Today Brian interviews Erik Dahlman of Albino Dragon about the convention services he offers where his team will demo your game at his booth at various conventions throughout the year. You can get the exposure that conventions offer without the million headaches of actually doing it. To get more information from Erik, email CONVENTIONS@ALBINODRAGON.COM.
Learn all about Jeremy’s “7 Rules for Writing Rules” and what Richard and Brian think about them. We actually disagree on this on more than most episodes!
- Force yourself to write your rules right away and have them ready for your first playtest with real people.
- Start strong. Tell a story as you give the theme.
- Use software to maintain your rules and keep them always up-to-date.
- Add notes to add diagrams later.
- Put a component list at the end of the rules use a component diagram with labels.
- Use 2nd person to specify “you”.
- Use white space and formatted lists.
Ed Baraf sits down with Brian Henk to discuss the history of experiments tried at Overworld Games, such as using IPs or releasing a game outside of Kickstarter — and how games have done in terms of profitability and copies sold. Going through what went well and what didn’t may give other creators some insight into what they should and should not do.
Audio Version: http://traffic.libsyn.com/theforbiddenlimb/edo_interview.mp3
Today we talk about how randomness affects our enjoyment of games. It’s slanted towards game design, but also has some crunchy publisher/indie creator perspectives as well. Topics:
- Low-randomness games
- High-randomness games
- Is randomness in games good or bad?
- How does it affect your target audience?
- Harnessing the power of randomness
At Gen Con 2016, we were on a panel to talk about lots of publishing topics. These were the folks on the panel:
- JT Smith of The Game Crafter
- Zachary Strebeck, the Game Lawyer
- Jeremy Commandeur, Game Designer
- Brian Henk of Overworld Games
- things like:
Here are some topics we discussed:
- Forming your business
- Game manufacturing options (US, Europe, China, etc.)
- Different ways to sell your game
- Traditional and alternative distribution models
- Game awards and contests
- What should you do yourself? What should you pay others to do?
- Game publishing contract royalties
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
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.