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Successful Submission Question

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silasmolino
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Joined: 02/01/2013

For those of you who have successfully submitted a prototype to a publisher and had it accepted, what are some methods/gimmicks/ideas which will make the best first impression to a publisher?

When speaking to one publisher about game submission, they said they've received pieces of lined paper with a drawn out map and a set of rules and some pieces for tokens and such. I would imagine this is not the way to go.

More specifically, how far is too far when submitting the game? Would it be best to submit a game that not only works and is fun but also has a professionally drafted rule book and printed maps and tokens with professional illustrations, logo, and art work?

Or would all that get in the way of simple monotone chits, maps, cards with text that look like they've been cut with scissors and simple/non-existent illustrations and a rule book, well written but in MSWord as opposed to InDesign?

Is there a sweet spot between the two or a mix of either that works?
Will spending the money on such quality prototypes increase the chances of acceptance or will not spending the money decrease chances of acceptance?

Thanks for any response to this post.

Dralius
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Joined: 07/26/2008
silasmolino wrote: Would it

silasmolino wrote:
Would it be best to submit a game that not only works and is fun but also has a professionally drafted rule book and printed maps and tokens with professional illustrations, logo, and art work?

The problem is this is expensive, especial the artwork and layout. If you include the two games that should come out this summer I have a submission acceptation rate of about %10, %5 if those two fall thru.

You could spend all your potential profit just getting a game accepted let alone the other games that may never get published.

Clip art is perfectly acceptable!!! But do spend time on the rules. I have worked as a tester for several publishers and poorly written rules is high on the list for rejection reasons.

Despot9
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Joined: 07/26/2008
I work for a publisher, and

I work for a publisher, and have at times made the decision of whether or not we want to pursue a designers game. For me personally, component quality isn't particularly important. I want to see a playable game. If its ugly but still fun I'm happy. If its gorgeous but boring, I'm not.

That being said, hand written on lined paper is not the way to go. One because it means its the only copy unless you hand write it out again. I want to see printed material. It could be printed on a dot matrix printer for all I care, but that at least tells me there is a digital file somewhere. A file I'll likely be asking for at some point.

Unless you are a good artist who can create artwork that is good enough for final production, I wouldn't worry about art since it will all likely get replaced anyway. Use clip art or whatever else works to get the game playable and in the publishers hands.

McTeddy
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Joined: 11/19/2012
While I'm not a publisher

While I'm not a publisher I've had good responses for most of my submissions.

FORGET ABOUT PROFESSIONAL QUALITY EVERYTHING! Remember, a publisher will probably want to make changes of their own and a professionally drafted rulebook with paid artwork will look too finished. It will make you look too attached to the game and limit the publishers ability to imagine their own vision of a final product.

The key is to give them just enough that they know exactly how it should feel to play your game. Take the time to make good feeling chits, sturdy cards, and a VERY well-written rulebook. Now, for "Feelies" such as coins, cubes or tokens... if you don't have them... go to the dollar store and get creative. I've used everything from bath crystals to a travel checkers set to fill the box.

Your goal here is to make sure that your prototype doesn't distract them. Your cards should feel like cards... tokens and chits should function without requiring any awkward actions. If you can pull this part off... they can focus on your game.

Oh also make sure it's ready to play right out of the envelope. Give them EVERYTHING they need and keep it sorted so that setup will only take a few moments. The less work they have to do, the faster they'll get around to testing it.

If they lose themselves playing your game... their brains will go wild. "You know what theme could work here?" or "You know what would be a great mechanic?"... once they start thinking how to develop or market a game you are on the short list.

Trust your game. If the rules are solid and well written and the mechanics are fun then it will shine when the publishers test it.

Besides, what if the first publisher turns you down? Do you really want to pay for another full set of professionally made pieces?

rpghost
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Joined: 03/03/2009
I'd say you need your game in

I'd say you need your game in completed state as far as game mechanics and such goes. The manual should be the best you can do on your own with help from friends and do a couple blind tests at the local game store. The art can be clip art or even hand drawn stick figures- but if you make your prototype pretty it's going to get more views.

I suggest you check out my blog too:
http://www.jamesmathe.com/courting-a-game-publisher-dos-and-donts/

James

Traz
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Joined: 04/06/2009
not so fast

McTeddy - I would disagree with your assessment that publishers worry that a designer might be too attached to a design to allow a publisher to redo everything. I have a different approach to pitching my games - I get them into good enough shape that I sell them [on a small scale]. Every time I submit one, it is DEFINITELY stated and understood that I fully expect and understand the publisher will most likely redo all the artwork [and possibly even re-theme the design]. As long as you are upfront in your cover letter, I believe you'll be all right on that score.

bonsaigames
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Joined: 12/20/2010
My experience

With Ruse and Kaiju City we had artists attached and preliminary art had been commissioned when we got picked up. This is far from typical as I understand it. We design games to self-publish or sell through The Game Crafter though and unsolicited submissions to other design houses or publishers is just not our thing.

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