Today we discuss licensed games and the specific challenges associated with making a game from them. If you are granted the rights to make a card game based in the Star Wars universe, how do you make a game around it? Or should you make the game first and try to acquire the license later? Here are some questions we answer:
- Should I design a game for a license?
- How much does it cost to get an intellectual property?
- Do you pay up-front or are there royalties or both?
- What does the schedule/deadlines look like?
- What impact does this have on your cash flow?
- How do you learn enough about the chosen universe?
- What kind of help can you expect from the licensor?
- Can you add to the universe?
- Are there any conventions that you should go to related to licensing?
Audio Podcast: http://traffic.libsyn.com/theforbiddenlimb/BGBP052.mp3
How do you find the right artist for the style of game you’re making? Commence discussion! Topics:
- Finding artists to fit your target market.
- Identifying market segments.
- Examples of illustrations or graphic design not fitting the game.
- Selecting images for the Star Trek Trading Card Game.
- What should I look for when requesting quotes?
- What kind of budget should I expect?
Audio/Podcast Link: http://traffic.libsyn.com/theforbiddenlimb/BGBP051.mp3
We take a stab at predicting how the industry will change in 2017.
- Legacy Games
- Quality Kickstarter Exodus
- Otherwise, Kickstarter Growth Continues
- Will Quality Go Up or Down?
- Company Mergers
- Component Diversification
- “Meeples with a Twist”
- Chipboard Constructs
- Display Games
- Unexpected Components
- Storytelling Games
- Deluxe Editions
- Game Exchange System
- Local Game Stores Evolve
- Increase in Import Games
Today we have Jeremy and Brian’s top 10 ways to build your network within the board game industry:
J10 – Participate in contests.
J9 – Be easy to find on social media.
J8 – Place encouragement above criticism.
J7 – Do your homework to avoid wasting publishers’ time.
J6 – Observe Publisher Speed Date.
J5 – Go to Protospiel and Unpub events.
J4 – Attend cons where industry experts have time to talk.
J3 – Don’t view community as a vending machine.
J2 – Offer service or resource to the community.
J1 – Play other designer games.
B10 – Volunteer at con booths.
B9 – Run local events.
B8 – Playtest other people’s games.
B7 – Comment on blogs and YouTube videos.
B6 – Create content.
B5 – Be active on social media.
B4 – Go to bigger cons to meet elites.
B3 – Go to smaller cons for local community.
B2 – Find your local game nights.
B1 – Help others in the industry.
This time we try to ground everyone with a discussion of some reasons you might not want to enter the board game industry:
- You will lose money.
- You will lose time, effort, and opportunities.
- Other people will be critical of your work, not publish, or not buy it.
- The work is not all fun.
- Your game is not special.
- Kickstarter campaigns and fulfillment are stressful.
- You’ll be away from home and have to spend money on travel.
Podcast/Audio Version: http://traffic.libsyn.com/theforbiddenlimb/BGBP048.mp3
Today we discuss how to reach your core audience at a convention. We specifically hit on these points:
- Luring on the First Day
- Promo Packs/Where to Sell Them
- Coupon Books
- To Do Lists
- Other Ideas
- Email Lists
- Playtesting Upcoming Kickstarter Games
- When to Send Con Updates
- Kickstarter Campaigns during Cons
Audio/Podcast Version: http://traffic.libsyn.com/theforbiddenlimb/BGBP047.mp3
This time we discuss about these topics around exhibiting at a major board game conventions:
- When to pull the trigger?
- Playtest Hall
- Volunteer at another Booth
- Booth shape and layout
- Selling at a Con without a Booth
- Copies Sold
- Number of Volunteers Required
- Banners and Signage
- GenCon Pickup
Audio/Podcast Version: http://traffic.libsyn.com/theforbiddenlimb/BGBP046.mp3