Monday, July 10

A Gamble And A Plan

I've spent this week (and by this week I mean the hours of 9-11pm, holding an almost sleeping baby in one arm while) trying to finalise the art for the new version of Zombology taking into account the feedback I received here and on Google+ for the last version I posted. With the exception of the box art, it's almost done.

With it almost done, I don't want to share what I've got until I've finished, so instead I thought I'd talk about my business plan instead this week. When I ran Reiver Games my initial business plan consisted of 'Make games by hand, without taking any salary and sell them for twice the printing/pieces cost so I've got some money to cover expenses, trade show attendance and to invest in new games'. Seriously, that was it. It's a wonder I was at all successful. 

But I was. Fast forward two years and I'd nearly quadrupled my initial stake and I had my life insurance payout to partially invest. This was the moment when I needed a rock solid business plan, but again I had none. The result this time? Losing a bunch of money, selling games to liquidators at 19p each and two years with no salary earnt at all. That'll teach me.

This time round I'll be trying to replicate the first half of that, not the second one! But, I also need to ensure that I learn from my mistakes. I'm older and hopefully wiser this time, and with experience now of managing a large budget in my day job. So I need to make sure I've though out how this could go down.

As with any investment, this is a gamble: I could win big, or I could lose it all. I'm intending to invest £1,000 in the company to fund the setup costs, stationery, website hosting and printing of Zombology. So I've potentially lost a grand. Which would be bad. I've already got a bunch of pre-orders, so assuming everyone who has pre-ordered actually pays for a copy, that's down to £840 at risk. Still a significant chunk of cash.

I'm still hovering between making 150 and 200 copies of Zombology v2 and to take advantage of the economies of scale I need to decide this before ordering the printing next month. If I sold them all (I'll be giving a few away to reviewers) then the potential payout is £1,500 to £2,000, so at worst I lose £840 and at best I gain £1,000 on top of my original stake. Now that gain also has to pay for a bunch of things: website hosting, stationery, travel and expenses for attending conventions or games clubs, so it'll be less than that, but that's an upper limit on my payout in the first year.

I've drafted out what I think will go down:

  • Sales of 20 copies in September (pre-orders, currently at 17)
  • Sales of 10 copies in October (launch buzz)
  • Sales of 10 copies in December (Christmas pressies!)
  • Sales of 50 copies at the UK Games Expo next June (there were over 16,000 unique attendees this year and a 15 minute game for 3-8 players can be shown to a lot of people over three days)
  • Other than that, just five copies a month through my website and the BGG Marketplace.


That's 135 gone in the first year at an average effort of 2.5 hours of game manufacturing a week (should be just a single night a week of effort on average). If sales dropped to two per month in the second year with another 10 at the UK Games Expo in 2019 then that would be another 35 taking me to 170 in total.

Now obviously there's quite a lot of risk in that. Is there still a market for hand-made games in this era of Kickstarter? 17 people say yes, but that's a shed load less than 200 or even 150. Are my sales estimates accurate? Can I shift the games through BGG? My website? Is 50 copies at £10 each reasonable at the Expo? The numbers I'm basing this on are 11 years old, and pre-Kickstarter.

Pretty soon I'm going to have to make a decision about 150 vs. 200. It'll be time to put my money where my mouth is. Literally.

2 comments:

Steven Davis said...

Jackson -

As a fellow aspiring game maker, I'm with you my non-stop is gamesbyhand.com!

Perhaps you are hitting this from the wrong angle.

The approach I'm exploring is to be able to make games at quantity 1:

* Stencils or screen printing instead of going to a printer.

* higher quality (wood blocks) instead of paper.

* make your game a craft item, not a limited run mass produced item.

There are multiple ways to attack this on both the high and low end.

If you actually make the game, you are paying mostly tooling costs, which can be low. The danger is of you have a monster hit, but, heck license the game out at that point.

I think this habit of having others actually make your games is good for printers, not for game makers.

Selfishly, I actually hate seeing games go out of print.

Jackson Pope said...

Hiya Steven,

That's a nice idea, but it doesn't suit me. My goals from this are to see my game(s) getting played by more people, to make the games myself which I enjoy doing and to invest any money I make selling those games into making more (different) games. I'm with you on licensing though, if a game turns into a hit, I'd rather licence it than do Kickstarter and selling to shops & distributors myself around a full-time job.

Cheers,

Jack