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

Production Schedules

In this episode, we discuss the life of a game, particularly with a crowd-funded game. We go through the schedule from start to finish and a high-level of everything in between! Specifically, we hit on these points:

  • Make sure design is finished
  • The major steps include:
    •     Art
    •     Manufacturing and Proofing
    •     Kickstarter Prep
    •     Review Copies
    •     Informing Retailers
    •     Shipping and Fulfillment
  • Art takes longer than expected
  • Break down EVERY task and element
  • The order of the tasks matters
  • Run aspects by outside eyes
  • Where can we find an in-depth description of the process?
  • What task management tools are available?
  • What is the overall timeline?

Audio/Podcast Version: http://traffic.libsyn.com/theforbiddenlimb/BGBP040.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

How to Get Into Distribution

Do you have a game that you want to get into the magical land of “distribution”? We talk about how to make that happen! Some topics we discuss are:

  • What is distribution?
  • What is the structure of the market?
  • Why go through distribution?
  • What profits can one expect?
  • Why do retailers like distribution?
  • How does one get picked up by a distributor?
  • Big consolidators and distributors
  • Minimum print sizes

Audio: http://traffic.libsyn.com/theforbiddenlimb/BGBP038.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

Top 10 Mistakes New Designers Make (Publisher Perspective)

Brian makes a list of the top 10 mistakes new designers make from the perspective of a publisher and we all debate about it. This covers things like the design decisions that will make a game harder to sell. Jeremy will share his list from a designer perspective in the next episode!

Audio/Podcast: http://traffic.libsyn.com/theforbiddenlimb/BGBP036.mp3

Using Chipboard

Here are the chipboard-related topics we discuss:

  • Why use chipboard?
    • Feel
    • Durability
  • Why wouldn’t you want to?
    • Cost
    • Wear
    • Weight
  • 3D chipboard constructions
  • Cost analysis
  • Sizes and custom shapes
  • Standard sheets/thickness/layers
  • Finishes and coating
  • Unpub/Protospiel San Jose

Audio Version: http://traffic.libsyn.com/theforbiddenlimb/BGBP035.mp3

 

 

Inside the Box (Insert)

Inside the Box

In this episode, we talk about these box insert topics:

  • Cardboard Inserts
  • Size of Box
  • Number of Wells
  • Gametrayz and Other Plastic Inserts
  • Broken Token Wood Inserts and Boxes
  • Cost Analysis of Manufacturing vs. After-Market
  • Bags of Bags
  • Game Storage Recommendations in Rules?
  • 13 oz. Golden Rule

Audio Version: http://traffic.libsyn.com/theforbiddenlimb/BGBP034.mp3