The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-Playing Games, & Everything in Between!
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Do you have an idea for a board game, card game, role-playing game or tabletop game? Have you ever wondered how to get it published? For many years Brian Tinsman reviewed new game submissions for Hasbro, the largest game company in the US. With The Game Inventor’s Guidebook: How to Invent and Sell Board Games, Card Games, Role-playing Games & Everything in Between! Tinsman presents the only book that lays out step-by-step advice, guidelines and instructions for getting a new game from idea to retail shelf.
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The Game Inventor's Guidebook - Brian Tinsman
MORGAN JAMES PUBLISHING • NEW YORK
THE GAME
INVENTOR’S
GUIDEBOOK
Copyright ©2008 Brian Tinsman
No part of this publication may be reproduced or transmitted in any form or by any means, mechanical or electronic, including photocopying and recording, or by any information storage and retrieval system, without permission in writing from author or publisher (except by a reviewer, who may quote brief passages and/or show brief video clips in review).
LEGAL INFORMATION AND DISCLAIMER:
Information within this book does not constitute legal, financial or similar professional advice. The purchaser of this publication assumes full responsibility for the use of these materials and information. The Publisher and Author assume no liability whatsoever on behalf of any reader of this material. Please consult applicable laws and regulations and competent counsel to ensure your use of this material conforms with all applicable laws and regulations.
ISBN: 978-1-60037-447-0 (Paperback)
Library of Congress Control Number: 2008925654
ACKNOWLEDGEMENTS
I’m grateful for the invaluable help of the many individuals quoted and interviewed in this book for sharing their amazing firsthand knowledge. I’d also like to thank Brion Lau and Megan Washburn at Morgan James, who made this book possible. Finally, I’d like to extend my sincerest gratitude to my friends Bill Rose and Mark Rosewater who were among the first to recognize that I might have some talent and who gave me the opportunity that defined my career.
TABLE OF CONTENTS
FOREWORD
• • • • • • • • • • • • • • • • • • • • • • • •
SECTION 1: HOW THEY DID IT
CHAPTER 1: Trivial Pursuit
Chris Haney and Scott Abbott
CHAPTER 2: Magic: The Gathering
Dr. Richard Garfield
CHAPTER 3: Dungeons And Dragons
Gary Gygax and Dave Arneson
CHAPTER 4: The Pokemon Trading Card Game
Tsunekaz Ishihara, Kouichi Ooyama, Takumi Akabane
CHAPTER 5: Interview With An Inventor
Dr. Reiner Knizia
CHAPTER 6: Interview With A Publisher
Mike Gray
• • • • • • • • • • • • • • • • • • • • • • • •
SECTION 2: HOW THE INDUSTRY WORKS
CHAPTER 7: What’s In It For You?
Good Reasons To Publish A Game
Good Reason #1: It’s Fun
Good Reason #2: To See Your Name In Cardboard
Good Reason #3: You’ve Got The Curse
Bad Reasons to Publish a Game
Bad Reason # 1: Your Friends Don’t Want To Hurt Your Feelings
Bad Reason # 2: It Seems Easy
Bad Reason # 3: It’s An Idea Whose Time Has Come…And Gone
Bad Reason # 4: To Get Rich
Insider’s View — Are You A Crackpot?
CHAPTER 8: How New Games Happen
Design
Pitching
Manufacturing
Distribution
Retailing
Insider’s View — Inventor: Brian Hersch
CHAPTER 9: Anatomy of a Publisher
Cast Of Characters
Agent
Concept Acquisitions
Game Developers
Graphic Designer
Marketing Manager
Production Manager
Marketing And/Or Sales Department
Boss or Vice President
Insider’s View — Publisher: R&R Games
CHAPTER 10: Markets For Games
Mass Market
Hobby Games
American Specialty Games
European Market
Others
Insider’s View — Publisher: Patch
• • • • • • • • • • • • • • • • • • • • • • • •
SECTION 3: GAMES AND COMPANIES YOU SHOULD KNOW
CHAPTER 11: Mass Market Games You Should Know
Monopoly (Parker Brothers)
The Game of Life (Milton Bradley)
Clue (Parker Brothers)
Scrabble (Hasbro & Mattel)
Yahtzee (Hasbro)
Uno (Mattel)
Taboo (Hasbro)
Trivial Pursuit (Hasbro)
Pictionary (Hasbro)
Scene It? (Mattel/Screenlife)
Insider’s View — Cranium Inventors Richard Tait and Whit Alexander
CHAPTER 12: Mass Market Companies You Should Know
Hasbro (Parker Brothers, Milton Bradley)
Mattel
Patch
Pressman
University Games
Insider’s View — Inventor: George Parker
CHAPTER 13: Hobby Games You Should Know
Magic: the Gathering (Wizards of the Coast)
Dungeons & Dragons (Wizards of the Coast)
Warhammer (Games Workshop)
Mage Knight/Hero Clix (Wizkids)
Pokemon (Wizards of the Coast)
CHAPTER 14: Hobby Game Companies You Should Know
Wizards of the Coast
Games Workshop
Wizkids
TSR
Insider’s View — Inventor: Mike Fitzgerald
CHAPTER 15: American Specialty Games And Companies You Should Know
Avalon Hill And Axis & Allies
Out of the Box
Mayfair
Rio Grande
Decipher and How to Host a Mystery
Insider’s View — Publisher: Out of the Box
CHAPTER 16: European Games, Companies, And An Award You Should Know
Ravensberger
Alea
Kosmos
Hans im Gluck
Amigo
Spiel Des Jahres
Insider’s View — Inventor: Alan Moon
• • • • • • • • • • • • • • • • • • • • • • • •
SECTION 4: SELF_PUBLISHING
CHAPTER 17: What Am I Getting Into?
Why would I want to self-publish?
Why wouldn’t I want to self-publish?
CHAPTER 18: Before You Print
Market Research
Vendors
Artists
Pricing & Budgeting
Financing
CHAPTER 19: After You Print
Promotions
Advertising
Selling
Distributors
Direct To Retail
Insider’s View — Inventor: Jordan Weissman
• • • • • • • • • • • • • • • • • • • • • • • •
SECTION 5: SELLING A GAME STEP BY STEP
Idea To Shelf In 8 Easy Steps
CHAPTER 20: How To Invent A Game
Target Market
Competing Products
Goals For Your Game
The Hook
CHAPTER 21: Game Design
Reasons People Play Games
Basic Principles of Game Design
Play Length
Core Mechanic
Writing Rules
Luck Vs. Strategy
Feedback
Catch-up Features
Meeting player Expectations
Stakes, Risk and Reward.
CHAPTER 22: Game Development
Design Vs. Development
Playtesting
Is Development Finished?
Insider’s View — Top 10 Worst Actual Game Submissions
CHAPTER 23: Targeting Publishers
The Reality Of Submitting To Publishers
Top 10 Reasons Games Get Rejected
Deciding On A Publisher
CHAPTER 24: Before You Submit
Where Do I Start?
Getting An Agent
CHAPTER 25: Eight Submission Strategies
Internet Research
Cold Call
Query Letter & Phone Call
Email Inquiry & Phone Call
Gimmicks
Broker
Approach In Person
Networking
Insider’s View — Inventor: Paul Randles
CHAPTER 26: Contacting Publishers
Contacting Mass Market Publishers
Contacting Hobby Game Publishers
Contacting American Specialty Game Publishers
Contacting European Game Publishers
CHAPTER 27: Protecting Your Property
Trademarks, Copyrights and Patents
Confidentiality Agreements
CHAPTER 28: What To Do If They Say Don’t Say Yes
How Much Waiting Is Too Much?
Option Agreements
Trying Again
CHAPTER 29: What To Do If They Do Say Yes!
Negotiating A Contract
How Much Money Should I Get?
Keeping A Handle On Your Rights
CHAPTER 30: The Game Industry’s Dirty Little Secret
Conclusion
• • • • • • • • • • • • • • • • • • • • • • • •
SECTION 6: DETAILS AND RESOURCES
List of Publishers
List of Brokers
OTHER RESOURCES
Game Conventions And Trade Shows
Toy Fair
Gama
Origins
Gen Con
TGIF
Essen Spiel
Penny Arcade Expo
List of Industry Websites
Sample Query Letter
Sample Record of Disclosure
Sample Licensing Agreement
Sample Option Agreement
• • • • • • • • • • • • • • • • • • • • • • • •
ABOUT THE AUTHOR
FOREWORD
This book is really just for one person, but I’m not sure who it is yet.
In 1984 Trivial Pursuit shocked the industry by selling 20 million copies and defining the new category of adult party games. Dungeons & Dragons started the fantasy roleplaying game category with its breakout success in 1982. In 1993 Magic: the Gathering created a category called trading card games, destroying all sales records and becoming one of the best-selling games in the world in a few short years. Today, the industry is due for the next category-defining blockbuster game, and the idea is probably out there right now. If you’re the lucky person destined to create it, this book is for you. I hope I can be part of it by helping you understand what challenges you’ll face.
But even if you’re not that person, if you have an interesting idea for a game and a lot of perseverance, you have a good shot at getting published. Every year game companies release over 400 new game products, many of them staggeringly mediocre. The game industry is one of the few remaining industries where you can come up with a good idea and have a good shot at seeing it on a store shelf within a year. There are few other endeavors that reward original thinking like game inventing does.
I talk to many, many inventors who have a game idea and aren’t sure what to do with it. In my current job I play or review about 150 new product concepts a year in every imaginable stage of completion. I’m the guy you’re trying to impress when your game submission arrives on my desk. But you might be surprised to learn that I’ve often found myself on the other side of that desk as well. I’ve had the experience of trying to sell games to publishers and I know how difficult it is to get started. I hope that hearing the advice and stories of those who have been successful will help you get your bearings and perhaps even help you forge your own path through the treacherous wilderness of game inventing.
• • • • • • • • • • • • • • • • • • • • • • • •
SECTION 1
• • • • • • • • • • • • • • • • • • • • • • • •
H O W T H E Y D I D I T
CHAPTER 1:
TRIVIAL PURSUIT
by CHRIS HANEY AND SCOTT ABBOTT
The story of Trivial Pursuit is a lesson in perseverance. According to the Hasbro website, in 1979 Chris Haney was a young photo editor in Montreal Canada and his friend Scott Abbott was a sportswriter with the Canadian Press. Chris, known for having an offbeat sense of humor and Scott, known for his near-photographic memory, sat down to play Scrabble one afternoon and discovered some pieces were missing. Wishing for something new anyway, the pair wondered aloud why they shouldn’t invent a game of their own. Why not indeed? They created the basic concept of Trivial Pursuit that afternoon. After taking on Chris’ brother John and his friend Ed Werner as partners and two years of intense development and money-raising, the first 1,100 Trivial Pursuit sets were printed and ready to sell in 1981.
Inexperienced as they were, expenses turned out to be higher than they expected. A lot higher. All told, those first 1,100 games cost them around $82,000 to produce. That’s almost $75 apiece! Approaching individual stores in person, they managed to sell all 1,100 games to retailers for $15 each, for a crushing financial loss of close to $65,500.
Over sixty grand in the red, most of us would have cut our losses and given up at this point, but Chris and Scott still believed in their original vision. They resolved to press forward. The Montreal and New York Toy Fairs of 1982 brought more bad news when they booked fewer than 400 orders and two major publishers evaluated the game and rejected it. At that point Chris had spent his life’s savings and had sold nearly everything he owned to keep the business alive. All might have been lost save for the fact that some Canadian stores had sold out of their initial orders and were beginning to ask for more. Desperate for money and already deep in debt, they managed to take a $75,000 loan against personal liability and printed another 20,000 games. Though they still struggled with outrageous manufacturing costs, they sold all 20,000 and just managed to break even. At this point the publisher Selchow & Righter took notice, and the inventors soon had a licensing contract in hand.
Still operating on an emaciated marketing budget, they hit on a novel promotional tactic. They sent the game to celebrities whose names appeared in the questions, along with a note saying Did you know you’re in this game?
Many of the celebrities loved it, and as these high-profile actors and sports stars began to evangelize the game newspapers and magazines started covering it, generating tremendous free publicity.
Within a year sales skyrocketed like never before in game history. They sold over 3 million games in 1983, and over 20 million in 1984, making it the fastest-selling boardgame in history. Hasbro picked up Trivial Pursuit in 1991 and it’s now published in 17 languages, with new editions released regularly. Chris and Scott retired multimillionaires and their company has since moved to Barbados. Hey, why not?
Part of Chris and Scott’s real genius was their vision of a game aimed at adults; one that they would be willing to buy for $29.95 a box, which was considered an outrageous price at the time. Up until then, there were essentially no games priced above $20 in the stores. Conventional wisdom dictated that games were mostly for kids and parents weren’t willing to spend that much for a game their kid might only play a few times. Chris and Scott’s willingness to risk everything they owned shooting for an untapped market resulted in the creation of an entire new category of adult board games.
CHAPTER 2:
MAGIC: THE GATHERING
by DR. RICHARD GARFIELD
Richard Garfield is possibly the most successful game designer in the world and his story is among the most incredible in all of gaming history. His brainstorm in 1990 created a new game category that grew to become a billion-dollar industry only nine years later.
RICHARD GARFIELD
An unassuming man with a wry sense of humor, Richard grew up in Nepal, Bangladesh, Massachusetts, and Oregon. He went to college at The University of Pennsylvania for both his undergraduate degree and his doctorate degree in combinatorial mathematics. Growing up, games were a big part of Richard’s life. Richard recalls My junior high school emphasized learning to enjoy learning. While I was there I put together a class in which students could show up and play games. I began to understand there was no part of gaming that was out of bounds for education. After attending, then teaching many more years of school, I believe this just as strongly. All my experience supports the idea that lessons learned in games have a greater impact than lessons learned any other way — short of actual experience.
The first game Richard tried to get published was called Robo Rally, a boardgame in which players use cards to plan out moves several turns in advance. With no industry experience, he and his friend Mike Davis set out to find an interested publisher. The first one they approached gave a curt ‘no thanks,’ as did the second, and the fifth, and the tenth. Over the course of the next seven years they solicited countless publishers with the game, meeting a brick wall each time. To make matters worse, the larger publishers made it clear that he should leave game design to the experts if he couldn’t see all the flaws in his design the way they could.
It was this attitude that drew Richard to a smaller, more open-minded company called Wizards of the Coast. In fact, Wizards was really a one-man operation. Peter Adkison, an engineer for Boeing, had recently founded Wizards and ran it out of his basement to publish roleplaying game supplements he and his friends had written. Richard recalls Wizards appealed to me because Peter seemed like he sincerely wanted to publish new games and wasn’t averse to trying new ideas.
It was clear to both of them that they were in the business because they loved games, not for the money. Richard pitched Robo Rally to Peter in 1990 and to his complete lack of surprise, was turned down yet again. Board games were expensive to produce, Peter explained, and it would