I haven't talked about what I would consider my primary project here since it's not a board game but a CCG but I figure you guys know more than I do about this.
I'm at a point in design where the game is done. I've tested countless hours, blind tested, and tweaked until I was blue in the face. I've probably dumped more hours into this than I want to consider but I've always known there was a wall at the end of my proverbial path--artwork.
Artwork for a boardgame is relatively simple, or at least there isn't 100's of pieces required. A ccg is different. Each card needs it's own art. That means for a game with 220 cards in it's first set, 110 in set 2 and 3 (which I've already designed), even just getting the first set out of the door would be an unimaginable expenditure, let alone continuing the project. Sourcing quotes from artists online, I figured I was looking between 20k and 50k to commission the art myself. This for a self published game is just obscene (or at least is for me).
So my question is thus.
Is there a better way you may be aware of to commission art for a ccg without robbing my child's future and sinking stupidly into debt?
And assuming no, because I did try for a good 6 months to find a cheaper way to no avail. I figure my only other option is the use a publisher. The issue is getting a publisher to look at a ccg. Since the project is obviously large any of the publishers I find online seem to deal with smaller boardgame projects (which have less overhead) or are so large they are impossible to approach (see: hasbro/decipher/etc.). Does anyone have any ideas on a publisher or even an idea as to how to find a publisher for such a large project, or am I just biting off more than I can chew?
I want to self publish, just because i'm a control freak when it comes to this project, but if it's not practical (which is suspect), what are the best ways to approach publishers with a ccg?
Thanks all.
The problem with getting a cult following, which is what i've been passively trying for a while now, is getting the critical mass of players required to keep people's interest. I can usually get about 5-10 folks playing when I post around and try to push out a new version but since those 5-10 people all have different schedules it becomes hard to find a game when you want to and people quit until eventually it's back to me and my closest buds.
I've tried finding a cheap artist for months with no luck...it's been on my "to do" list for what seems like forever. Let me know if you find this mythical unicorn and I'll personally cut you a check...
Kickstarter seems like you need a pretty well established group of people who are already ready to contribute before you begin, like you said, Seth already has a decent following and was able to promote from within. Plus, the thought of asking people for money is just bazaar to me. Maybe i'll try it, but for the time being I would like to attempt other means.
Any who, thanks for the thoughts, and If you want me to teach you to play, you know how to find me. I love teaching this game to people.