I was just wondering how most designers are working on their designs.
Specifically I was wondering if there was anyone like me, who has a tendency to want to "analyze" the feasibility of a game. What I mean by this is to try to figure out how you are going to "sell" your game. I guess it's because I am working with "Game-Types" that are very difficult to manage and require some level of success to be profitable.
Mostly I am talking about TCGs or CCGs. Neither which business models are easy to "follow". You need a very high investment to pull off either of these and then you need a "following" to make sure the game continues to succeed after it's initial impact.
Just recently *new* ideas concerning "Quest Adventure Cards - Version 2.0" have surfaced and I keep seeing if I can "re-think" the CCG genre.
So I was wondering, are any concerned about HOW to "sell" their game... Or are most of you just designing for the sake of "passion" & "creativity"??? I realize different people may be thinking about different aspects about their game. Some might be wanting to get published, others might want to see how a game can be sold, and others too might want to see if their ideas are the least bit possible...
It's tough because I feel the "Genre" is interesting ... but only if I can compare it to something like "Magic: the Gathering". Knowing a CCG to be that successful requires some form of creativity if you are going to even TRY to attempt it...
Also finding an "audience" is also a good question. Magic players won't give up Magic for another game... So the question is something for younger players that could compete with Yu-Gi-Oh! or Pokemon... To be real honest, I am looking at a "solo" game that could be expanded for a two (2) player duel.
Comments/Feedback/Questions are all welcomed. Let me know your thoughts on the subject matter!
Cheers.
My personal interest is in "Card Games" (not board games) where the majority of components are "cards". My first game "Quest Adventure Cards(tm)" was a total and complete "failure" because I knew nothing about the "business" of selling and making games... My second game "TradeWorlds" went on to a successful Kickstarter with "Outer Limit Games" and we are in the process of working on making the latest prototype for some playtesting of "KS extras".
Having been through both a failure and a success, it really makes me think about the "viability" of a game. Like how to package and sell "Game X". How do I earn money after a Kickstarter? What are the options available to designers?? Would a service such as "The Game Crafter" be able to produce my game??? And then think about the components and if it would be possible to make the game or not...
And I use the word "success" very lightly. I haven't earned any money from the project yet... So we'll see what happens at the end of the project... How much is left over, what assets we have for future endeavors, etc. So it's not like any of us is capable to earn a living from "game making"... Which is why I don't advocate guarding ideas... The odds are your game will make very little money even if it is a success on Kickstarter.
Do it because you love "Designing Games" or you enjoy this as a "Hobby"... Maybe design a good (even great) game and see if you can get some fans of your game... And probably International recognition even though there are SO MANY games being made each and every year... It's becoming more and more challenging competing with large companies such as AEG, Mantic and others, who specialize in miniatures and sell for a higher price... That doesn't seem to stop people from investing in those pricy games either!
So I guess I personally want to figure out the "fiscal" side of things. Like: "Can this game earn any money?" LOL I know it seems strange ... but having gone through the process twice already, that is still the BIG QUESTION! So far I've experienced both and I haven't made money on either... Maybe on my 2nd game, I might "break even"! And it's an awesome game too... And that still means that I am in the RED over "Quest" which was a "costly", badly mismanaged endeavor.
Note: Small word of advice (personal experience), don't SELF-PUBLISH until you have AT LEAST one or two games that have been published by a Publisher! Self-Publishing is a very difficult process where YOU have to worry about ALL aspects of the project.
If you're inexperienced (like I was), that's a real easy way to get lost in financing your project.
A Kickstarter is less bad option, but also requires you to be familiar and handle all aspects of publishing in general (I personally knew nothing about crowdfunding when I designed and launched my first game)...
You've really got to do a LOT of homework when you crowdfund as an independent and you assume all the duties attached to it. So you really need to do all your research and understand all the process from start until delivery.
Note #2: Also NEVER crowdfund as an "individual" unless you have your campaign in January and can close the project and deliver before December. Why? Because you can't differ income as a company can... Companies don't consider funding as income. It's considered a "liability" until the games are mailed to the backers. Once that is done, in whatever year, then you have income.
Individuals don't have this benefit. So if you RISK crowdfunding at a later date, you also risk having to declare the money as an "income" and therefore you could land up paying taxes on the money even before you use it to pay for manufacturing and fulfillment... Paying taxes once the game is shipped to backers is fine (and normal). BUT you only have a year before the TAX MAN eats up your funds prior to the completion of your campaign...
So be aware of the "risks" of crowdfunding too! I'd recommend speaking to a Chartered Accountant and discuss the ramification of "crowdfunding" and collecting revenue (individual) as opposed to assuming liabilities (company).