Here is our podcast episode on the 10 questions you should ask yourself while designing a game:
If you’d rather not listen to it and you just want to ask yourself some thought-provoking questions about your game, here is the list!
Which feeling(s) am I trying to deliver?
Why would someone play or buy this game instead of others? What’s the hook?
Which core element will keep people engaged in my game?
Which decisions am I giving players that will keep people playing?
Which types of players am I targeting for my game? And what is the weight and play time will it have?
How many high-level strategies can you win with?
What is the single core mechanic in my game? (everything else you can cut, if needed)
How much downtime do players have?
How do players interact with one another and does it fit with the theme?
What is confusing players when they play?
What player counts can this support? Can you expand that count?
What will the MSRP be?
Do players feel like they are in the universe/theme?
Where will people be playing this game?
What is my exit strategy for this game? Kickstarter? The Game Crafter? Selling direct? Pitch to a publisher?
Can I make changes to the game to tailor it to the publisher I think would want to publish it?
Is this game too similar to an existing game?
Richard interviews Juliana Patel and Ariel Rubin who created the extremely successful
Escape Room in a Box: The Werewolf Experiment that is now being published by Mattel. He learns all their secrets from their 2,000+ backer debut campaign! Some specific topics:
Partnering with Mattel
Escape room game opportunities
Replaying escape room games
Playtesting an escape room game
Creating the puzzles
Lessons learned from the Kickstarter campaign
Finding your audience
This episode provides some guidelines for the situation where multiple publishers want to sign your game and how you handle it, both from the designer and publisher perspective. Specifically, we cover:
submitting your game to multiple publishers at the same time
bringing copies to a convention
bigger publishers vs. smaller publishers
asking for exclusivity
doing your publisher homework
changes to contracts
should I have a lawyer look over my contract?
We talk generally about publishing licensed games and specifically about the unsuccessful Total Recall Kickstarter campaign.
Why didn’t it fund?
What did you do differently?
Likeness rights 101
Timing releases in a line of games
Hidden costs of doing a licensed game
The costs of agreeing to release dates
Should you create a licensed game?
Publishing outside of Kickstarter
Podcast Audio: http://traffic.libsyn.com/theforbiddenlimb/BGBP062.mp3
Total Recall Kickstarter Campaign – https://www.kickstarter.com/projects/overworldgames/total-recall-the-official-tabletop-game
This is a panel organized by High Voltage about how awesome games are and how to grow and build an inclusive gaming community. This took place on 10/28/2017 at Stan Lee’s Los Angeles Comic Con, hosted by Will Pasquin with these panelists:
John Clair – Mystic Vale, Downfall
David Zuckman – Obscure Reference Games
Ross Thompson – IDW and Kingdom Con
Chris O’Neil – Brotherwise Games
Brian Henk – Overworld Games
Will Pasquin – High Voltage
We have another mailbag episode! These topics were suggested by listeners:
Are environmental concerns a factor for publishers, manufacturers, and designers?
How can I make my game more accessible and inclusive?
What kind of support should publishers donate to charity?
The Overworld Games policy on charities.
If you’re listening to this podcast, there’s a good chance you know someone personally who has launched a Kickstarter campaign. Did you feel obligated to back it? We try to break down this social etiquette around the subject in this episode.