Why Are So Many Licensed Games So Bad?

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

 

Predictions for 2017

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

Audio/Podcast: http://traffic.libsyn.com/theforbiddenlimb/BGBP050.mp3

Top 10 Ways to Build Your Board Game Industry Network

Today we have Jeremy and Brian’s top 10 ways to build your network within the board game industry:

Jeremy

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.

 

Brian

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.

 

Audio/Podcast: http://traffic.libsyn.com/theforbiddenlimb/BGBP049.mp3

Reasons to NOT Enter the Board Game 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

Mailbag Episode #1

This is our first mailbag episode where we dig into these questions:

  • When do you give up on a game?
  • How do you recover from mistakes and setbacks?
  • How do you distinguish yourself from other games?

Audio Version: http://traffic.libsyn.com/theforbiddenlimb/BGBP043.mp3

How to Use Print-and-Plays

How should you use print-and-plays as a designer, publisher, or indie creator? We discuss some options!

  • Advantages
  •  Early Feedback
  • Kickstarter
  • Limited or Full Version?
  • What do players use them for?
  • Shopping Ahead
  • Evaluating Gameplay
  • Evaluating Art
  • Why a P&P isn’t giving the game away.
  • Translations
  • Other components
  • PnPs at Cons

Audio/Podcast Version: http://traffic.libsyn.com/theforbiddenlimb/BGBP042.mp3

Hosting a Convention

Join us for a discussion on the tools you need to host your own game design convention, such as:

  • Start small
    • Monthly meet-ups
    • Prototype night
  • Location
    • Mom & Pop Restaurant
    • Game Store
  • Getting Published Designers
  • Travel and Experience
  • Supporting and Nurturing Designers
  • Getting Playtesters
  • Publishers at Conventions
  • First-time Designers at Conventions
  • Untested Games at Conventions

Audio Version: http://traffic.libsyn.com/theforbiddenlimb/BGBP041.mp3

Balancing Your Game

We sprinkle in these game balancing topics, among others, into our discussion:

  • Easy to Balance Games
  • Hard to Balance Games
  • How many playtests?
  • How to Make Adjustments
  • Cutting to Balance
  • Balancing and Adding
  • Types of Players
  • Length of Game
  • Keeping Scores Close

Audio Version: http://traffic.libsyn.com/theforbiddenlimb/BGBP039.mp3

San Jose Protospiel Panel on Game Design, Development, and Publishing

The San Jose Protospiel had over 75 designers and 450 players in its second year, making it the largest protospiel to date. Grant Rodiek from Hyperbole Games hosted a panel there on board game design, development, and publishing. The panel members are:

  • Jeremy Commandeur – Designer, Organizer of Protospiel San Jose
  • Teale Fristoe – Designer, Publisher at Nothing Sacred Games
  • Peter Vaughan – Designer, Publisher, and Development Director for Breaking Games
  • Aldo Ghiozzi – Game Consolidator with Impressions
  • Brian Henk – Designer, Publisher at Overworld Games
  • Grant Rodiek – Designer, Publisher with Hyperbole Games

Thanks to Jordan Nichols from Your Game Night (http://www.yourgamenight.com/) for recording the audio in the very loud convention hall.

Audio: http://traffic.libsyn.com/theforbiddenlimb/first.mp3

 

Top 10 Mistakes New Designers Make (Designer Perspective)

We continue with our top 10 mistakes new designers make with a list from the designer perspective, led by Jeremy Commandeur. Learn what you can avoid and tell us if we missed any big ones in the comments!

 

Audio/Podcast: http://traffic.libsyn.com/theforbiddenlimb/BGBP037.mp3