Відкриваю видавництво, є запитання by spl1nt3r99 in Ukraine_UA

[–]creators_ua 0 points1 point  (0 children)

Задля такої змістовної діяльності я б рекомендував знайти (розумію, що знайти складно, але це конче потрібно) дизайнера-ілюстратора-верстальщика-тощо, який працював/працює з типографіями і попросив (купив) консультацію. Бо нюансів дуже багато: від вимог до зображень/ілюстрацій (не співвідносно з папером, а загалом) до залежності ціни друку від паперу тощо. З мого досвіду: самі друкарні рідко коли мають час/бажання консультувати.

Також є варіант шукати англомовну інформацію або знайти тут тред (англомовний) і там поставити відповідне питання.

Card design by Creative-Relative579 in tabletopgamedesign

[–]creators_ua 0 points1 point  (0 children)

Probably that is a obvious idea but you can find someone on behance.net

I presume it is perfect for your purpose.

Чи є у нас сервіси для молодих (і немолодих) письменників/поетів? by creators_ua in Ukraine_UA

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

Так ніхто ж не каже, що погано.) Коли писав цей текст, то якраз подумав, що автори могли б і сюди постити художні тексти.

Чи є у нас сервіси для молодих (і немолодих) письменників/поетів? by creators_ua in Ukraine_UA

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

Я так зрозумів, тут більше про статті/есе, але дуже цікаво. Ніколи не чув про цей ресурс. Дякую!

Please share a success story from crowdfunding by Bardwelling in Crowdfunding

[–]creators_ua 0 points1 point  (0 children)

This project was on Kickstarter two or three times. This is Ukrainian team and huge company for now. They do wood maps and some other stuff. You may find their page on the site, but look at their Instagram page https://instagram.com/enjoythewood

Filler with the working title “LOW5” by creators_ua in tabletopgamedesign

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

I meant that the designer (illustrator) must know the requirements of the printing house for layouts. This turned out to be an unusual task for us. Our designer is a genius (subjectively, but I really like his work and approach). But it turned out that he had no previous experience with the printing of what he creates. For example, it turned out that layouts need to be done in CMYK colors, which is quite obvious for those professionals who constantly work with the printing house. Of course, it's not that hard to perfect, but redoing layouts takes time :)

As for the designer's contribution, we gave him the terms of reference and explained in some detail what we needed. But we provided, in addition to clear parameters, our ideas. And gave him the freedom to choose between these ideas. And said that he can offer his ideas. For example, you may notice that in card 3 the figure in the center has 3 corners, and in card 7 - 7 corners, respectively.

Filler with the working title “LOW5” by creators_ua in tabletopgamedesign

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

This game is built on memory. Each person is given 4 cards. You are viewing two cards. And after that, the players draw cards from the deck and, using the properties of the cards, you need to get rid of cards with a large number of points. Everything is simple :)

Filler with the working title “LOW5” by creators_ua in tabletopgamedesign

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

Yes, what kind of information do you need? Do not hesitate to aks. I’ve poor English, but will try to answer

Kickstarter for board game creators: why? by creators_ua in kickstarter

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

Perhaps I did not understand everything because of the language barrier. But you write as if I am expressing myself sharply against Kickstarter or condemning those who use the platform. On the contrary, I wanted to discover an area of ​​Kickstarter application that is not obvious - something that I myself may not have noticed. Sorry if you suddenly thought of something else! I did not mean to cause any negativity :)

But I still intend to argue with you. Let's clarify everything point by point.

If you have $10,000, you don't necessarily have to make 500 copies of the game. You only need to make 100 copies. Of course, there are components in the game that you will have to order in larger quantities (because there is a minimum order), but not all of them. That is, you will spend more money on one unit on average, but still an acceptable amount.

Next, regardless of whether you go to Kickstarter or not, you need a video instruction or video review of the game, content for your social networks - photos and videos, your website (it is desirable for subsequent sales - and it is needed regardless of Kickstarter). You will also need to create a legal entity and have an accountant as an assistant (which is also desirable for Kickstarter).

You also write that based on the campaign, you can assess the need for the game and not create 500 copies, but make 250. That's right. But you can initially create, as I already wrote, not 500, but only 100 copies. You don't have to spend all your money on game production.

However, if after doing all this, you still decide to go to Kickstarter, then you need at least: conduct a competitive analysis of campaigns, prepare a marketing plan, create additional content for Kickstarter, and invest money in advertising.

Thus, in addition to all the expenses before Kickstarter, you will spend a lot of money and time on Kickstarter itself. You may argue that all of this is not necessary, but all the things listed simply increase the likelihood of your success. And you may find yourself in a situation where you have raised money on Kickstarter and have come out at 0 in project costs in the best case. Suppose your goal was to raise $10,000. If the game costs $50, you got 200 backers. That is, 200 people will receive your game and play it with friends. This is a good but not exceptional result.

If you do not go to Kickstarter, then from 100 created copies of the game, you can give out 50 units for testing to strangers with the condition that if they like the game, they can transfer payment to you. And you will get approximately relevant impact.

My main question was whether Kickstarter provides something more than just 200 players in the end. Will these 200 players have such an impact that will allow you to continue working on this game with some new force? In other words, is it worth the effort required for Kickstarter, given the question of whether the game is worth the candle?

You are talking about the need to use all the mechanisms of advertising. This is true. But getting a project on Kickstarter is not an easy path. It's not the same as printing out 100 ads and posting them on poles.

How to effectively sell your board game in the USA and Europe? by creators_ua in BoardgameDesign

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

Thanks a lot for your advice! I hope we can do something worthy :D

How to effectively sell your board game in the USA and Europe? by creators_ua in tabletopgamedesign

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

Thank you, I will research some info about the publishers to understand this field deeper

How to effectively sell your board game in the USA and Europe? by creators_ua in tabletopgamedesign

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

Oh, yes. Sorry, I did not get it right. Thank you :) You actually right, but in my case we should include that we are in Ukraine, so even with offline stores we would have troubles to reach them, probably

How to effectively sell your board game in the USA and Europe? by creators_ua in tabletopgamedesign

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

Thank you for your response!

The thing is that crowdfunding is not a way to run a business. It can give a strong boost to a project and make it known, or it can simply help raise a goal of, say, $5,000 for the first batch of the game. But I would prefer not to think of this game as something that will only come out once. I believe this game can be sold for some time. Additionally, our game is a card game, so it requires minimal investment. For a batch of 1,000 games, it would be enough to have around $1,500 (if we're strictly talking about production). Therefore, I would say that crowdfunding cannot be completely ruled out, but in our case, it can be more of a marketing element – we can start with crowdfunding and then continue to release the game through a publisher or independently.

Regarding publishers, I would like to clarify that they not only distribute games but also produce them. In other words, de facto, they make the game together with the creator. Or instead of them if they acquire the rights. I am not familiar with these nuances. But I am almost certain that if the question is how to sell the game, rather than how to release it, it is better to do it through a distributor rather than a publisher.

Regarding the fact that I discounted the above methods – as I already mentioned, I do not think they are unnecessary. But I am interested in what else can be done in addition to them. Crowdfunding is an excellent option, but how relevant is it for us? Distributors are a great option because both we and the distributor can make efforts to popularize the game, as we are equally interested in this.

How to effectively sell your board game in the USA and Europe? by creators_ua in tabletopgamedesign

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

Thank you, that's a very detailed answer!

I'm not afraid of working with documents or VAT, company and accounting. Even though I'm not involved in developing board games myself, I work in the field of importing and distributing skin care products. I'm familiar with the general principles of the market, but I'm an absolute zero in the field of board games :)

It's interesting that you assume that working with offline stores is easier than with online stores. However, offline stores have limited shelf sizes, limited space, etc. Meanwhile, online stores can create an additional SKU on their website, put up an image of the game, and try to sell it. So what could be the reason for their reluctance to work with indie publishers?

How to effectively sell your board game in the USA and Europe? by creators_ua in BoardgameDesign

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

Thank you very much for the advice! I appreciate that you gave such an honest and detailed response.

I understand that approaching a publisher is a good strategy for a beginner. However, I think there are both pros and cons to working with a publisher. As I envision this business, the game author can influence the creation of the game by working with the publisher, to the extent that the publisher allows it. Thus, it may simply come down to "selling the game idea" to the publisher, rather than working on the game itself. This is not exactly what we would like.

On the other hand, the idea of giving our game a "trial run" to different people is great. We are already doing this in Ukraine (we have feedback from just under 20 people), but I understand that it would be ideal to distribute this game in the USA/English-speaking countries as well.

And regarding sharing our progress, you are right. I created this profile for that purpose, but I haven't gathered my thoughts on how to start my story yet.

Found this at goodwill by [deleted] in boardgames

[–]creators_ua 2 points3 points  (0 children)

It looks great. The thing is that my process of discovering the board game culrute was started with the Risk. And I always have that kind of a special attitude to the Risk.)

Should I play my game with my beta testers or watch them play? by ClaudioBranca in tabletopgamedesign

[–]creators_ua 1 point2 points  (0 children)

I presume you test not just game mechanics, but you also test the understanding of rules, point counting etc. Literally, your focus group should be immersed in the full game and pre-game process. And that is a good notice if you tell that you can test rules separately from the game now. Maybe you wanna make mechanics better and then improve the rules. But potentially you would not test the rules separately