Gigglebox Games(SM) is preparing to launch a different type of independent game distribution for self-publishers. Rather than compete in the hobby game market, our target audience is the general public and new players unfamiliar with independent games. Independent distributors service a wide variety of stores including gift shops. This creates opportunities to be featured in stores that do not typically offer games. Sales consultants expand the potential for face-to-face purchases after demonstrating the games. Examples include hosting game parties and icebreakers at meetings. Because NO aspect of distribution is multi-level marketing, consultants receive profit margins similar to stores and are motivated to promote the game line.
March 1st, we began accepting game submissions from self-publishers as well as individuals desiring to become self-publishers. From 12 to 20 selected candidates will be offered distribution contracts upon mutual agreement. Although a few important requirements exist, the contracts are non-exclusive. Separate from Gigglebox Games(SM), self-publishers may utilize other forms of distribution provided online discounting does not occur. Independent distributors and sales consultants do not promote products that are discounted online. In-store and direct sales discounts are permitted.
Self-publishers are paid the mutually-agreed wholesale price plus reasonable shipping without paying fees of any kind. Gigglebox Games(SM) endorses the games, coordinates distribution and receives a small fee for processing sales transactions. Self-publishers are responsible for timely production and prompt shipping. Print-On-Demand services are great as intended but cost and shipping delay make alternatives necessary for this type of distribution. Self-publishers must be willing to coordinate production. For those selected who desire to become self-publishers, there is much advice that we can offer in regards to utilizing local printers to keep cost low. Printers often decline game projects because there are misconceptions about complexity. Alternate methods can reduce cost without compromising quality, also making smaller runs possible. Common components are available through importers at great prices. Our suggestions and advice may be helpful if problems are encountered.
Establishing a diverse game line is our first objective. Self-publishers retain all intellectual property rights as well as their personal branding. Our game line will remain small to give each game the attention that it deserves. The sales force will expect availability. Only games with long-term potential will be selected. As games become popular, gifting and other forms of volume sales increase. Our target audience spans all age groups as well as several demographic categories. Game selection will align with specific marketing objectives. Complex and long-playing games are less desirable. Themes in which the average person would recognize are attractive. In general, games with mass public appeal are optimal. There is no commitment or obligation to submit games. If you are a small publisher, self-publisher or desire to become one, we welcome your submissions. Feel free to ask questions.
Website
http://www.giggleboxgames.com/
Game Submission Form
http://www.giggleboxgames.com/submitgame.asp
Game Directory Submission Form (Free Service for Designers and Self-Publishers)
http://www.giggleboxgames.com/gamedirectorysubmission.asp
I’m glad to directly answer all questions. Nothing mentioned is offensive. These are legitimate concerns. This is a new venture. A sales force is not currently in place awaiting independent games. Phase 1 establishes the game line followed by Phase 2, developing the distribution network. Reversing this sequence isn’t possible. Distributor commitments require tangibles.
Although a new venture in regards to independent games, our business model is common in other industries. Enhancements have been included, tailored to independent games and specific marketing objectives. Personally, I have 25 years of experience. The first 14 years were working for large corporations. International Paper is one example. For 11 years and currently, I am the managing partner of a consulting and development firm. On several occasions, I have implemented projects for companies in which I was previously employed. Business is about building relationships. Understandably, this venture is an unknown quantity to this community.
The core elements of Gigglebox Games(SM) are structured similar to a client in another industry processing approximately $350,000 per month in sales. Having recently celebrated their first anniversary and now branching into other countries, they are experiencing tremendous growth. Half of our business day is devoted to assisting this one client. All other clients combined consume the remainder. At the moment, my evenings and weekends are dedicated to Gigglebox. Our goals are realistic. This is very much a long-term commitment. We have already received several submissions.
One misconception may be that Gigglebox is a general resource for all self-publishers. I wish this were possible. Because our target audience is the general public, the game line must be and remain limited. Principles of marketing apply. The objective is for players to become intimately familiar with the entire line, returning to purchase other games and eventually desiring multiple copies for gifting. Too many options dilute focus. Designer bios are especially important. Similar to book authors, players will relate to the faces behind the games. Many self-publishers and hobby publishers already do this well. For those who watch Food Network, the chefs have become stars. There are many marketing principles that are frequently and inexplicably neglected.
Independent games designed for hobby followers should pursue hobby market distribution channels. Any other approach would be inappropriate and ineffective. The hobby market is highly competitive. There are thousands of games and numerous niches. Hobby community expertise would be imperative. We are seeking great independent games that are appealing to the general public. Submission information is confidential. I can say in general, excellent games do exist but haven’t found their audience. Some are on store shelves experiencing dismal sales because hobby distribution does not reach their optimal audience. Those available online are often discounted. When cost is high, profit is nominal. Designers even sell at a loss in hopes of gaining popularity over time. By signing with us when we extend offers in April, our mission is to transform prior disappointments into positive realities starting mid-year.
Game selection will be strategically diverse to cover a full range of demographics and marketing objectives. Game submission is merely a declaration of interest without commitment or obligation. A decision not to participate is certainly a personal choice. Receiving a licensing agreement from a large publisher would be far superior in comparison. Four generalized groups define ages: child, teen, hipster (20 to 39), and adult. Of course, some games cross two or more age groups. Not every young adult can be categorized as a hipster. Sex is a factor in addition to personality type. Selection complexity exceeds the evaluation of each game individually. Once individually determined solid and desirable, the game line objectives must align well. Tough decisions will be necessary should multiple games ranked as desirable fall into the same demographic objective.
These distributors frequent Market in Dallas and attend general business tradeshows. Toys and novelties are common. In regards to games, imported knock-offs and gimmicks tend to default due to limited availability of better options. Not barring exceptions, inferior game lines have been attempted. Done properly with great independent games spotlighting their designers, we have no fear of failure. Can we guarantee astronomical success with absolute certainty? No. Again, our model works well in another industry. A slow to moderate start is a realistic expectation. Like with any new business or venture, success is the result of concerted effort and time. At the moment, we are pooling the talent without risk to anyone expressing an interest. Something equally important to us is having no fine print or surprises in our contracts. We would rather have a self-publisher decline agreement if not completely comfortable with the terms. The information on our website is intentionally forthcoming. Answers to specific questions are available simply upon asking.