Thursday, August 27

A How To Guide to Submissions

I've received over 150 submissions in the three years I've been running Reiver Games. I've published four games. Not many make the cut! But I'm on the lookout for more games all the time. I'd love to have a full pipeline, where I know the next 15 games I'm going to publish. I'm nowhere near that point yet.

I'm most interested in light- to medium-weight strategy, ideally language-independent games with a fun theme that play in an hour or less, like the games I've already published. In this post I give some advice to aspiring game designers on how to submit a game to me.

Obviously this information only applies to submitting a game to Reiver Games - other companies will have different procedures and preferences. But I would imagine a lot of the information is similar across the board among those publishers who accept submissions.

I run a three stage submissions procedure, with the first two stages designed to weed out things I'm really not interested in and the third being the real test of the games.

Stage 1: Overview

In the first instance I ask for a couple of paragraphs via email describing the components, theme and major mechanics. This stage is designed to quickly weed out broad categories of games I'm not interested in: trivia games, mass-market games, sports games and card games playable with a standard deck of cards. I can also rule out a few games based on other criteria: if I find the theme offensive or games featuring very expensive components (if it's got 1,200 plastic space ships I'm not going to be able to make a small print run affordably). I also like a brief description of the number of players, game length and age category.

Stage 2: Rules

The next thing I ask for is a copy of the rules. To be honest very few games fail at this stage, only those that I realise have too many components or actually sound more mass-market after reading the rules that they did during reading the overview.

For the rulebook, the following can definitely help:

  • Get it proof-read by someone with excellent English - the more readable it is, the easier it is to understand how the game works.
  • Get the game blind-playtested: get someone who hasn't playtested it yet to learn it from the rules. This is a great way to find out what is missing or unclear in the rulebook.
  • Add diagrams. They don't need to be works of art but they can help to clarify the more complicated bits of the game.
  • Read the rulebooks of a few of your favourite games. Try to copy the style and structure of a well-written rulebook for a published game.

Stage 3: Prototype

If I still like the sound of your game I'll ask you to send me a prototype to try out with my playtesters. This will ideally take several months but with some of the submissions I've received it's taken a lot longer than that. Here's what I look for in a prototype:

  • A box. Seriously. It doesn't have to be a nice tray-and-lid style board game box, a corrugated mailing box is fine, but it makes it easier to store, easier to cart around and easier to send back.
  • Include the rules. Again it sounds obvious, and I know you've already sent them to me via email, but if you don't I won't always check the box before I take it to a playtesting session and not having the rules in the box is very frustrating if I've just got all the bits out to play with.
  • Include all the bits required. They don't need to be wazzy plastic miniatures, custom wooden figures or little FIMO sculptures, generic wooden pieces is fine. Sure, I've got a spares box, but there's no guarantee I've got the three different sizes of pieces in eight different colours that you need.
  • Ensure cards are shufflable. If you can't print onto thick card, you can print onto paper and put them in card-sleeves with Magic: The Gathering commons for added rigidity.
  • If your game includes cardboard counters with labels attached use a decent glue. Label paper is good. Permanent spray adhesive is good. It's worth knowing that glues can fail as they age. It may seem fine at the beginning, but after a couple of weeks it might fall apart. Test it at home first.
  • Good art is not required. I'll be redoing the art anyway to ensure it fits with my company style. It's not worth paying a designer to do the art for you, or spending hours on it. I'll probably want to change a few things, and it's easier to do that on a simple home-made prototype than a professional-looking product. Prototype art doesn't affect my decision, it's the gameplay I'm testing not the aesthetics.
  • If your game has a board make sure it fits in the box. Making a quad- or six-folding board isn't straightforward, but it is possible to do at home (I've made a few, and several submissions I've received have got them). If it fits in the box it's easier to cart around and send back to you if necessary. I'll not necessarily keep the box you shipped it in for all of the (potentially several months of) time I'm testing it.

If at the end of all that I don't want to publish your game (the most likely outcome!) I'm happy to return the prototype at your expense, or I can dispose of it - your call.

Wednesday, August 26

Games Designer's Block

It's just as well that I mostly publish other peoples' games designs because since I've started working on Reiver Games full time I've struggled to make progress on my own designs. I've had a few ideas for games, usually theme first, and then I've struggled to get anywhere thinking up mechanisms that mesh with the theme and yet sound even vaguely interesting.

Fortunately, I've received a lot of submissions, so my lack of inspiration isn't getting in the way too much.

When I receive a submission I have three possible outcomes in mind:

  • If I really like it then I want to publish it. This is the ideal outcome, I'd love to be in the position where I know what the next ten games I'm going to publish are.
  • If I'm not wowed by the game, then I want to reject it. I get lots of submissions that work fine, but I'm just not feeling the love for them. It's hard to give the designer a good reason why I turned these down, but at the end of the day I only want to publish games that I think are awesome. If I think it's pretty good, that's sadly not good enough.
  • The third outcome, is a trickier call. When I receive a submission that I think has the potential to be an excellent game but needs a lot of work in my view, then I offer to co-design it with the designer. This is what I did with Carpe Astra and Ted Cheatham.

The third option is not optimal for the same reason that I find it easier to publish someone else's game - a lack of perspective.

When you're designing a game it's hard to draw a line under it. You make a first version. It's awful. You tweak it. The second version is better. You tweak it again. That version is worse! You tweak it again. This process continues for months or years and you lose all perspective. It becomes your baby. You're desperate for it to succeed and as the game approaches complete it gets harder and harder to tell if your fine tweaks are making things better or worse. When is good enough? When is awesome? When do you stop fiddling with it?

When I receive a submission I miss out on all this, I get a game - I try the game. Either I love it and want to publish it or I don't. There's no attachment - it's just another prototype, probably from someone I've never met or never even heard of. I can be completely objective. Is it worth me risking thousands of pounds of my own money to playtest, manufacture and sell this game? Will it make me any money or will I be left holding lots of stock and a sizable debt?

Despite the disadvantages I still sometimes consider this. Only if I get a game that I think could become one I think is awesome, but that needs a whole bunch of work to get there. Is it a bad game as it stands? Not necessarily. It could have an awesome theme, or a brilliant mechanism, but it's just not a game that excites me or that I think would sell well as it stands.

In these circumstances I'm willing to work with the designer to make significant changes. I make the changes I think of and send it back to the designer for comments and more suggestions. The designer makes a bunch of changes of their own and sends them to me. I try them out, and so on. This process carries on until we're both happy with it.

Last week I received a prototype that sounded interesting. It was a sci-fi themed game and I got to try it out last Friday. As it stood I found the game too long and lacking interesting choices in a couple of areas. But I could see the potential and I had a bunch of ideas about how to move it towards the sort of game I want to publish. I approached the designer about co-designing and he's up for it.

I woke up at 4am this morning, my head buzzing with ideas about the game. I couldn't get back to sleep and at 6:30am I finally got up and went and started making a prototype with the ideas I'd been thinking about. I've just tried it out and it doesn't work. But I'm still excited about it, and I've a few ideas that might improve things. I'd like to get some changes that at least sort of work before sending them to the designer - I don't want to look like a total chump!

Monday, August 24

Playtesting

I've moved house twice this year. Once from York to Bedfordshire (160 miles / 270 km) in January for The Wife's new job. Then again in June from the rented house in Bedfordshire to our own place in Northamptonshire (8 miles / 13 km).

While lots of things about the move have been awesome (nice new home, a garden, more space, meeting new people, swanky new office) one of the things I've really struggled with is getting gaming in. In York I used to go to Paul's games nights twice a week (about a mile away), and I tried to get to the Beyond Monopoly! club whenever I could (it was on twice a month so I missed lots but there were plenty of options). In addition, I held a playtesting night at mine once a week too.

Since moving down here I've found a group through BoardGameGeek that I play with on Tuesday evenings, and I've even managed to get along to one of their Sunday sessions yesterday. They're a great bunch of guys, but the 15 mile trek is a lot less convenient than Paul's games night was in York :-( In particular, if I can't drive due to MS there's no gaming for me :-(

I found a club on Thursday nights in Newport Pagnell, but since we moved the second time the 25 mile trip has got in the way of me actually attending. Last month I went along to another club in Leighton Buzzard, which was about 40 miles, but for a full day of Saturday gaming it was worth it :-)

Playtesting is even harder to arrange. There's no guarantee of the quality of a prototype (in terms of game play - the build quality doesn't bother me), so I feel uncomfortable asking people to potentially waste a good chunk of what might be their only games night for several weeks on a game that might be rubbish. So I'd much rather do a playtesting session, where everyone knows what they are letting themselves in for. I don't know anyone who lives locally, so I'm limited to people I find through my games nights, games clubs and BGG. Since all these people live at least 15 miles away (often significantly more than that), it's not so easy to arrange. I've started having sessions at Terry's house (again about 15 miles away - I've officially moved to the arse-end of nowhere!), and ideally I'd like to do them around once a week - I'll have to see how much I can impose on Terry's generosity!

Despite all the problems I had a really good week's gaming last week. I went along on Tuesday to Tony's, then with Tony off work I went over to his again on Thursday during the day for some proper games and a playtest. Friday was more playtesting at Terry's (six plays of four different games), and then on Sunday I got over to CJ's for another afternoon of gaming (including another playtest). This week is looking good too - Tuesday evening at Tony's, playtesting during the day on Wednesday or Thursday, I'm seeing Paul in York on Friday and then hopefully CJ's again on Sunday. Hopefully I'm getting things sorted down here now.

Wednesday, August 19

Essen Preparation

I'm starting to sort out my Essen visit for this year. Last year I went to Essen for the first time, as an exhibitor and as an attendee.

Having never been before I had no idea what to expect, nor really how to prepare. I had released It's Alive! in September (about six weeks before Essen), but I had very little in the way of distribution and very little buzz about me. Carpe Astra, which I had hoped to release at Essen had been delayed and so I was just toting It's Alive! and a hand-made prototype of Carpe Astra.

I'd been approached by Peter Struijf of Geode Games to see if I'd be willing to share my stand with him and I was. Turns out it was a great idea, not only did Peter's Krakow 1325AD game draw lots of extra people to my stand, but Peter was a great guy and we had a lot of fun hanging out on the stand over the five days. Peter's boundless enthusiasm was infectious :-)

This year, with a year's experience of Essen and three games to sell (plus the Sumeria 2-player expansion promo) I hope to be able to build upon last year's experience and have an even more successful show.

To determine if the show is 'successful', I need some benchmarks, to gauge its success.

The simplest and most honest success criteria will be do I turn over more at this year's show than I did at last year's? This is easy to work out since I already know what last year's turnover was, and I have to work out what this year's is in order to pay it in to the bank :-). Cash sales are also good for my business, as the mark-up I get on each sale is much higher than I would get selling to a distributor. This boosts the average value of my sales, and reduces the number of games I need to sell to break even on a particular game (none of my games have broken even yet).

On top of the simple cash turnover, there's a more involved, but still financial criteria: October's turnover. This includes not just the cash turnover at the event, but invoiced sales to shops and distributors at the show. Last year's October turnover was awesome - it's still my best month ever by quite some way, since as well as the cash sales on the trade show floor I also sold a lot of games to new distributors. This year things will be very different, since most of my distributors already have stock (though I'm still waiting for most of my European distributors to pick up Sumeria).

Then there are the other less tangible criteria: raising awareness of my games and my company, attracting new distributors, finding new artists and designers, projecting a good image of my company, etc. How to judge success on those criteria is much harder.

Last year at Essen, I did very little in the way of preparation. I spent £50 on some glossy posters, which I hung from the back of my stand with simple poster frames. I bought some material to use as table-clothes and just piled my games along the back of my stand in their cartons - a warehouse-like wall of brown cardboard. I also got It's Alive! listed in the 'Spiel fuer Spiel 2009' handbook, a full colour handbook printed by Dagmar de Cassan of Spielen in Osterreich.

This year, I'd like to improve the pre-fair awareness of my company and my games to draw more people to my booth. I'll be listing in Spiel fuer Spiel 2010 again, and I'll be spending 100 Euro on an improved listing in the SpielBox preview which includes not just the basic info (number of players, title, designer, etc.) but photos and descriptions of the games.

I'd also like to put some more thought into the stand design to make it look a little more professional (without adding hugely to the cost).

If you've got any ideas or advice I'd be very glad to hear them :-)

Monday, August 17

Back - Sort Of

Well, I've had a week off, mostly spent lying in bed and I have to tell you I'm exhausted!

The treatment I was receiving last week was five days of intravenous infusion with an experimental drug. The drug (originally used for treating Leukaemia) works by intentionally destroying your immune system. Since in MS your own immune system starts attacking the myelin sheaths that insulate your nerves in your brain and spinal cord, the study doctors figure that killing off your immune system and letting it regrow might fix the problem. The results of previous clinical trials have been very encouraging.

Of course, the downside is I've just spent a week being pumped full of very toxic chemicals and now I have no immune system, so I'm very vulnerable to infection and food poisoning. Also, I'm completely knackered, despite not having done anything for a week. I'm under Doctor's orders to take things very easy for a couple of weeks.

Much as I'd like to continue lying on the sofa watching telly (it was pretty much all I was capable of this weekend), I've got a swollen inbox now after a week off, and I need to get the art for the Sumeria 2-player expansion to the manufacturers by Friday, so I can't just totally slack off.

I'm also keen to make some progress on the Sumeria computer game which has been on hold for a few weeks. I'll have to see what I've got the energy for...

Friday, August 7

Off Topic: Week Off

As many of you will know, I have MS.

Next week I'm starting treatment with a new drug and will be in hospital all week. As a result there won't be any posts here and any Tweets I make will be few and far between.

This means that the next version of the Sumeria computer game will be at least a few weeks away. When I get back I'll also have to finish off the Sumeria 2-player expansion, as that will need to go to the printers fairly quickly.

See you all on the flip-side :-)

Wednesday, August 5

Sumeria 2-Player Expansion

Sumeria was originally submitted to me as a 2-4 player game. I played the 2-player version several times and really liked it.

During play-testing, one of my blind playtesters found a weakness in the two-player game that made the second city-state worth less than the third (and the choice of influence counters pretty meaningless). Since the 2-player version also added to the cost of the game (since it needed extra wooden pieces), Dirk and I decided to drop it so the game was only 3-4 player. Later in play-testing a slight change to the 2-player rules fixed these problems, but it stayed out of the game as released.

Until now! I've decided to release the 2-player version of Sumeria as a promo expansion at Essen. What's the deal? Buy Sumeria from me at Essen and you'll get the limited edition promo expansion free! It includes 6 extra trader pieces in each of the four player colours, a sticker to add to the board to show a fourth player turn per round and a rulesheet (in English and German again). All wrapped up in a plastic baggie.

If you've already got a copy of Sumeria (well done :-) ), the expansion will be available to pre-order from my website shortly, and if I have any left after Essen they will continue to be available there. To keep the cost to a minimum, I've decided on baggie packaging rather than a small box, this means it probably won't be available in shops ever, but I hope it will only cost £2 plus postage and packaging from my website.

This is my first time making both an expansion and a convention promo, it will be interesting to see how it goes...

Friday, July 31

Translation Woes

A while ago I mentioned how I had created translation grids for the rules for all my games to make it easier for volunteers to translate the rules of my games into other languages. It seems to have worked. I've had a lot of translations done of my rules and this week I've received a couple more (Sumeria into Hungarian and Carpe Astra into Spanish).

So far all well and good. The translation grids work a treat, and make the layout of a new version pretty straightforward. Until everything goes wrong!

Several weeks ago I received a translation of Carpe Astra into Russian. Great! The same guy (thanks Yegor!) had done the other games too, and I'd already done Sumeria, so I started on Carpe Astra.

The translation grids make it really easy to just drop the translated text into the original Adobe InDesign document, using the same images and fonts. At least they do until you pick a stupid font. I'd used Agency FB Condensed, a narrow font that looked vaguely sci-fi, for the Carpe Astra rulebook and cards. Sadly this font did not support the cyrillic alphabet - when I pasted the translated text into the document all I got was little empty rectangular boxes where each character should have been. So I switched to Arial (it's not that important that the font is correct after all).

While this fixed the initial problem (Arial supports the cyrillic alphabet) it's a much wider font than Agency FB Condensed and the Russian translation was normally longer than the corresponding English text - so the translation no longer fits in the same number of pages. My first attempt at fixing this was to drop the font size from 12 point down to 11 (and fix all the layout problems this caused). But after a bit more cut-and-paste it was clear that 11pt wasn't small enough so I went down to 10pt (and fixed all the layout problems again). Guess what? Still not small enough. Running out of patience I shelved the translation and I admit it has been a few weeks since I last made any progress.

The arrival of the new translation grids forced me to go back to it however, and today I finally nailed it. The solution was finding out that InDesign allows you to change the width of a font - effectively allowing me to create an 'Arial Condensed' - a narrower version of Arial. This meant I could change the font size back to 11pt and nail it. It still took a bunch of work and a lot of fiddling to get the diagrams and their captions laid out correctly but the job is finished and off to the translator for proof-reading. This means I can concentrate on the other two translations over the weekend.

The moral of this tale? I'm not really sure, other than learn the abilities of InDesign so that I can fix this problem the right way first time!

Wednesday, July 29

Sumeria V0.1

Well, the whole trying to run this through BoardGameGeek thing didn't work very well - it's down at the moment :-(

So I'll do it here instead. The first version of the Sumeria computer game is now available (ish!) on my website: Sumeria computer game with any luck if you download that MSI file and then run it, it will install Sumeria on your computer.

First a few provisos. This is a very early version to get some feedback about the user interface - very little actually works yet. What does work:

  • You can install it
  • You can start a new game from the Game menu
  • You can choose the number of players, their names and the colours they play.
  • You can highlight a state by moving the mouse over its tile
  • You can set up the game by seeding the board with the appropriate number of traders.

What doesn't work? Anything else! Most notably you can't play the game. There's no AI and you can't get the game to work across the internet with remote players - it's three or four humans around the one computer.

The next release will incorporate feedback on this one and allow you to play the game on a single machine with no AI.

I'd really appreciate any feedback you have on what I've done so far - in the comments here for until BGG is back up.

Monday, July 27

Sumeria Computer Game

The first bit of work I did on the Sumeria computer game was a bottom up approach, write the code which kept track of the game mechanics and state. Though it was great to get it working there was very little to show for it, apart from a test suite that told me all my tests were passing - there was no UI at all.

The last couple of days I've been concentrating on getting some UI written so there's something to show for my efforts. There's not much, but enough to show you what I've achieved so far. Initially I've been working on getting the beginning of the game set up and displayed and the basic UI coded. The next step will be to get the game playable, but at least it visibly does something now!

Initially, the game shows an empty window (I'll put a splash screen there eventually), and allows you to read the rules (from the Help menu) and start a new game (from the Game menu):

Starting a game creates a game and shows the players position and the board and tiles as at the start of the game:

Although you can't do anything yet, I've included a couple of UI feedback mechanisms. When you move the mouse over one of the state tiles at the bottom of the board, that tile and state tile it corresponds to are highlighted:

Similarly, when you move the mouse over a settlement, that settlement, its state and state tile are all highlighted:

It's not much, but you can already see where I'm hoping to go with this.

I'm intending to run this as a semi-Agile development effort. I'll be releasing early versions for feedback from members of the game-playing public. I hope to post the first version (with basic UI but nothing working game-wise) on Wednesday. If you'd like to take part in the testing, or just look at what I've done, please subscribe to this BGG thread where I'll post release announcements and download instructions.

Friday, July 24

BoardGameGeek and Game Ownership

BoardGameGeek allows people to keep track of which games they own. It's a useful feature that I use myself, and when meeting up with someone else you can always say 'Look at my BGG collection - is there anything of mine you fancy playing?' which is pretty cool too.

I know exactly how many games I've sold to distributors, but I don't know how many of those the distributors have sold to shops, nor how many of those the shops have sold to gamers. They same follows with direct sales to shops. A tiny fraction of my sales are direct to a gamer, so I know those have gone to gamers, but that's not much as a fraction of total sales.

Why am I interested? A game sold to a distributor that ends up sitting in their warehouse for months isn't doing me any favours at all. The distributor will be less inclined to buy more stock as it's costing them money (in the initial outlay to me and warehousing space) but not making them any. Similarly a game that ends up sitting on the shelf for a long time in a shop won't convince the shop to get more stock in. In the ideal world the game is in the hands of a gamer who loves it and plays it regularly with their friends.

It's hard to work out where the games are. I can ask my distributors how much stock they have left, but that still leaves me unsure whether the games are in the hands of shops or gamers. In the case of direct sales to shops things are a little better as I can ask them how many they've got left, but in that case again it's only a small proportion of the total sales at my end.

Here's where BGG's stats come in handy. The people listed as owning the game are gamers. So I can get some indication of how many of my sales to shops and distributors have reached actual gamers.

Of course, as with anything statistics they can't be relied on as a final number, but they are indicative. There will be people who've bought one of the games and don't have a BGG account, and others who do have BGG account but don't bother keeping track of the games they own. However, almost everyone who lists themselves as own a game will have it (some people might do it by accident or forget to remove it from their collection if they sell or trade it away).

Because I made a couple of small runs of Border Reivers and It's Alive! which almost entirely sold directly to gamers, I've got an idea about the ratio of gamers who list themselves as owning a game to the number of end customers I've sold it to.

If you look at the stats for Border Reivers (100 copies made) then it lists 42 people as owning it - 42% of the copies in circulation. Similarly, when I had sold out of the limited edition of It's Alive! about 110 people listed it as owned of the 300 copies made (37%). So I reckon I can extrapolate that about 40% of the copies in gamers' hands are listed as owned on BGG.

Assuming that 40% figure is evenly vaguely accurate, then approximately half the copies I've sold of the second edition of It's Alive! are in gamers' hands, and it's also about half for Carpe Astra. Sumeria (which is still fairly new) is around one third. Not sure what to do with this information, but it's interesting nonetheless.

Wednesday, July 22

Designing Again

For the first time in ages I actually did some work on one of my own board game designs yesterday.

Yesterday was a weird day. I was up at 6am, and then on the road before seven for a hospital visit in Cambridge (about 60 miles away). It was a morning of strange neurological tests while they determine if I'm a suitable candidate for a new treatment. I then rushed back home as my friend Mal was stopping in on his way back home from the Latitude music festival down here in the South. I got a text from him upon my arrival home to say he was still about an hour away, so I rushed into town to pay in a cheque from a late paying distributor. It turns out my walking isn't so good at the moment, the 2 mile brisk walk left me very tired and I was really struggling by the time I got home. But I did make it back in plenty of time for Mal's arrival.

We spent the afternoon playtesting a few games including a couple of changes to Border Reivers - my first games design.

For those of you who don't know it, Border Reivers is a light civilisation/wargame themed around the border squabbles between the clans of Northern England and Southern Scotland in the 13th to 16th centuries. Each turn, you can plays cards, recruit more cards and armies (through gambling some of your funds on a die roll) perform an action with each of your armies and then claim income from your settlements. Armies can build fortifications, settle down to create new settlements, mine gold from a mine location or move.

Two of the biggest problems I find with the first edition are the recruitment die rolls and uneventful turns.

At the beginning of your turn, you get to roll a ten-sided die twice per city, once to recruit a new army and once to recruit a card. If the die result is less than the amount of money you gambled on that die roll (e.g. a result of 0 will always get you a reinforcement even if you spend 0, a spend of 9 will guarantee you a reinforcement and a spend of 4 will get you a 50% chance - 0, 1, 2, 3, 4), you get the army or the card of your choice from a deck of cards. You lose the money whether successful or not. Since you can have up to three cities, you could be doing up to six of these rolls at the beginning of each turn. But it gets worse! A couple of the cards give you an extra roll for armies and an extra roll for cards, so if you had all three cities and all six cards, you'd be getting a staggering 12 reinforcement rolls a turn. I can't ever see that happening, but certainly three cities was not uncommon in the games I played. Most of those rolls you wouldn't spend money on, so it would be a lot of die rolling, hoping for 0s.

The other big problem was uneventful turns. In the game you had very few armies (by design), so there were often turns when you didn't want to move them unless you got another army or a particular card. So you'd make your reinforcement rolls - fail, not do anything and then claim your income and that was your turn done. Not much fun :-(

I like the rest of the design of the game, but I think in hindsight (and based on the feedback I've received) these are the two biggest problems in the game.

I'd had a bunch of ideas that might help fix these problems, but I've not tried them out as yet, so when Mal came round for the afternoon we wanted to give it a try. Mal and I have played a lot of Border Reivers over the years, at first I always used to win, but recently Mal's started beating me :-(

Time to change the rules ;-)

In his scientific way, Mal had wisely suggested we try one of the changes at a time, rather than making sweeping changes to everything. So first of all we tried a fairly simple change:

Cities give you one roll for army reinforcements and a free card every turn.

What I had hoped was that this would reduce the number of turns in which you had nothing to do, as you would always be able to get a card each turn. Since cards allow you to attack your opponents indirectly (stealing their income, ambushing their armies in the field or causing their settlements to rise up against them) or aid with direct attacks (reducing the effectiveness of their fortifications) I had hoped the game would be more aggressive as a result.

Initially, things seemed to be going well, we used the cards a lot and did start attacking other other fairly early. The game see-sawed a bit, like it often does and there were lots of nail-biting fights.

However, after a promising early start the game didn't go anywhere. Fights in Border Reivers are brutal, the most likely conclusion is that everyone dies :-) As a result by the time you had broken through your opponent's outer defences you almost certainly didn't have enough troops remaining to attack his city. This was additionally hampered by the fact that he was getting a card (or more) each turn, and hence would almost certainly have a militia card ready to defend his city from attack. The game continued like a couple of punch-drunk boxers unable to land a blow on each other for way too long (maybe an hour and a half - usually our games lasted twenty to forty minutes). Eventually, we gave up, convinced it was never going to end :-(

Mal mentioned that this just went to show how well balanced the original version was.

I think the next thing to try is replacing the die rolls with a fixed cost for armies and cards - this will definitely fix problem A and might help to fix problem B if the cost is low enough, but clearly there is a point where the cost is too low!

Friday, July 17

More Advertising

Until now my advertising has been limited to three places:

Each of these has their pros and cons as you'd expect. BoardGameGeek has a huge number of hits each month and is mostly targeted at the customer. The downside is that one of their revenue streams is to get people to pay money to 'join' the site, and this allows them to block all adverts from the site (I do this!). Since the most hardcore users are likely to be the ones who join, they're the least likely to see my ads, but the most likely to buy games :-( Plus, it's expensive.

Boardgame News comes in a bit cheaper, and in previous campaigns I've had more enquiries from people who saw an ad there than those who saw the same ad on BGG. Again, it's mostly targeted at customers, and the more hardcore ones at that.

The Greater Games Industry Catalog is as you'd expect from the name targeted at industry - shops and distributors. It's pretty cheap to get a page ad in there and they give you a listing every quarter for free so that's good. I've no idea if advertising in there has helped at all though - I've not had anyone mention they've seen my ads in there.

Now that I've got a pretty good distribution network, my next aim is to get more shops stocking and customers buying my games. How to reach that audience? A good question.

A couple of my distributors offer services to their suppliers to market games to their customers (the shops). So customers of mine want me to be a customer of theirs too. Weird.

Alliance Game Distributors the largest distributor in the US have a monthly trade magazine, Games Trade Magazine which they send out to their customers - the US shops. I can give them a wad of cash to place an advert for one or more of my games in the magazine, which would hopefully lead to more sales to the shops and then more customers noticing the games in the stores. It's pretty expensive though.

ACD Distribution, another large US distributor are offering me the chance to place flyers in every order they ship for a few weeks. I can even make the flyers like posters so they serve a triple purpose: raising awareness of my games with the store staff, giving the store owners something to decorate their store with and raising awareness of my games with customers in the store. It's a bit cheaper than the Alliance option and it hits both the shops and the customers. Sounds good. But to be most effective the posters need to be put up in the stores and I've no control over whether or not they will.

Just to make things even more bewildering, I've no experience designing adverts or posters so I've no idea how to make them look good, or even what information to include. I've asked for a back issue of GTM to get a better idea.

Any suggestions of which route is the best to go down, or what information to include?

Wednesday, July 15

Market Research Results 2

Back in April I ran an official BoardGameGeek competition. It cost me a bunch of money, in addition to the cost of seven games for the winners and postage.

Having never done anything like this before, I was wondered whether it would be a good way to spend my meagre marketing budget. At the time someone suggested that I do a questionnaire before and afterwards to judge the effect of the competition on awareness of my company and my games.

To encourage feedback, I ran the questionnaire as a mini competition, if you answer the questions I'd enter you in a competition to win a copy of the Reiver Games game of your choice and free worldwide postage. The first questionnaire ran several months ago and got 399 responses. For a description of the results you can see a previous post.

The second (post-competition) questionnaire I ran in the same way, and it finished at midnight on Monday. I spent pretty much all of yesterday collating the 291 results and figuring out who had won. Running two competitions allows me to remove some of the bias of the questionnaire as I hope similar people would have answered both.

In this post I'll be comparing the results of the two questionnaires and trying to interpret the results. Was the competition worth the cash?

Reiver Games

The first question was about awareness of my company/brand. The question was: Have you heard of Reiver Games?

  • A: Reiver what-know? Never heard of them
  • B: I've heard of them, but I've not played any of their games
  • C: I've played one or more of their games, but I don't own any of them
  • D: I own one or more of their games

For each question I'll show the two graphs - before and after the competition and then discuss what I think that means. As with anything statistical, there's multiple ways to intrepret the data - feel free to wade in in the comments if you disagree with my take on things.

The graphs will all show the results of the pre-competition survey in blue and the post-competition survey in red. Obviously, my ideal answer is D, then C, B and A in that order. Before the competition, 35% of respondents had never heard of my company, afterwards this was 11%. The remain three categories had all improved, but the most noticeable improvement was in the 'I've heard of but never played category. For this first question at least the competition seems to have been successful.

It's Alive!

The second question was about awareness of my first professionally manufactured game: It's Alive! The question was: Have you heard of It's Alive!?

  • A: Never heard of it
  • B: I've heard of it, but I've not played it
  • C: I've played it, but I don't own it
  • D: I own it

Before the competition It's Alive! was my best known game with only 23% of respondents unaware of it. After the competition this had dropped to 15%. The questions in the main competition required a little knowledge of It's Alive! and Carpe Astra - to stand a good chance of winning you needed to look up the answers in the rulebooks of both games so that makes sense. The remaining three categories all improved, with C showing the largest proportional increase. I've also noticed the the number of people who list themselves as owning It's Alive! has dramatically increased since the competition.

Carpe Astra

The third question was about awareness of what was at the time my newest game: Carpe Astra. The question was: Have you heard of Carpe Astra?

  • A: Never heard of it
  • B: I've heard of it, but I've not played it
  • C: I've played it, but I don't own it
  • D: I own it

Before the competition Carpe Astra was less well known game than It's Alive! with 42% of respondents unaware of it. After the competition this had dropped to 15% - same as It's Alive! The remaining three categories all improved, with B showing a massive jump.

Sumeria

The fourth question was about awareness of Sumeria, which was not yet released at the time of the first questionnaire, but had been released by the time of the second. The question was: Have you heard of Sumeria? The options differed between the two questionnaires due to the game's status.

  • A: Never heard of it
  • B: I've heard of it / I've heard of it, but I've not played it
  • C: I want to play it / I've played it, but I don't own it
  • D: I want to buy it / I own it

Before the competition most people hadn't heard of Sumeria - a whopping 72%. With the game still in development and little information available though, this wasn't that surprising. Looking at the second survey, Sumeria wasn't really mentioned in the competition either, just a throw-away line in Chad's introduction, so I expected awareness of this to still be lower. However, Sumeria has only just come out and is getting good feedback. 28% of respondents are still unaware of it. The remaining three categories all improved, with C showing the largest proportional increase.

Overall, 22% of people have either played or own It's Alive!, it's 9% for Carpe Astra and 8% for Sumeria. Ownership of the three games decreases in order of time available - fewer people own Sumeria (the newest game - still not available in many shops) than any of the others.

In terms of awareness-raising, this seems to have been a great success, the awareness of my games and company has jumped much higher after the competition than it was before. Unfortunately, most of the awareness is now in the 'I've heard of X, but not played it' category. I need to get more people playing (and hopefully buying!) my games if I'm going to be successful.

Official Competition

I wrapped up the second questionnaire with a new question: Did you see the Reiver Games Giveaway official BGG competition?

  • A: Yes, and I entered it
  • B: Yes, but I didn't enter it
  • C: Nope, that one passed me by

I didn't know what to expect here. The competition was entered by about 3900 of BGG's hundreds of thousands of registered users. It sat in the BGG News section of the front page (at the top of your screen by default) for two weeks so people who check BGG frequently should have seen it. People who joined in the couple of months since the competition obviously won't have seen it, and infrequent users may well have missed it.

The number of Bs and Cs surprised me. I thought more people would have at least noticed it, but 35% of respondents hadn't. As for the Bs, I wonder why they chose not to enter? Already got all my games (I wish!), not interested in the prizes (i.e. my games), questions too hard? I'll never know... Unless I ask them :-)

In summary, I'm pretty happy with the results of the two questionnaires and the competition. The big challenge now has to be to get people from category B in questions 1-4 into category C or D. I'm not sure how to do that.

Thursday, July 2

Computer Versions of Board Games

Last night I started working on a computerised version of Sumeria. Why invest the time and effort to make a computerised version of an existing board game? What's in it for the (potential) customer?

  • It allows people to quickly and easily see if it's a game they would like without the expense of a purchase.
  • It's a chance to learn the rules where they are constrained and don't rely on someone's interpretation of the rulebook.
  • It allows you to play when you can't get a group together.
  • Some allow you to play offline - i.e. each player takes his turn and then notifies the others it's ready for theirs - this requires much less player time in one go than a full face-to-face game.
  • In a thinky game, perceived downtime is reduced since you're not sat waiting for an opponent to have a go - you're just notified when he has.

Sounds good so far. So why don't all publishers make (or allow to be made) computerised versions of their games?

  • It might lead to fewer sales: why buy a game if you can play it online for free?
  • It's expensive in terms of time and effort. Programmers aren't cheap - I know - I used to be one.

You can do essentially three different type of computer-based board games:

  • Real-time against the computer (AI)
  • Real-time against human opponents
  • Offline against human opponents

Each has their pros and cons. Against the computer only means you don't have to worry about network programming or database interaction - the whole thing can be done more simply. In one sense - you need to come up with some AI that the computer players use, which is more difficult. Real-time against other people means you don't need to write any AI, but the downside is you need to write all the code necessary for client-server interaction. Interactive games are probably better for simpler, quicker games, where there is little downtime waiting for an opponent to have their go. You will probably need to provide some form of instant communication too - a chat window or voice communications. Finally, the offline method is like an old play-by-email game, but with a better interface. On your turn you get a notification (via email for example) that it's your turn. You get to see what has changed since you last looked and then you take your turn and the next player is notified. This method will turn a short, fun game into a very long experience, but for the more complicated games it might take the pressure off a bit, allowing players to concentrate more on their strategies without the pressure of the other players leaning over the board asking you to hurry up!

I'm thinking I'll try to get version for Sumeria against the computer working first, if that works ok I can always look at getting the offline version done afterwards. I'm working in C#.

Monday, June 29

Back to My Roots

Recently, I've been having some more thoughts about a second edition of Border Reivers. Border Reivers was my first attempt at game design, and the 100-copy limited edition, entirely made by hand was the first step on the road to where I am today.

I started designing Border Reivers after a 36-hour marathon game of Mighty Empires in which the guy who was clearly in the lead suddenly got knobbled after 36-hours and went from comfortable first place to languishing at the rear. Had he made a huge tactical error that brought such a reverse in his fortunes? Nope, some random dragon event just hurt him. Surely I could make a similar game that plays quicker and doesn't have such huge swings in power.

My brief was to design a similar, civilisation-level, light wargame, with some development where random game happenings can't screw you completely. I wanted the game to play in 30-90 minutes too, not many people have 36 hours available for a single game.

How Did I Do?

I'm still proud of my achievement with Border Reivers. With no experience as a game designer or publisher I managed to design a working game, get it printed, assemble 100 copies and sell them all within eleven months all over the world. Is it the best game ever? Clearly not. But it's one that I still enjoy when I play and people still ask me to re-print and one that Mal wants to play almost every time we meet up.


Strengths

There are several things about Border Reivers that I really like. I like the double-sided triangular land tiles that get flipped and upgraded as the landscape changes. I did get the alignment wrong on the coastal ones though, so flipping them was counter intuitive. I liked the aesthetics of triangular tiles and the way that it made movement not quite as expected - I envisaged this was due to the highland terrain making travelling in a straight line difficult.

I also liked the brutal combat. The most likely outcome of a straight fight was everyone dies! However, there were substantial bonuses if you could get weight of numbers on your side. As a result, this led to either building large armies to crush your opponents, or risking everyone on a do-or-die attack. Of course, the cards spiced things up a bit too.

Which brings me on to the cards. The cards in Border Reivers come in two varieties: buildings and strategies. The building cards were played face up, and gave a development advantage to one of your cities - either more income or better chance of getting cards/armies in each future turn. The buildings were ok, but the hidden strategy cards were more fun. There were only a few types, so when you got one, your opponents had a pretty good idea what they were in for. There was a defence for each of them, but the defences were pretty expensive, so you couldn't afford to keep defences for all possible cards in place. I really liked the hidden cards, especially: Insurrection, Reiving Party and Ambush.

Weaknesses

At the beginning of each turn you rolled a ten-sided die for reinforcements. You rolled twice for each city: once for army reinforcements and once for cards. Since you could build up to three cities, you could theoretically roll the die six times at the beginning of your turn. In addition, to make things even worse, the reinforcement buildings cards (you could build one of each in each city) gave you an extra die roll. Up to twelve in all! While I liked that these gave you the opportunity to gamble victory points (cash) for possible gain, you could spend 8 cash (a fifth of that needed to win) and still get nothing (it gave you a 90% chance of getting something, but a bad die roll and you're stuffed). I've played many games where you just need one more army to give you enough to attack. Roll for reinforcements... fail. Do nothing this turn except get more money and try again next turn. This is no fun.

Border Reivers had two paths to victory, you could either kill all your opponents (player elimination) or save up enough cash. In two-player games it was about 50/50 over which path ended the game. In three- or four-player games it was almost always the cash route. Since the cash route could be achieved by building strong defences and then sitting back and raking in the cash the game was subject to turtling, where each player hid in their own little corner of the board and sat back trying to race to gain the most cash. This led to little player interaction. Mainly a problem with the three- and four-player games, but still doesn't make for a very fun game. I introduced the mine fairly late in development to try to encourage people out of their holes, but this was only a limited success.

While the mountain range pieces in my first FIMO prototype (see picture above) were really cool, the rubbish card ones in the limited edition were definitely not.

Ideas?

On and off I've been toying with a few ideas of things I could have done differently in Border Reivers:

  • Each player is a particular Border Reiver clan, with different starting resources or player powers.
  • Reinforcements are either free or fixed cost, limited only by the number of cities you control.
  • Replace the victory conditions with a victory point track that could reward development, riches and aggressive play.
  • Replace building cards with tokens or counters that show which city the building is in.

My aim would be to reduce the number of turns when you've got nothing to do (either because your reinforcement rolls didn't provide the required reinforcements or you don't have enough resources to mount an attack) and reduce the huge number of die rolls at the beginning of each turn while still capturing the feel of the first game.

Have you played the limited edition of Border Reivers? Would you like to get you hands on a copy? What do you think could be improved/changed? Answers on a postcard below please.

Friday, June 26

Growth

One of the measures of business is sales growth. Especially with new start-up companies, where profit may be many years off, sales growth shows whether your business is working on a fundamental level - are you successfully selling your products/services and are you selling more than you did before?

One of the difficulties of starting a business is keeping track of how things are going. When you don't have years of experience to call on how do you keep track of things? I've had a quiet few months from February to May. Is that normal? Is it a time of year thing? I can't really compare it to last year because during that period last year I was selling hand-made games or completely out of stock.

Yesterday I tried to catch up with my books, which I've fallen a little behind on. At the same time, I thought I'd start tracking a bit more sensibly how my sales are going, both now and historically. I knocked up a quick spreadsheet in OpenOffice Spreadsheet and started pumping my sales figures into it.

It's hard to compare things, since I registered for VAT last year (previous my sales figures would have been all for me, now I have to just consider the non-tax part of it). In addition, I've decided to split the game sales from the shipping costs, starting this financial year, so although both are sales (one is a product, the other a service) from now on my sales figures as I keep track of them will be smaller. However things are looking pretty good. I've done all the figures for last year, and I've got two previous years to compare them to:

In the above graph blue is my first financial year (hand-made Border Reivers), Red is my second (hand-made It's Alive!) and yellow is my third (first full-time year, It's Alive! reprint and Carpe Astra).

It looks pretty good, but there are some things to take into account. For the first two years, I made games by hand, and sold mostly directly. These were short runs and so my sales were pretty small. Last year I started getting games made for me in larger numbers and selling mostly to distributors, hence the hike in sales numbers. My growth for the first quarter of last year was negative, seeing as I ran out of hand-made games to sell halfway through. The second quarter there was no growth, I had two months of nothing to sell, but It's Alive! turned up in September and that was as much sales (after tax) as I'd managed in the whole of the equivalent quarter the previous year. The next two quarters have a sales growth of 1100% and 1200%, but it's not a fair comparison, selling large volumes of professionally manufactured games to distributors as opposed to selling individual copies of hand-made games to gamers.

The first quarter of this year will probably have growth around 750%, but the real test will be the next two quarters. Last year I released It's Alive! in Q2, this year I'll just have the residual sales on the three products I've got out. Q3 last year had: Essen, my best month's sales ever, the release of Carpe Astra and initial stocking orders from most of my European distributors. I'll have to do well to top that, and there's no chance of doing ten times better!

Wednesday, June 24

Building Momentum

We moved into our new house last Thursday. Thursday, Friday and the weekend were spent moving and trying to sort stuff out, Monday I was at the old house, cleaning and waiting in for three orders to be collected by the couriers.

The first was an initial stocking order for my first Canadian distributor - yeay! They were one of three new distributors who have contacted me since I ran the competition on BoardGameGeek. The second (a new US distributor) has placed an order which I'm going to ship on Friday (I've had to wait until I can go to York to get more It's Alive! stock - I've sold through the pile I was keeping at home) and the third has only recently enquired.

The second order shipping on Monday was a re-stock from one of my UK distributors. This was really gratifying, since they'd ordered less of Sumeria than they had initially ordered of It's Alive! and Carpe Astra, and three weeks later they had to ask for some more :-) I was expecting their sales to be slower since several of the larger UK shops had bought from me directly at or since the Expo, but this doesn't seem to have affected their sales much at all.

Yet another US distributor has also enquired in the last couple of weeks. This third new distributor is even better since a Danish/Norwegian distributor I've been talking to for months told me a while back that if I dealt with PHD they would buy my games from them, rather than me directly. So, if PHD also sign up, that will be two new distributors for the price of one :-). I don't know whether they will bite yet, but so far so good.

On top of all that I spoke to another distributor today on the phone. He's going to start soliciting my games. Hopefully this will lead to them picking them up, but it was effortless to get him to consider it.

I'm feeling pretty positive at the moment. The new house is lovely, and has a nice big office that I can store things in much more tidily than I could at either of our previous places. Feedback on Sumeria has been pretty good so far and June's sales will be my second-best ever (out-stripping January, the previous holder of that title, but not a patch on last October and Essen :-) ).

The only fly in the ointment is that most of my European distributors have yet to place a Sumeria order, so European availability is pretty patchy.

It's interesting to see how my mood varies. Entrepreneurship requires boundless enthusiasm and optimism. I try, but a dry spell like Feb-May gets me down, but a good month like June and I'm straight back up again :-)

Monday, June 15

Demo Days

On Saturday, I did the first of what I hope will be many 'Demo Days' where I visit a store and spend the day teaching customers my games.

Preparation

I didn't do much in the way of preparation, obviously I arranged it a few weeks in advance and mentioned it in the 'Events' section of my website, but that was about it. In hindsight, I should have put in a bit more effort. The shop (Inner Sanctum Collectibles in Cambridge) had put up posters, and a window display and had been telling their regular customers about it, but I should have mentioned it here, on BoardGameGeek and Twitter to give it as much publicity as I could. In addition to leaving my personal copies with them for a week so the staff could learn the games I also brought along a couple of boxes of each game to ensure they didn't run out of stock.

On the Day

The shop's Saturday opening hours are 10-6, but they are usually pretty quiet at the end of the day so they had been advertising I'd be there 10-4. In the end I had to head off about 5 since The Wife and I were going out for dinner with some of her colleagues that evening. Cambridge is about an hour's drive so I headed off at 8:30am to ensure I wouldn't be late. I ended up getting there about 20 minutes early, which gave me a chance to set up before the shop opened at 10.

The first hour was pretty quiet, which gave me a chance to teach Carl, one of the staff, It's Alive! and Sumeria. There were some telephone enquiries about my visit (so someone was interested at least) and by about 11:15 the shop started filling up. Apparently it was a fairly quiet day for them, but my games were in use pretty much all day and were very well received. Several people wanted to play all three games, and several people wanted to play games twice (or more!).

The shop did a deal where customers got 10% off all of my games that day, and if they bought all three they got 15% off. I was surprised (but gratified!) at how many takers they had for the all-three deal, and at the end of the day, despite not having sold all their current stock (most of it had gone) they kept one case of each game, which I invoiced them for that evening.

Afterwards

The games well very popular (especially Carpe Astra and Sumeria), and lots of their customers bought them. I can only hope that they get played a lot and this leads to more sales for the store (and hence for me in the long run). I think the deal helped (I could inform people of the deal for today only, which led to more sales on the day I'm sure), and being there to teach people means they get the rules right first time, which is always a good thing. When I play a game for the first time I often get a rule wrong, and this can lead to a bad first impression.

Venue

Inner Sanctum was a great venue, not only do they have a great range of games (board, card, miniature and collectable) but they also have a lot of space for playing. I co-opted three tables (one for each of my games) and that still used up less than half of their table space. In addition to a light, airy well-lit space with plenty of room for the games, the staff are very friendly, and they plied me with food and drink throughout the day (including a run for doughnuts to celebrate one of the customer's birthdays!).

Verdict

After a weekend of decorating and then another at the Expo, I would have really liked to take Saturday off, but it was a very valuable use of my time. Not only did I cement my relationship with one of the biggest shops in the UK, but I got my games into the hands of a lot of gamers, who really enjoyed them. Getting your games onto shelves is one half of the battle won, but until you actually have happy customers playing the games and spreading good word of mouth, that's where the games will languish. Good relationships with shops really help, since the shop staff will suggest your games to people who aren't sure what they want. Definitely a good use of my time.

Tuesday, June 9

Critical Mass

There's a point during the lifespan of any successful company when you go from initial struggles to comfortable success.

I'm not there yet, but there's some promising signs for the future. At the UK Games Expo I introduced myself to Zev Shlaslinger, the man behind Z-Man Games in the US. Z-Man have made it, they have critical mass. They have a large portfolio of games, including the English version of the extremely popular Agricola which is currently number one on BoardGameGeek. I introduced myself as Jackson Pope, of Reiver Games, expecting a polite 'who the hell is this nutter?' smile. Instead, Zev replies: "I know who you are - I read BoardGameGeek and your blog". Wow! That was unexpected (hi Zev!).

At the bank this morning, my business specialist was also very impressed with my progress in the six months she's known me. Apparently, at the moment most of the people she sees are really struggling, and while my company has yet to pay me a penny, things are going pretty well. I've sold a lot of games and I've got some money coming in every month.

At the moment the company is still in an early cycle. When I bring out a new game I expend a lot of money getting it produced and then it takes a long time to recoup. Doing print runs of a few thousand means my costs per game are pretty high, so I don't get quite as good margins as I should in an ideal world, and the games are slightly more expensive than the larger print run competition. When I've recouped enough money, instead of paying myself, that money is immediately re-invested in producing another game. While I'm at this stage if any of my games are a flop I'm stuffed, I won't get the money back to get another game done.

When will I have critical mass? It's hard to say. If I can get 6-12 games in my portfolio then the residual income from those should be enough to keep me going. A bad decision need not be fatal. Also, with more games I become a more attractive supplier for distributors. Being able to place a reasonably sized order to get shipping discounts is only achievable if they can guarantee to sell the games. Taking 500 copies of a single game (one pallet of Carpe Astra or Sumeria is 504 games) is a big risk, but taking 50 copies of 10 games is much less so.

So in essence all I need to do is keep picking games that turn out to be popular until I've got lots on my books.

Easier said than done...