On The Board Game Business Podcast, we discuss the business side of the tabletop gaming industry. We don't review games or tell you which ones we like, but instead focus on how to price, distribute, design, develop, and market your game. Richard New hosts and sits alongside Jeremy Commandeur, a game designer, and Brian Henk, a game designer and publisher with Overworld Games.
John Brieger talks about some of the biggest mistakes he's made during the development process so we can all learn from them.
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Learn why your game needs development help with professional developer, John Brieger.
References:
We discuss the top 5 most common rough edges on a Kickstarter game so you can avoid them on yours!
In this episode, we re-visit our list of top places to find art for your prototype.
Links:
Jeremy and Brian discuss how we think the board game industry will be impacted by COVID-19. This was recorded in early April of 2020.
Resources:
In this episode, we are going to cover a bunch of tips for you game designers to SAVE YOU TIME.
Resources Mentioned
We give you our top 5 tips for advertising your board game and how to learn which sources are best for you and your game. This is a little more focused on ads for a Kickstarter campaign, but is applicable to any type of advertising for a board game.
References:
Today we dig into the Patreon mailbag and answer these questions:
Thanks to Mark Edwards for editing this!
How has the board game industry changed in the last 5 years? Brian co-founded Overworld Games about 6 years before this was recorded so it's also a view of how things have changed between when he started publishing games and now.
Here is the top 5 list:
5) More games in big box retailers
4) It's easier to make games
3) Kickstarter explosion
2) Growth of games at conventions
1) Distribution is harder
Patron Andrew van Ingen suggested this episode on how to deal with scope creep. Here's the list we go through!
When you're trying to build up a crowd for your game before Kickstarter or to build your resume for selling your game to a publisher, there are a lot of places to put your time and money, but some are better than others.
Jeremy and Brian give some tips for how you can better manage your day job and hobby board game business.
Resources:
Edited by: Mark Edwards
Jeremy and Brian cover the top 5 things that are most commonly wrong with a pitch a game designer gives to a publisher. If you're a designer, you'll probably find something in here that you can use to improve your next pitch.
When you've been working on a design for a while and you're not sure if there's enough there to keep going with it, we have some signs that it might be time to give up on it. If you want a spoiler, the signs are:
5) No market opportunity
4) Design colleagues don't ask about the status or encourage you to keep working on it
3) Too long to play/too long to explain the rules
2) Not fun enough (playtesters don't ask to play again)
1) No hook or the hook is not good enough
We go over the top 5 reasons to theme your prototype and some discussion around them. If you want to have them spoiled, here are some of our notes on each one:
5) Theme makes it easier to learn your game. It drives cohesion, direction, and rules comprehension.
4) Some publishers really care about theme (like Brian) so you'll get more opportunities if your game has one. You'll get in the door. Theme sells better than math. Games are an experience, and theme tells your story.
3) A themed games is more interesting to players so you'll get more playtesters. It shows your playtesters that you respect their time and level of enjoyment.
2) Save the publisher time by showing them it is complete. A game with no theme isn't done yet and they would usually not do that work if they can avoid it. Once you're in the door, you're more likely to stay there.
1) Theme is part of the design. Why are we even talking about them as if they are independent parts?
Top 5 Tips for Getting Your Prototype Played at Small Conventions
5) Teach games and then ask if they want to try your own game afterwards. (know your audience and be respectful of time)
4) Setup in open gaming and grab drive bys and/or have good signage.
3) Setup an event with local designers there through meetup/facebook so you can all play each other games. (then anyone who is interested can go out to lunch/dinner afterwards)
2) Setup official events and offer prizes/bribes. (make sure you have a way for people to be notified when they can get it and/or get their name in the rulebook)
1) Find or create your own prototype room.
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 about working with him, email CONVENTIONS@ALBINODRAGON.COM.
In this one, we cover different methods for setting your Kickstarter funding goal, your stretch goals, how many updates to send during the campaign, and we talk about Richard's holy grail Star Trek cat game.
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!
Jeremy's 7 Rules for Writing Rules
Today we discuss designing around analysis paralysis:
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.
Video Version: https://youtu.be/xMkEDTgVk5w
Today we talk about how to figure out why your Kickstarter campaign is failing and how to fix it.
Brian's magic recipe for a successful campaign:
Converting: The video, explaining the hook, providing the content people really care about
Getting Visitors: Social media ads, building your crowd before launch, connecting with influencers, creating awareness during the campaign
Brian had the pleasure of interviewing Vincent Salzillo, President of Double Exposure, Inc. His company organizes Gen Con events such as First Exposure Playtest Hall and the new First Encounter Designer Showcase (publisher speed dating) events. They also organize conventions such as DEXCON, DREAMATION, and METATOPIA. Plus they run the Envoy programs. It's a lot! This is what we cover in 30 minutes:
Resources
Today we talk about ways to get people to play your ugly prototype! Some topics:
Resources
Today our episode is more focused on behind-the-scenes of being a Kickstarter creator. We dig into how CrowdOx works and use it as a vehicle to discuss some topics on how a pledge manager can and should be used on a campaign.
Topics:
Reference:
Today we talk about how randomness affects our enjoyment of games. It's slanted towards game design, but also has some publisher/indie creator perspectives as well.
This is the Golden Age of Tabletop Gaming Panel from Wondercon 2018 organized by High Voltage. It covers industry trends, game design basics, and how to find events and gamers in your area. The panelists are:
Will Pasquin (Gaming Guru, High Voltage) Becca Scott (Host, Geek & Sundry’s Game The Game) Ross Thompson (Games Marketing & Events Manager, IDW Games) John D Clair (Game Designer, Mystic Vale, Edge of Darkness) Brian Henk (President, Overworld Games) Peter Vaughan (Director of Development at Breaking Games)
If you'd rather not listen to the questions and you just want to ask yourself some thought-provoking questions about your game, here is the list!
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 about in their 2,000+ backer debut campaign! Some specific topics:
References:
Escape Room in a Box: The Werewolf Experiment Kickstarter Campaign - https://www.kickstarter.com/projects/361817408/escape-room-in-a-box-the-werewolf-experiment
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:
We talk generally about publishing licensed games and specifically about the unsuccessful Total Recall Kickstarter campaign.
References
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:
Video Version: https://youtu.be/hI_26f73APw
We have another mailbag episode! These topics were suggested by listeners:
Resources:
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.
Today we discuss how to use Amazon to sell your board game.
Today we talk about social media and how we should use this in the board game industry. Specifically, here are some of the questions and topics:
Resources:
Our Blog: boardgame.business
We attempt to define what a reference card is, which isn't as easy as you may think, and then we pull them apart and figure out which games need them and how to design them clearly. Then we end with a Top 5 list of tips to make your reference card better. Here are some questions and topics we discuss:
Top 5 Tips for Designing a Reference Card:
#5) No Walls of Text
#4) Use 1 Double-Sided Reference Card
#3) Whitespace is Your Friend
#2) Make Them Visually Distinct
#1) Use Symbols
Today we talk about designing and publishing games for a particular market. Here are some of the topics/questions we cover:
Here are our top 7 ways to improve your playtest feedback quality. If you want a spoiler, here's the list!
Resources:
How-to-play videos are used more and more by designers to show potential publishers or playtesters their game and by publishers after a game has been released to teach customers how to play them. In honor of April Fool's Day, we give tips on how NOT to make a how-to-play video. I know, we're not supposed to tell you, but we really don't want people actually taking our advice. Here's the gist of the tips we cover, but backwards:
Today we go through a quick overview of each iteration of our design process from a tool perspective. We discuss which of these tools work well and which ones we've used in the past. We also cover some of the software we use to stay connected to our designer partners. See the list below of everything we mention!
Resources
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:
How do you find the right artist for the style of game you're making? Commence discussion! Topics:
Some predictions for what will happen in the board game industry in 2017.
Here are 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.
This episode, we ground everyone with a discussion of reasons why you might not want to enter the board game industry.
Video Version: https://youtu.be/th7azVwzEcA
Today we discuss how to reach your core audience at a convention. We specifically hit on these points:
Video Version: https://youtu.be/wy2_rHFReJY
This is the first episode we did after Brian moved to the Los Angeles area. We talk about tips for exhibiting at a major con. Here are some topics:
Tips for running your Kickstarter campaign in this condensed version of a Gen Con 2016 panel!
Panelists: JT Smith, Zachary Strebeck, Jeremy Commandeur, and Brian Henk
We discuss:
Resources:
At Gen Con 2016, we were on a panel to talk about lots of publishing topics. These were the folks on the panel:
Here are some topics we discussed:
References * Cardboard Edison Game Design Contract Terms - cardboardedison.tumblr.com/tagged/contract-terms * Panda Game Manufacturing - pandagm.com * AdMagic - admagic.com * Delano - delanoservice.com
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?
Video Version: https://youtu.be/ssIhzMMnQ4Y
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
P&Ps at Cons
Video Version: https://youtu.be/0x0Jz9YVoug
Join us for a discussion on the tools you need to host your own game design convention, such as:
o Monthly meet-ups
o Prototype night
o Mom & Pop Restaurant
o 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
Video Version: https://youtu.be/-ax6bUpVlv0
Video Version: https://youtu.be/TrAmYLu8TTQ
Make sure design is finished
The major steps include:
o Art
o Manufacturing and Proofing
o Kickstarter Prep
o Review Copies
o Informing Retailers
o 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?
We sprinkle in these game balancing topics, among others, into our discussion:
Video Version: https://youtu.be/NudmOYeT4-k
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:
Video Version: https://youtu.be/bpQyJndfdyk
Grant Rodiek from Hyperbole Games hosts a panel at Protospiel San Jose on board game design, development, and publishing. The panel members are:
Thanks to Jordan Nichols from Your Game Night (http://www.yourgamenight.com/) for recording the audio!
We continue with our top 10 mistakes new designers make with a list from the designer perspective, led by Jeremy Commandeur.
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!
We discuss these chipboard-related topics:
o Feel
o Durability
o Cost
o Wear
o Weight
3D chipboard constructions
Cost analysis
Sizes and custom shapes
Standard sheets/thickness/layers
Finishes and coating
Unpub/Protospiel San Jose
Video Version: https://youtu.be/LyfAAS2aYZA
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
Video version: https://youtu.be/V3K_bdnFZ1Q
We talk about designing the back of the box. This includes:
Legal Requirements
Age Limitations
European CE Mark
Country & Address
Barcodes
Playtime & Number of Players (Learn Time?)
Restock Code
Components
Game or Scenario Description
Simplified How to Play
MSRP
QR Codes
Other Games
Learn to Play
Names
Designer
Artist
Manufacturer
Sides of Box
We talk about naming your game and other more general branding questions, such as:
- Why we changed our podcast name
- What makes a good title for a game?
- Is a unique name important?
- Should the name work in other countries?
- Matching video game names
- Branding your game for your market
- Name that will appeal to retailers
YouTube/Video: https://youtu.be/wdPBDJm8jEo
Today we talk about manufacturing quality. Here are some of the topics:
Video Version: https://youtu.be/CjYPdXjdqTs
Why should a prospective crowd-funding backer contribute to a campaign? Why not wait for the game to come out? We talk about our experience and lessons learned as we cover these topics: - Get a lower price - Make a better game/exclusives - Be a part of the process - Get the game early
What themes should designers and publishers target for their games? Here are some topics we discuss:
Video Version: https://youtu.be/ogHM9pbQYAQ
Learn Chris Reynolds' secrets to lay out out your crowd-funding page to give potential backers what they want to see and read. He also gives some tips on general marketing of a board game so come have a listen!
This is all about the fulfillment company called Send from China. We describe this service from a first-hand perspective covering these topics: - What is Send from China? - Why might I use it? - What are some potential pitfalls? - Timelines - User Interface - Costs - Payment Options - Shipping Calculator - Currency Conversion - Packaging Options - EU/AU/CA Friendly - Customer Service Video Version: https://youtu.be/NuYYEf7X5wY Resources: http://www.sendfromchina.com/ - The SFC website.
Brian interviews Eduardo Baraf about his company Pencil First Games and all the analog and digital games he has designed and published. He recently released Gem Packed Cards with both a card game version and a mobile version of it at roughly the same time. We talk about that and so much more in this interview.
What's the best way to get noticed by a publisher at a convention? What annoys them? What excites them? We talk about our experience and lessons learned as we cover these topics:
Video version on The Dice Tower: https://youtu.be/Ec-dJmj3Gyc
Richard New, Jeremy Commandeur, and Brian Henk talk about writing rules for a board game. Here are some of the topics we cover in this episode:
Resources:
The top 5 keys to convention preparation from the designer and publisher perspective.
Also, how do you prepare for a smaller convention? Which conventions should you attend?
Video/YouTube Version: https://youtu.be/5cgYrNqIQWs
We continue our discussion on getting ready for a convention, running a booth, and getting in front of a publisher at a con. What should you put in your convention prep kit?
Video/YouTube Version: https://youtu.be/OVVYI8E4li0
Today the topic is getting ready for a convention from the perspective of someone playing games, publishing games, and designing games. How do you get your design in front of publishers? How do you get buzz going for a booth? What are the booth-goer "use cases"? How do you make the most of your convention? We tackles these questions and more.
Video/YouTube Version: https://youtu.be/fD5lhcPeluM
Jeremy gives some more tips on running your own Protospiel event and we get more from him about how to create the right environment for game design support and feedback.
Resources
Protospiel website: http://www.protospiel.org/
Unpub website: http://unpub.net/
In this episode, we interview Zachary Strebeck about legal issues in the tabletop game industry. He talks about his launch of his site for do-it-yourself contracts and he also started his own podcast called Legal Moves.
Video/YouTube Version: https://youtu.be/8KLd3DaqsrE
We cover lessons learned in talking to tabletop game manufacturers so you can better prepare for the next time you need to work with one.
Video/YouTube Version: https://youtu.be/h5wEsDtUPPw
Jeremy Commandeur hosts this WonderCon 2015 panel on Indie Tabletop Publishing. These are the panelists:
We talk about improving the relationship between a publisher and an artist. What are some tips to make it mutually beneficial?
Working with Artists | Hyperbole Games
http://hyperbolegames.com/2013/04/14/working-with-artists/
Kelley McMorris illustration: Self-Published Authors: 10 Tips on How to Email an Illustrator
http://kmcmorris.blogspot.com/2015/04/self-published-authors-10-tips-on-how.html
The Forbidden Limb guys talk about different places to go to find an artist for your tabletop game.
Video Version: https://youtu.be/-aC04mNovAo
Topics: * Where can I go to find an artist? * What's the difference between an artist and a graphic designer? * How much does an artist cost?
References:
http://www.comicsalliance.com
http://www.fiverr.com
http://www.deviantart.com
http://www.99designs.com
https://www.behance.net
Richard Bliss hosts the Kickstarter Panel at the San Jose Protospiel. All Kickstarter topics are discussed from the following panelists:
This panel was from the 2015 San Jose Protospiel and covered design and publishing of tabletop games. It was hosted by Grant Rodiek and also had Teale Fristoe, Chris Castagnetto, Jeremy Commandeur, and Brian Henk.
The Forbidden Limb debuts on The Dice Tower Network with tips on finding art for your prototype.
Jeremy tells us the top 9 items he believes designers should consider adding to a publishing contract before they sign it.
Learn about the important clauses in a contract between a tabletop game designer and publisher. What does a contract look like and what do you want to make sure is included, both from the publisher and designer perspective?
Video/YouTube Version: https://youtu.be/j6P4OYNmZng
See a behind the scenes perspective of a Kickstarter campaign from Brian. The Bombers and Traitors expansion of Good Cop Bad Cop campaign ended just a couple of weeks ago and we go through all the data. Jeremy adds his backing preferences and Richard asks some clarifying questions.
YouTube/Video Version: http://youtu.be/zINmgD0Clf8
Jeremy has returned from Unpub 5, the unpublished games convention, and he tells us all about it. We discuss the benefits of going to this kind of convention, what types of games you'll find, and tips for publishers, designers, and gamers on maximizing your experience while you're there.
Video/YouTube Version: http://youtu.be/wWS3w6eY_7o
Brian discusses his experience with marketing after a game release, Jeremy tells tales of fellow designers at conventions, and Richard reminisces about the buyer experience.
Brian lays out the methods of getting some free press by working with other designers and publishers. Jeremy drops some economics for those willing to drop some dough. Really, they each do both. Richard listens and gets a visitor from way off in 2015!
Richard asks Jeremy and Brian to enlighten him on who to get interested in a prototype, where and when to find those people, how to get them interested, and why. Really, all the questions but "what." You do have a prototype, right?
Jeremy explains the structure of a Kickstarter campaign, leaving options for POD and manufacturing open. Brian gives his three criteria for choosing a manufacturer. Richard puzzles over the benefits of different manufacturer locations.
Video/YouTube Version: http://youtu.be/a4WMj_Ky7dk
Brian gives several examples of errors that can occur with either POD or manufacturing and Richard discovers the guys' tips for minimizing mistakes. Jeremy talks about getting games played by publishers.
Video/YouTube Version: http://youtu.be/UNhqE9CgWgs
It's a Jeremy-heavy episode as we start a discussion on which Print-on-Demand (POD) services are available. Brian jumps in with first choices for larger manufacturers. Richard is fascinated.
Jeremy geeks out on his love of all things box, while Richard explores the dynamics of sleeved vs. unsleeved tabletop game box design and Brian explains his trials and tribulations designing boxes for display and functionality.
Topics:
Video/YouTube: http://youtu.be/kcgWl9zmInE
Brian and Jeremy discuss the current trends in what publishers are looking for, Richard reminisces about the goals and hardships of playtesting a TCG, and the guys determine if a game can ever truly be finished anyway.
Topics:
Video/Vidcast: http://youtu.be/czkWZypCKsk
Jeremy and Brian explain to Richard where he can find a feedback form, the difference between Euro- and Ameritrash games, how to evaluate data (or get someone else to do it), what conventions are held for developing games, and how to make and present a sell sheet.
Topics:
Video/YouTube Version: http://youtu.be/98l7apeB_KY
Richard asks Jeremy and Brian to explain how to get players to playtest a game, how to host a playtest, how to blind playtest, remote blind playtest, and track feedback.
Brian and Jeremy talk to Richard about their differing views on earlybird offers on Kickstarter. It's how nerds fight.
Video version: http://youtu.be/wQ4pzzueOu4
This is our first episode where we talk about pricing a game and where the profits go when selling it in these different ways:
Video version: http://youtu.be/2izkoY0Csv8
Learn more about The Forbidden Limb podcast. We introduce ourselves, give a bit of background about us, but more importantly, we tell you what you will get out of listening to this podcast.
Video version: http://youtu.be/8GEJZTY71fM