It seems like you're proud of the capacity for your game to be easily won just on luck of the draw?
How difficult marketing really is
I don't want to stigmatise Magic players, but magic players who does not play board games in general, will generally only play magic the gathering and nothing else.
They rarely try other games, especially experienced players, because they knew that any CCG that gets released will never compete with Magic and Eventually Dissapear, because that is what has been happening for the last 20 years.
So they might take a look out of curiosity, but they wont buy and only focus on magic.
Still, I have no proof to back that. It's my own perception.
It's not about luck at all. It's part how you build your deck, another part how well you prepare for your opponent's attack and lastly how you balance doing the same to your opponent.
Ok then the way you described it was misleading, when you say someone was "landed" with a good combo you're saying it was an unplanned/unexpected thing and they weren't in control, ie they were lucky.
(it's important to be more clear how you describe your gameplay, prospective players aren't often going to ask you clarifying questions like this, they could reasonably think you're describing it as a luck-based game)
This is only true if you're bad at explaining it. Any game can be understood without playing it if explained well. Though explaining a game well is *hard*. You explained yourself badly before and you should try to improve.
You seem to be marketing Tradewars - Homeworld to two very specific audiences that aren't worth marketing towards. Kids are tough to market to, and chances are they won't ever find that Tradewars even exists - so you then have to market to parents. So you really should just be marketing towards regular gamers, and if they have kids, that's a bonus I guess.
Regular gamers are accustomed to having a complete game in one box. Complete in this situation is a minimum of two players. When I read that one box of Tradewars was for only one player, that was an immediate red flag, and will be to most people reading about it. Don't arbitrarily betray general expectations.
What if you sold a 'starter' set containing 2 decks in one box & then sold 'expansions' of individual decks? The starter set could be at a lower mark-up so it appears that people are getting a deal when they buy 2 decks & then they or their friends can buy an additional deck, cheaper than buying another starter deck, when they want. Some people may then decide to buy another starter pack & just keep a deck each.
I know it would lower your total profit but it may get more sets out there.
Do you mean this one that earned nearly ten times that amount on Kickstarter?
https://www.kickstarter.com/projects/thegamecrafter/the-captain-is-dead/...
I still feel like KS worked out better.
Also, you see doing the Game Crafter sale as testing the waters, but have you ever considered that publishers are far less likely to do business with somebody who has muddied the waters? You are preemptively creating consumer confusion. If someone publishes it, they'll want to do it their own way, and then there's your version kicking around the web, making it look like there are multiple publishers and editions. I don't know if it is this way with games, but bundling art and layout with your product is generally a negative thing with writing in general. By defining the product, you establish yourself as potentially difficult to work with. By trying to market it, you are either going to underwhelm potential publishers by making it look like there isn't a market, or achieve enough saturation that it isn't worth them competing with you, as you've already sold to their customer base. I really don't see a strategy in this.
You can only "test the water" if you intend to self publish from start to the end, which I think is your case. Yur game "works", you could say OK, let go further with real publishing or Kick Starter for example.
But if you want to approach publisher, it's much more difficult this way. I think some publisher could accept P&P games because they know few people print games, but I think some publishers even refuse P&P game because the "Surprise" has already been released.
It's not. I personally know of a designer who has done BOTH.
I don't base myself on "feelings" or "assumptions", I am dealing with a REAL case whereby the designer got published even AFTER releasing his game on TGC.
And that's how I will present my game to the potential publishers as well...
You are basing your entire business plan on one instance of this. Okay. You must buy a lot of lottery tickets. In either case, you pin your hopes on that 1-in-X chance of winning instead of working the odds in your favor.
Vanity presses love guys like you. Back when I used to work for one, the sales reps always let customers know about the one or two titles that sold hundreds of thousands of copies. They never mentioned the hundreds upon hundreds of authors who never sold a single copy or that direct sales were a drop in the bucket compared to the revenue we made charging authors to publish their books. Our customers always loved to feel like they were the exception to the rule. Once they were sold on the dream, logic and common sense stopped factoring into their decisions, which was great for up-selling them on bogus services. I think you are basing your decisions on "feelings," because I think someone sold you on TGC the same way with this success story. You bought a lottery ticket, and you have the empirical evidence of there being lots of other people who've won the lottery. There's no arguing with that.
The fact that *one* person does it does not mean *you* will do it. Soulfinger is spot on re: the lottery ticket metaphor, you seem to have the same mentality as people who piss money away on lottery tickets.
There are a huge myriad of variables involved in any publishing.
Now, even without looking into that specific case in detail, here are some questions you need to ask yourself before assuming just because they did it you will succeed:
Why did the publisher back them *despite* them having printed through TGC, knowing the problems that brings?
How many years were between the TGC sales and publisher sales?
How successful was it at TGC?
Was the publisher who picked it up any good?
Then compare your answers to the answers if you applied the questions to your game. Find the differences.
I'm sure there are more relevant questions to ask too. If you want to follow the path of an anomaly, you *need* to understand the anomaly.
This isn't naysaying, it's not empty disagreement, it's reasoned criticism. You're making excuses to dismiss criticism rather than honestly considering it and making an effort to refute it.
Give them this lottery-winner mentality and they'll shoot you down too, and frankly they'd be *incompetent* not to. You don't want to get published by an incompetent publisher...
Good on you. You know what you want to do, have sold copies of your game, and far be it from me to disabuse you. I expect that iamseph and I were throwing in our ten cents (13 cents Canadian) mostly because your post topics tend to be "Why is this so difficult?" Not all of it should be that difficult.
Again, from the consumer's standpoint, what you have there is a $50-$60 for a two player card game. While the expected price for such type of game is ~$15-30.
But what do I know, right? :)
And how many games have you and Soulfinger "published"???
For me: None.
If our ideas are false, you can refute them. Whether we have published or not is not a criticism of our ideas. What you're doing now amounts to ad-hominem. You're saying the issue of whether we have the *status* of being a published designer relevant to whether what we are saying in this discussion is true, rather than focusing on *what* we are saying.
So surely the four questions I posed before are easy for you to answer. If so, why are you being defensive rather than taking this seriously?
For my "experience" it's basically what I read in a book, that was written before kickstarter and The Game Crafter existed.
Still, From what I have read, publishers are very picky as they can get from 100 to 10000 submission per year. Any details that could cause trouble publishing a game will almost kill it. Considering how market evolved I think publishers are even more pickier than before.
If it costs $5.00 to make it (in China) and the normal markup is 5-6 times... The price is between $25-30 for one Game Set. As I said you could save maybe $10 if two (2) Game Sets were combined. So as you state $50.
But the real issue is that through TGC the COST to produce is just over $20. Meaning that I cannot sell from TGC to a FLGS because then the retail would be double, so $40. $40 is way too expensive. $25-30 is reasonable.
Once again: change your game then. So that it can be played with 2+ players, using the same set. It's totally doable.
Keeping the components in check is inherent part of game design.
I've heard publisher panels where some say they checkout Kickstarter & the game crafter for games that are successful & then offer to publish the game as a going concern. Some said they also look at failed kickstarters where they think the game has promise & got a reasonable response even though it didn't reach its target & then offer to work with the designer to develop the game further for publication. Some also said that once a game has been out there in the world they don't want anything to do with it because anything they do will still be linked back to the original run by players.
Based in that I don't think there is any definitive answer.
You can take your prototypes around to conventions to get players interested but if you don't have anything for them to buy within a reasonable time the chances are they will eventually forget about it, especially with so many games coming out so often. What we are trying is a small run of official prototypes that we sell at cost to people interested in the game. We ask them to post pics, share it around, & keep in touch with feedback, questions etc. The idea is to keep the game alive, spread our blind play testing around, & get a sense of how willing people are to pay the price for the game (which whilst it is at cost is close to what we hope the retail price to be with a much larger production run). So far it is working, we have sold about 40 from 2 conventions so far & have pics of kids & adults playing the game.
Interesting, because what is expensive in retail game is the store that gets a 40% cut and the storage that can take around 12% of the final cost.
But if you can get those game printed and store them at home, and have the necessary PR to sell those game in conventions or other events your self, you are in theory selling your game half the price.
The drawback is that you need the storage Space, or a small game, and you need to spend time like doing that promotional social stuff which is really not my case. But some people do enjoy this.
For game crafter, I imagine what raise the price is the Print on Demand which can be mitigated with crowd sale (which apparently reduce cost by around 30%), else it's the shipping that can be expensive.
In the case of QuestCCG's game, I imagine he could buy the remaining unsold 70 copies of the game, ship and store them in his house, then sell the game manually at convention and other stuff or simply online. Not sure if the numbers would be better this way or equivalent to going to a board game printer directly.
I think that a good way to go doing physical games is something like this:
http://nestorgames.com/#shopextd
Nestor is essentially a designer but he found a cheap and good way to produce their own games and sell it.
He just sell by order, his own games or some other classical games or some other games with the permission of the designers.
It seems very fine to me. Of course you cant sell a lot of games and the complexity of the games, about the art by example, cannot be so much. This is focused in abstract tabletop games that in general are not too complex of produce.
In general the more rentable something is the less intermediaries are required.
This is one of the many problems of collectible card games (the unpopular ones). You buy cards, but cannot play with it.
My main motivation was to "interest" Magic: The Gathering (Magic) players. Ok so our game doesn't have exactly the same depth of variation that Magic has. Still the Magic players that played the game at our last demo - said the game was good! Both games played proved to have amazing combos and counters to them... Why even in the second game one player landed up with a starship reinforced with hull plating x3! It went from a 2 to a 5 and proved to be very difficult to destroy.
True - and I knew from the gecko this would be the main difference from Magic. Magic used to sell starter decks for about $30.00. They would combine I believe a set of 60 cards into one set. You could buy a starter deck and you would be ready to play the game - straight out of the box. BUT you would need to find someone to play against.
And I expect to fully embrace single player by adding another couple solo scenarios in expansions. Joe likes playing the current solo scenario - and has clocked more than mileage on the solo scenario than I have! :)