked for more. Even better if a distributor or two will pick it up. Even though sales to distributors and retailers bring in less direct profit per game, the service they provide is worth it. Trouble is, many will not stock my product because of the "newbie problem" that was previously discussed.
With the inroads I've made, I think that my next project(s) will be much more popular and successful. I think three games is a really nice product line to have, and I hope to bolster my product line someday . . . I'm hopeful, and happy I took the plunge, but lemme tell ya, it's a lot of work.
What would I have done differently that I know now that I didn't know before?
1. My game has quite a bit of text on the components. It's possible to sell to European customers if there is less or no text on the cards and pieces. The more components that are tied to the text on the pieces, the smaller the market. My future games will probably have very little text, or text which doesn't matter to the game, so that non-English speakers can play it with a translated ruleset.
2. My box is pretty small, just the size of a deck of cards. Sad, but true, a slightly larger box (and a bit more air) will sell better. There is a higher percieved value with a larger box than a smaller box. Larger boxes usually feel a bit heavier. It will also make room for that (expensive) bar code giving an air of professionalism.
3. I would have given myself a bit more time. I really was rushed on my project, trying to get it printed and published before GenCon. Though it came our mostly okay, I could have saved myself some headaches if I would have given myself a few more weeks.
4. I would have included the pieces in the box. My game would have had a much higher percieved value and "heft" if I would have included the pieces (even though the pieces for my game are found in about every gamer's house).
I hope this helps...
-- Scott S.
At the risk of stealing Kevin's thunder, kgnunn preaches the value of the Heft Factor in games. The greater the heft, the higher the price you can command and the greater the likelihood of a sale.
Did I get your theory about right, kgn?
2. My box is pretty small, just the size of a deck of cards. Sad, but true, a slightly larger box (and a bit more air) will sell better. There is a higher percieved value with a larger box than a smaller box. Larger boxes usually feel a bit heavier. It will also make room for that (expensive) bar code giving an air of professionalism.
That's an interesting point. I prefer the game the way you packaged it for storgage space issues. I have a tool box with a lot of games in it that I can easily take with, but for games with the larger box, I end up having to leave the box behind or make a tuckbox for it.
When I buy a game with the larger box, I factor in the fact that I'll have to make my own tuck box as a negative point about the game.
Even for my main games collection, I'm determined not to let it expand beyond one book case, so if I buy a game in a larger box, it's that much more space I'll have to make (by getting rid of other games).
Sticky Gulch has sounded interesting to me right from the start, both because it sounds like a great game, and it's exactly the format I'm looking to publish in (a small card game in a small tuck box).
Someone in my gaming group discovered your game and is probably going to buy a copy. He's complaining about the quality not being the same as a game produced by a large company, so that's an argument in favour of a big box of air to give a perception of value. Anyway, it will be nice to finally get to play it.
Jason
Yekrats,
I am glad to see you have had some success so far. Congratulations on a Games 100 nominee!
Your "Sticky Gulch" looks like a great game! I will have to pick up a copy some time. Have any discounts for forum members? :)
I read the interview and was impressed by your story.
May all of us get a chance of making our games a success.
--DarkDream
The only way I keep that glimmer of hope alive is asking retailers if they would like to stock my game. Several have said "yes." Some have sold out and asked for more. Even better if a distributor or two will pick it up. Even though sales to distributors and retailers bring in less direct profit per game, the service they provide is worth it. Trouble is, many will not stock my product because of the "newbie problem" that was previously discussed.
Scott, have you considered trying to get in with Impressions or one of the other fulfillment services? Although it isn't the be-all and end-all, I've found that it greatly increased my accessibility for distributors because they could order a few of my games at the same time that they order games from other Impressions clients, with much less hassle.
I've got 20 distributors at last count. They're not all big, but offer geographic variation and reach that I couldn't possibly have gotten on my own. My guess is that if I weren't with Impressions, I would have at most three or four distributors, and that's being generous.
Scott, have you considered trying to get in with Impressions or one of the other fulfillment services? Although it isn't the be-all and end-all, I've found that it greatly increased my accessibility for distributors
Any chance you've got a link to the aforementioned "Impressions"? I did a google and I think I found it, but I'd like to make sure (wouldn't want to post the wrong info).
peace,
Tom
Scott,
I found the link on anyeone's website (www.dancingeggplant.com) under "Distributor Info".
Or you can just look under http://www.impressionsadv.net
Leland
I've been thinking about this subject of late, as its been a good three years since I've designed a game that I've been happy with, myself.
(Any game you've seen with my name attached were all designed in 2000 or earlier.....)
If I had the right game, and just couldn't find a publisher--I would make a "boutique edition". (Similar to Dia die Los Muertos. I priced everything based on selling 500 copies. Turns out there are about 1400 out there now.)
But I'm pretty convinced that you can sell 50-100 copies of just about anything without killing yourself. And having the game out means that you'll get at least some press, and that makes it easier to approach another publisher.
Because self publishing means running a game company. Running a game company is a huge amount of work. (I've got a ringside seat for watching Quest Machine's Sam Clifford start up his enterprise, and it looks terrifying. Sam, on the other hand, has no fear. )
The trick is to figure out how to make a tiny run. I think it is almost workable now. Yungames has a model that works well. Stock black boxes, laser printed labels, and lots of wood blocks. For the most part, they don't scream GAME KIT to the four winds, but they could be done in small batches without a lot of work.
Sorry 'bout that, I should have posted the info in the first place! If you do contact Aldo at Impressions, be sure to tell him I recommended him ;)
Some other folks who have similar services would be Osseum (though I think they might do primarily RPGs) and Bizarro Sales. I don't have links for either of them though, although if you email me offlist I can send an email address for Christina Stiles who runs Bizarro Sales. (I don't like posting email addresses on boards though for obvious reasons!)
I've talked to Aldo a bit. Nice guy for sure. You do need to be able to produce a run of 1,000 or more copies and make it look professional (printed boxes, shrink wrap, etc.) before his service is an option.
Greets All,
I've talked to Aldo a bit. Nice guy for sure. You do need to be able to produce a run of 1,000 or more copies and make it look professional (printed boxes, shrink wrap, etc.) before his service is an option.
I'll second the, "Aldo's a good guy," bit. He treats the industry like a business, not a hobby. He's good people and very professional, and his goal is to help you make a game that will succeed. I imagine that's why he has the criteria he has (1K copies, professional appearance); games that don't meet those criteria already have the deck stacked against them.
Jus' my two bits,
Jonathan L
Invisible City Productions
Wow, what a can of worms!
I'm a couple months late to the table for this question but certainly feel capable of addressing it.
The short answer to the question is only self publish if you REALLY enjoy the business aspects of running a business and if you have the time, energy, and capability of playing salesman, accountant, graphic designer, project manager, and marketing manager, and if you have enough money in the bank to fund at least three games.
Now for the longer answer, for which I must provide some background. I started as a self-publisher but my business model migrated quickly away from that area for several reasons. First is time. Now that I am publishing I don't have time to really develop my own games. My effort is spent mainly on marketing and production and this leaves little time for much else. The second reason is that it is easier to be objective about someone else's game than your own, and thus to make better business decisions.
Good business sense is required to be a successful publisher. I've seen plenty of self-publishers who have decent (or better!) games that do nothing in the market because they aren't good business-people. I myself am still learning, but I enjoy the role and think I'm doing a decent job of picking up stuff along the way.
Some of the reasons why self-publishing might not be the way to go - it takes time and repeat exposure for both the public and the trade to notice your company. Your first game is much more likely to be noticed if published by a pre-existing company with channels in placed than by a startup. Especially since the number of startups has been high the last few years. Trust me, I've been there. I was lucky - my company is represented by a fulfillment house, so I have plenty of distributors. But I still don't have nearly as much market penetration as I think I could have, because I've only had two games out thus far. Each one gets more exposure, and I have high hopes going forward, but it takes a lot of time and more importantly, a lot of money, to build the business.
Look at Uberplay. They're not self-publishing, but they are a brand new publishing company. Just about everyone has heard of them. Why? Because they've got lots of money for advertising, and to produce a lot of good games in a short amount of time and thus be noticed. Most of us don't have a fraction of what their budget must be, and so we must build the business more slowly. We all hope that our game will be the next great hit, but the reality is it is unlikely, especially with the first game where we make all our newbie publisher mistakes. (Trust me... you WILL make newbie publisher mistakes no matter how many of them we warn you about. Again, I've been there :? ) You have to have the funds to keep going if the first game doesn't make a lot of money.
Which segues into game economics 101. It's REALLY unfavorable toward the new publisher and is a bit of a catch 22. The fewer copies you print, the more expensive each is, but the more likely you will be able to sell them. But if they are too expensive, it becomes impossible for you to break even. Some of my biggest headaches as a publisher come from figuring out how and where I can print a game in a way that I will at least break even. This gets easier with additional games, because each game sells more copies because of that increasing market awareness factor, but as of yet still hasn't become a non-issue for me or many other small press companies.
If there is enough interest, I'll dig up an article I wrote for the GPA newsletter about Game Economics 101 and post it here to give y'all an idea of how the numbers work.