A Games-designer – or a wannabe – sees her “industrial” counterpart as a mysterious universe.
A place populated by orcs, trolls and dragons that protect rivers of milk and honey, and caves full of the gold for the designers’ royalties.

Unfortunately she is in error. Beyond the orcs, trolls and dragons there is no mythical wealth, nor cups of milk and honey. Rather, there are percentages of 4-6% on the price ex works of the game, which sells only some thousand of copies, in Italy (with few exceptions). I can illustrate a rough calculation: a game that costs 10 $ in the stores leaves the factory at about 3-4$, so the designer’s royalty for it is about 20 cents per copy. If the game sells 10,000 copies (a sort of miracle, in Italy), the designer receives 2,000$. That is, you have a good quantity of milk and honey (about 1,500 litres), but this doesn’t change your life. Therefore, only a small number of designers succeeds in making a living on games. Among these designers, very few can do the work by creating only what they really want; often they must yield to think up ‘monetary’ things, like an advertisement Game of Goose.

Enter the editor. The person who will actually consider the game you submitted to the company is called an “editor”; that is, a professional reader. In small companies like daVinci, he is the editor-in-chief himself (me!), in larger companies the editor is usually a guy who screens among all the proposals, and passes on to the editor-in-chief only the most interesting ones. The editor has 150 life points to survive the hardest rules sets. Moreover, he has some special abilities like the ones of the Druids: he is usually keen on games and knows many of them. Through experience, an editor is able to notice a camouflaged “Fox and the gooses” or some not-enough-playtested rules.
The reason why I chose to begin from this subject is that if you want to convince an editor to read your rules, you must have worked hard on the game before submitting it. So, take care of what is inside the letter, instead of how to head it!

Crime doesn't pay, playtest does. Here follow the main points about playtesting. Your game should be tested in all the situations presented in the rules, before submitting it. Some minor faults can escape even an in-depth analysis, but you must playtest hard in order to eliminate the greater faults (if you want the editor to continue reading your rules). If on page one you write that the game is for 2 to 6 players, and that each player receives a hand of 8 cards, while the cards in the box are only 36... you most likely have tested the game with at most 4 players. If the designer herself had no desire to try her own game, why should the publishing company do it for her?
The rules and the game must be “blindly” playtested, i.e. without the actual presence of the author. Are you really sure that – when you are not sitting at the table –other people are able to understand the beauty of your game only by reading the rules? Do we need to clone you to include a clone in every box? Give your prototype to a group of friends, and let them play without your intervention: you could receive fresh new ideas! And if you can show your prototype to an experienced gamer... you could discover that your never-seen-before mechanic that enlightened you in your creation is actually an old one, one that you didn’t know! This happens quite often with abstract games for two players, since the designers tend to dry up the rules, only to end on a well-trodden path.


If your prototype looks similar to the one shown here, you should update your games collection.
The prototype. To try the game, you make a prototype. To submit your game to a games publishing company, you should begin by sending an abstract of the rules, for a preliminary evaluation, and perhaps, after that, the complete rules. The editor could request your prototype only in a subsequent phase, provided it is not so simple to make one. So, don’t worry if you are not a graphic designer, or if your drawings are nasty: if the company wants your prototype, there is already a good opinion about your game. The game, at this point, will be thoroughly tested even if the prototype is nasty!

The games publishing company. Before submitting your game proposals, try to know the potential recipients. For example, it is almost useless to send games full of engines and strange objects – like Looping Louie – to Cheapass, a company that prints in thrift. Or those rules for collectible card games to the Chess and no more, Inc. Statements like “Well, they have published only games for Playstation until now, but maybe they want to open a chessboard line of games” simply don’t pay. It would be not very different to submit your game to Ford or “Animals’ Friends” association!
Carefully study the game lines produced by the game companies you want to write to, choose some (few!) of them, and personalize the proposals. I.e. submit only games that can interest that company; it is unlikely that an editor has enough time and patience to choose only one suitable game among the 99 you sent. It will more likely be thrown into the waste-paper basket, along with the other 98 ones.
The presentation of the game has to be personalized too. Speaking of concepts and theme: if a game will be sent to a company with the word “fantasy” in their name, Wizards can fit in well. The approach to the editor is important too: you are not searching a generic company (are you?), you want that company! Personally, I was not shocked even to read “Dear dr. Mr. Hasbro” o something like that, which proves that a (standard) letter has been copied and sent to everybody! Some editors throw this kind of letter into the waste-paper basket immediately (I usually wait 5 minutes).
Study the production of the game company in terms of materials, too. Try to follow that company’s standards, or consolidated standards. Maybe the very rich Kosmos company, owner of Settlers Of Catan, a game that sold million of copies, can have no problems in producing diamonds statues in five dimensions as the pawns for your game dealing with time travels. But most of the other companies would rather desire a double deck of cards, or a board with common pawns. Play often, study the games on the market, and then ask yourself if your game is really producible. Why putting 193 cards, if 110 (a double deck) are enough?


The mythical Looping Louie in action (one of the games that editors of GiocAreA like more!)

Should I patent the game? Two letters: no.In Italy, as well as in most other countries, it’s practically impossible to patent a rules set. If your game is, let’s say, Looping Louie, it would be probably possible to patent the mechanical apparatus that moves the cute little plane, but it would not be possible to patent the rules for playing it. As a matter of fact, the simplest way to protect a game is its publication. Patenting, sending a sealed copy of the game to you, and filing it to a notary: all the solutions do not protect against copy. But who wants to copy a game? The last “hit” of the small Italian market is dated at least 20 years ago!, with the exceptions of games based on television licenses (that sells a box, not the game inside). The Italian games publishing companies that publish games created by external authors can be truly counted on the fingers of one hand, and each year publish, all together, 5-6 titles at most (and have possibly a long queue of soon-to-be-printed games). There are few persons keen on games, and they more and more turn to the foreign markets… If you want to protect your game, anyway, I think that the only feasible way is the self-production. Publish an edition by yourself or on a magazine, and then propose it to game companies that could be interested: now you have some minimal guarantees. For the self-edition, it is recommended to ask a professional printer that also works for third parties. A professional product costs more, naturally, but it is possible to send it and sell it to people beyond the circle of the designer’s friends.

The proposal. At this point, we suppose that from the distillate of playtest, blind playtest, experts’ readings, building of beautiful prototypes, an interesting game has emerged. Now you have to write to the game companies you picked out as possible publishers. How to introduce yourself? By writing. An e-mail or a letter is enough: it’s not necessary to phone the company or to meet the editor personally. Just explain how your game works, and try, if you can, to do it in less than a page. Don’t be too formal on the heading of the letter: personally, I have read even letters beginning with “Dear head-hunter”... these make me feel like reading my books of Gary Larson, instead (do you remember that strip with the big head fellow who is the “Moby Dick” of head-hunters?). If you like, begin with “I am a games designer…” and good luck! Try to avoid indirect offenses (“I am told that you really need good games!”) or direct ones (“Who grants me that you will not steal my idea?”), unnecessary boastings (“My mother really liked my game!”, “This famous person said that it is wonderful!”), threatening proposals (“Can I meet you to test my game?”), and, moreover, avoid ultimatums (“I expect an answer from you in one week at most!”). As for the other stuff, almost everything goes.

The art of waiting. Now your counterpart (the game publishing company) has to carry out a work on your game, and, very important, you are not paying this work. What moves the company is the hope to discovery a good game: sometimes it happens – to be optimistic – once out of 100 submissions (for the big companies; I’d say once out of 10,000 in our case). This search has indeed some costs associated to it – including industrial risks – since it involves persons that are variously paid to dig and dig, looking for that gold nugget that somebody else said to find, in the same region, in some other time. I am not saying to beatify the editors, but at least think for a moment about their very heavy and ungrateful job that they must go through… and the time it does require!


Sleuth, a prototype by Sid Sackson
The work could be long, more than you could think: several weeks at least, more than often some months. But a serious company will always answer you, if you only have the patience to wait. Soliciting is not useless: it’s even worse! The editors will start thinking to be dealing with a tiresome person, and only the (remote) probability that your game is really the new SETTLERS OF CATAN could save it from the waste-paper basket. Moreover, the small companies manage directly the personal relations with the games designers (as we do through periodical meetings in the daVinci Academy). And these companies will more likely invest on people, before investing on ideas. Through this hard work, besides some good games, we discovered clever persons like Emiliano Sciarra and Stefano Luperto (two designers on the Meeting Room cards!). We proposed them a longer collaboration, and we hope it will lead to the publication of many of their games.
Some potentially “problems generator” designers have been discarded in spite of interesting ideas: if a designer shows since now – that is, when he is yet unpublished – a natural feeling towards money and lawyers, it’s reasonable that after the publication he will cause nuisances rather than sales.
Unfortunately often unpublished designers write dangerous things in their presentations. But the editor always hopes to be able to distinguish between the ingeniousness (“my friend, a patent lawyer, says that this game is absolutely original”) and the impending danger (“I showed this game to some other games companies, but they are a group of criminals, and I warned them through my lawyer not to use my idea”). The bigger companies, that have specific solicitor’s offices specialized in suing you and removing your underclothes together with your copyrights, may throw off your presentation letter as well, and simply evaluate the game. As I said before, when you submit something you should have always in mind the recipient.
Let’s go back to your submission. You are now waiting… what? If everything goes well, you will receive an agreement or a contract (wow!), which will establish duration, the percentage of royalties owed, and other things that we will probably describe in another article. But, as we said before, the number of games published yearly in Italy is ridiculously low nowadays. So, even with a signed contract, the game box with your name on will only see the shelves in time intervals that vary from six months (a miracle!) to two years or more. This time generates additional stress… but at least you will have time to design other games, obviously!

 

If you read the article above, you know how to submit your game or your prototype to an earnest or famous company. But let’s take a step backward: how to produce a decent prototype of your beloved game?
The first rule is that the prototype must be effective. Avoid overcomplicated graphics of the game with useless decorations or writings everywhere. Similarly, don’t limit yourself to trace four wrong pencil lines on a paper. The game’s materials must be clear, easily distinguishable among them (don’t print pawns, action cards and bonus counters on the same thin pasteboards square of the same color…) and, possibly, resistant to wear and tear.
The second rule is that the prototype must be flexible: don’t waste all of your strength to hand-make a granite board carved with pieces in cast iron. What if you have to change something, after playtest? You will have to throw everything out of the window and take the chisel again.
Any suggestions? Here they are!

- The computer is your friend. The printer is your cousin. The color printer is almost your sister. Learn to use a drawing program (Publisher, Corel Draw; but the functions of Word can be enough…). If you are utterly lacking in computer, you will need a certain initial care, but at the end you will be able to produce prototypes of a certain style. Moreover, if you suddenly decide that the map on the board has to be shifted from right to left, you will need only a couple of minutes to do it. At the end, while the new board is being printed, you will just sit and relax, thinking about how much time it would have had necessary to draw the map again by hand…

- Do you want to make your game materials sturdy? For boards, summary sheets, and common pieces that do not need to be handled a lot during the game, pasteboard is enough (or the thicker pasteboard that your printer could support – read its manual!). For cards or materials that must be handled frequently and/or be shuffled, stay away from plasticization and laminations, which are terribly expensive. It is better to use a standard format for the cards and then insert them in the handy sleeves – those for collectible card games – which can be found in games stores. You can also avoid printing the back of the cards, and give them sturdiness by buying a cheap poker deck in an “all at 50 cents” store, and insert in each sleeve a sandwich made by your card and a poker card (the filling? If you really want, one drop of glue).

- For additional materials like pawns, coins or chips, the advice is to accumulate, during the years, second-hand goods that can become gaming materials. E.g. the undersigned has used, during the years: white plugs from plastic bottles, pawns from old chessboards, transparent aquarium gems, tiles from an old Scrabble, necklace beads, Lego™ bricks, Poker chips. Actually, the small toy shops are a very good source of gaming materials at a relatively low cost, and a good source of ideas too! Keep the plasticization as your last resource: when the guy of the plasticization store sees you, he will receive you saying “I was waiting for you…”, just like the old Hammer horror films.

- If your prototype contains materials that almost surely can be found also in the offices of the recipient, just do not provide them, but remember to write this at the beginning of the rules, under the paragraph “Game components”. E.g.: “Game components: 10 six-sided dice (not included), 30 coins (not included), canalized flux (not included), game that works (not included)”.

- Speaking of rules, this is the most delicate point of your prototype. If the rules are badly written or if they are incomplete, your game will not even enter a playtest stage. I don’t go further on this subject, as you can find on the daVinci website (www.davincigames.com) very good advices from Tom Werneck on how to write rules sets.

What a hard work! Maybe it is better to give up the well-known unrewarding career of games designer and buy a box of PUERTO RICO. But, if you want to undertake it anyway, always remember: first try to make your prototype work, and only after, make it good-looking. Even if your game is almost perfect, you can not figure how many times you will need to draw it again from scratch.
“And to come back to me to plasticize it again! Bwah-ah-ah!”


Sommario www.davincigames.com www.davincigames.com Sommario www.davincigames.com Read and Play Golden Oldies
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