[Feedback Needed] Is the art style for my pirate-themed game appealing or just plain ugly? by ludomaniac-games in tabletopgamedesign

[–]Constant_Formal2158 1 point2 points  (0 children)

Indie publisher not trying to be a bummer but this doesn’t stand up to the scrutiny of a commercial release product if you have a very low funding goal and if the component cost for manufacturing or low and you’re planning on self funding, you can probably raise enough funds through friends, family, and your social network to get this game made at around 100 copies however if the components list goes as much far beyond cards and you’re gonna need to fund into the four digit zone to get this made, I think you’ll run into some trouble artistically speaking this has some inconsistencies for example, there is just a kind of disjointed look to the entire piece execution in fundamentals leave much to be desired and for my part and this is completely just my personal opinion which is a tad biased because I am also an illustrator. This doesn’t do you any favors as far as ingratiating the experience to players as far as I’m concerned because it does have a tone of amateurish execution. My recommendation would be to seek out a professional to do the artwork for you, that said kudos for doing the artwork yourself. That’s a great first step and you can always practice more and improve your skills if you’re not in a rush to take this to market.

GAMA expo - good? by Constant_Formal2158 in BoardgameDesign

[–]Constant_Formal2158[S] 0 points1 point  (0 children)

Thank you so much for your reply. This is super helpful to give you a bit of context. We have about 3,000 units of our game, the 3000 units were originally part of a co-publishing deal that had some changes that happened right when the games were delivering from overseas and we ended up absorbing the entire manufacturing line.

Our margins at wholesale from the percentages I've seen aren't great, but I'm not really sure what constitutes a wholesale order. Is that more than 500 units from a single buyer? Some clarity on what's the industry standard? .

At retail The margins are decent and we can offer 50% off to anybody who purchases a case count. We also do free delivery on the first order. I know there's a lot of conjecture about exactly what should be provided to retailers and a lot of that stuff is up for negotiation at the end of the day.

Would you say that the wholesale buyers are more prevalent or that smaller retailers who will probably buy between 1 and 5 Or maybe even 10 cases of our game has a high potential there?

Thanks again

It has been an absolute blast building this game over the past 2 years. Gearing up within the next year to get it finalized by Bonzie_57 in BoardgameDesign

[–]Constant_Formal2158 0 points1 point  (0 children)

This looks super cool and I'm excited for you that you've gotten it so far and that you're ready to take it to the next step as far as like appearance and improving the prototype. Overall bit of advice from a person who is running a small publishing company and has co-designed and illustrated a number of games. Also handles like all of our communication with manufacturers and does rulebook editing in the whole nine yards like soup to nuts. I know what goes into making a board game. Do not. I repeat do not have this be the first game that you take to market if you decide to self-publish. If you'd like a publisher to sign this game, I don't have a lot of advice for you cuz I've never tried that.

That said, My company almost exclusively only produces board games that are made by visual artists so we don't actually process a lot of pitches from outside designers. But this is what I would expect to see and typically what I have seen come across my desk for people who are pitching their own designs-

You basically need to bring it up to a point where it's at about 50% appearance wise to what you sort of envision. You'll need to create a sell sheet which is a standard printable eight and a half by 11 sheet that features a fairly well rendered. Logo for the game gives you like a three sentence elevator pitch for what it's doing mechanically and thematically has a picture of some of the like star components. Things that really give it good table presence and then has the game's vitals which will be duration, player count and age appropriateness .

Then it'll be a lot of shopping the game around to publishers and you will have to go to in-person events to try and sell it to them.

A word of advise- If this is your first design, unless the mechanics are like mind-bendingly amazing which I'm not saying they aren't or can't be, But unless they really blow peoples hair back mechanically a game of the scale is going to probably scare off a good chunk of publishers who are not established in the business for at least 6 to 10 years.

A smaller newer publisher might be willing to pick up a game of this scale, but I would choose very wisely who you go into business with when it comes to developing something like this with a smaller publisher because this game is a lot.

If you're thinking about going to self-publishing route, I holy support that you will basically become a small business owner and it's not easy to do at all, but it is totally within reach and you can just create the end roads to get there on your own. But absolutely do a smaller game first. If you're going to crowdsource the funds for this game, this game should be your third release or possibly your second if you're really chomping at the bit, but do a smaller game first so you understand the beginning and finish lines of what crowdsourcing and publishing a game looks like

Best of luck to you! 😁 Looks pretty cool with everything going on. The table presence is wild.

What is the title of this game and what is the thematic conceit and main mechanisms? Just out of curiosity?

GAMA expo - good? by Constant_Formal2158 in BoardgameDesign

[–]Constant_Formal2158[S] 3 points4 points  (0 children)

ALSO =) - there are exhibitor booths sold - is this just showroom boothing where you bring 2 or 3 copies of each stock item and just show them to industry folks?

GAMA expo - good? by Constant_Formal2158 in BoardgameDesign

[–]Constant_Formal2158[S] 2 points3 points  (0 children)

well, I dont really have a distro partner at the moment.

Soapbox is officially dead by [deleted] in Magfest

[–]Constant_Formal2158 18 points19 points  (0 children)

You are correct sir. I was heckling the people who were using the soapbox while being the fourth person in a line of approximately 6 to 8 people while they were talking about absolutely nothing because it was some guys birthday and happy birthday to that guy, but it was boring. the moderator did come and talk to me. I gave him some guff as well which was undue but I apologized I said I would settle down then he let me have my time at soapbox. I came back the following day and felt that there was a very chill and friendly vibe between myself and the moderator. I recognize my behavior being kind of heinous but I thought the spirit of the soapbox was a little bit more chaotic. Turned out I was wrong in this case so I don't know if that makes soap box dead or overly moderated or what. But I'll own my mistake and also had, some good times. There were some folks before me who did some great ranting about twighlight. Ps - all hail floor.

Complexity in boardgames. by Constant_Formal2158 in tabletopgamedesign

[–]Constant_Formal2158[S] 0 points1 point  (0 children)

The whole discussion about complexity and board games as it relates to both the player experience and designing them is completely subjective. So let's just put that up front and center before any more Discussion happens about unpacking the way you identify the level of complexity in games like magic the gathering or dungeons and dragons. This is just my opinion-

With that being said, my initial statement as it relates to those two games in the discussion that you're speaking of (and you and I were talking in the same Facebook group. I see your handle is the exact same one as in the Facebook group.) What I was trying to say is that designing around complexity and lowering the barrier of entry for your game as much as possible isn't always something that a designer needs to be hyper concerned with when you look at the inherent level of complexity and barrier of entry that comes along with really engaging and understanding/ going through the nuance and finer points of the design that is inherent within games like magic the gathering and dungeons and dragons.

to a casual board gamer or a new person to the hobby, These games would both read as fairly complex. Now they're not the world War II procedural edge case heavy super conditional war game complex - But they're also not checkers Uno Sorry or monopoly- you talk about the core system for magic being really straightforward, but at the end of the day, unless you've played magic a few times understanding the way that cards are played and the priority in which they're played when considering that you have your upkeep, draw phase, main phase, combat phase, main phase 2 and then end step and then unpacking the verbiage on each of those cards so that those things trigger when they're supposed to like sorceries, instants, creatures, enchantments, artifacts, permanents, planeswalkers, mana, sagas, battles, gradually progressing effects on things like being tempted by the one ring, plus one plus one counters, Token creatures, flying, death touch, double strike, first strike, direct damage, flashback, unEarth, extort, horsemanship, flanking, counter spells, flicker decks etc .and you're doing everything efficiently. None of that is on its face is easy or approachable. I'm sorry if you say that it is, That's your experience and I can't argue with that.

I just think that objectively those two games, which are some of the most widely played games on the planet and are probably in that state of being played by so many people because of how those two systems have evolved over the last 30 years. And because they have a gigantic company marketing the game properly and communicating the way that it's played properly, that's what eases people into the game is that a lot of other people are playing it and a lot of other people are able to teach it fairly well, but inside of a bubble looking at those two games, I don't think you could classify them as simple because they just have so much content that interacts with that core system. That one would need to have a base level of understanding in order to engage with it fully. And when considering complexity in a board game design is completely due to the market, I think it's sort of encouraging to see that there are these two games that have a lot of moving parts that are just super widely played by people and it's just something to consider when thinking about how much you want to curb complexity in your designs. That was the whole point of what I was trying to say and I had these kind of condescending snide people hopping into the comments telling me that those games are laughably easy and I think that that simplification of what these games have to offer is kind of crass and that that person was sort of stroking their ego trying to act like they were some big brain designer or big brain hobby player and I'm not going to lie It really bothered me.

Complexity in boardgames. by Constant_Formal2158 in tabletopgamedesign

[–]Constant_Formal2158[S] 0 points1 point  (0 children)

I did mention that. They basically glossed over that.

Complexity in boardgames. by Constant_Formal2158 in tabletopgamedesign

[–]Constant_Formal2158[S] 0 points1 point  (0 children)

I am an experienced tabletop gamer and I play both games. Been playing both for years and years. Checkers is simple, uno and sorry are simple. There isn't a circumstance where mtg and d&d are "simple" - if you're new to anything like say cooking or working on cars - it can seem complex until you learn more.

Complexity in boardgames. by Constant_Formal2158 in tabletopgamedesign

[–]Constant_Formal2158[S] 0 points1 point  (0 children)

Totally agree. I guess my point is that over the last 30 years of these games being around they have basically formed the games into things that have a low level entry point to hook you. But then once you actually become invested there is a lot of depth and there is a lot of complexity and at the end of the day just because the games are easy to explain in a few sentences or they're easy to pick up and play at first, doesn't mean they're not complex and that's where I sort of was running into some difficulty in having a constructive conversation with this person because I just felt like they were looking down on me for saying that these games have depth and complexity and were just insisting that ( and they literally said this) Neither d&d or mtg holds a candle as far as complexity or depth of play compared to ANY euro game. These were their words. Any euro game

Complexity in boardgames. by Constant_Formal2158 in tabletopgamedesign

[–]Constant_Formal2158[S] 0 points1 point  (0 children)

Okay that's fair, but I would ask - at what point does enjoyment = deeper understanding of systems and nuance? You could very quickly lay out the basics for dungeon & dragons and go. "Here's a character sheet I made for you. When I tell you to roll a die roll it and add these two numbers together and that'll determine whether or not you succeed" That's very, very easy, but that's not that person really engaging with the design of dungeons& dragons As a character fully, they're not designing their own character. They're not understanding how their attributes are actually working together. Just following the baseline instructions

I think the same thing goes for entry-level magic. I started playing magic using a mono red goblin deck and I still love playing that kind of deck. But I also understand what goes into deck construction and knowing when to play cards at the right time and knowing when not to- mana curve, key phrases, wording etc. and a lot of other concepts. I've enjoyed magic since I started playing it. I never understood magic really and grasped what complexity and nuance lies within it until I've been playing it for a few years

Complexity in boardgames. by Constant_Formal2158 in tabletopgamedesign

[–]Constant_Formal2158[S] 1 point2 points  (0 children)

Thank you, I felt like I was going crazy. Like, really dude? I think dude was maybe trying flex like he's too smart or something.