business of game design: funding & self-publishing dr. lewis pulsipher pulsiphergames.com...
TRANSCRIPT
Business of Game Design: Funding & Self-Publishing
Dr. Lewis Pulsipher
Pulsiphergames.comCopyright 2013 Lewis Pulsipher
April 19, 2023
Note about the slides Slides are provided primarily for
those who want detailed notes later, not as an accompaniment to the talk
Consequently, they are “wordy” Available at
http://pulsipher.net/teaching1.htm Or just go to pulsipher.net
(not .com) or pulsiphergames.com and look for teaching material
Who am I Designed my own games while a
teenager Began playing commercial wargames in
1963 Played the original Atari 2600 and have
played some PC games heavily, but rarely play any video games these days; never owned a game console
My favorite game is “the game design game”
Who am I Designer of several commercially-
published board wargames (most recently January 11), more games to come
Active designer of board and card games (playtesters solicited!)
Book “Game Design: How to create video and tabletop games, start to finish”, McFarland (booth at GenCon)
Wikipedia: Lewis Pulsipher; Britannia (board game); Archomental
Some of my games
We’re talking about business, not about game
design But if you want to make money, you have to know the business
It’s hard to find a publisher these days– Many have in-house staff, others
are self-publishers As a last resort, you may want
to fund and publish your game yourself– But then you become a publisher,
not a game designer!
Reality Check Almost no one makes a living
designing (or selling) games Most who do, work for a game
company, not freelance Publishing is risky – but that’s why
publishers make a lot more from a successful game than the designer
Many publishers began as self-publishers– Including Fantasy Flight (once they got
out of the comic distribution business)
Reality Check 2
OK, How much do you make if you do find a publisher? In my experience, royalties are a
percentage of the publisher’s actual revenue– 5% is most common, range 4-8%
Publisher sells to distributor at 40% of list price or less; distributor sells to retailer for 10% more
Internet sales are becoming significant—then publisher makes 100%
Shipping costs may be subtracted from revenue
Royalty example $40 list game, 5% of $16 = 80 cents Per 1,000 copies, $800 $20 game, $400 per thousand Wargame typical print run is <=
2,000 “Euro” games might go up to 10,000 Most games sell poorly after first six
months, most are not reprinted German “Game of the Year” might
sell 250,000 or more, after award It’s a hit-driven industry. How many
hits a year, compared with hundreds of games published?
What about the biggies? In general, the really big companies
have staff to design their games Many will not even accept outside
submissions Virtually all will require you sign a
statement relieving them of all liabilities
At least one only works through agents In USA, Hasbro owns all the traditional
boardgame publishers such as Milton Bradley, Parker Brothers, Avalon Hill
Publishing alternatives All these methods require considerable knowledge
to put game together in correct format, to hire artists/editors
Spend the money to self-publish traditionally– Expensive– Risky– Requires constant attention
Use a third party to help self-publish traditionally– Fulfillment companies– GameSalute no longer offers their more extensive
service Self-publish through POD
– TheGameCrafter.com and others– Requires virtually no funding
PDF/desktop publishing/Print n Play– Requires virtually no funding
“P500” – preorders– Generally only established publishers
“Ransom”/crowdfunding model—kickstarter.com, Indiegogo
Distribution methods Traditional distribution/aggregator
– You get only 33%-40% of list price Internet distribution through your own
Web site– You get 100% of list, but will your target
market buy this way– Not mass-market, for example
Online PDF distribution sites such as RPGnow
Thegamecrafter.com or other POD Sell at conventions Give it away and hope for a deal with a
traditional publisher
Funding Self-funded
– I’ve heard of people taking a second mortgage
Friend/family funded Publisher funded
– But then we’re not in self-publishing any more
“Ransom”/crowdfunding model
“Ransom”/crowdfunding
Ransom: If I get $X I’ll give this away to everyone– Originally for fiction
Crowdfunding– Kickstarter– Indiegogo and others
Kickstarter
Even traditional publishers use Kickstarter– For them it’s a “gauge the
enthusiasm” and pre-order system Costs nothing to try it
– Well, except for your time KS (and Amazon) take a chunk
of the successful funds
Indiegogo
Much newer than KS but may be available where KS is not
Big difference: if a project is partially funded, you get the partial funds (KS: no money changes hands)
Not as well known/frequented as KS
Creating the Look of the Game Hiring artists, unless you are
one Hiring for editing and layout,
unless you’re good at it
Creating files to be printed Requires both understanding
and computer-technical skill Some programs are free, the
best cost a lot of $$$$ Time-consuming to learn
Using traditional publishing methods Finding a suitable printer, arranging
for shipping, arranging to house inventory (unless you have a BIG house…)
Sales, shipping, promoting, customer support– “Discoverability” is a big problem now –
people won’t buy your game if they don’t know anything about it
Fulfillment house can take care of storing inventory, perhaps even of customer support
Online resources
Boardgamegeek.com (along with sister sites for RPGs and video games)
Sloperama.com – good advice about getting into the video game industry
Board game designer’s forum GameCareerGuide.com (video
games)
Questions? Comments?