|
|||||||||||||||
So You’ve Got an Idea for a GameI’ve met a lot of people who claim to have an idea for a great new game (and to make it clear from the beginning, in these articles I’m talking about tabletop games). Some of these creative people have sold thousands of copies of their creation; some haven’t even played the thing one time. Now, I love games—playing them and making them—and I love encouraging people to follow their dreams. As I’ve worked to do those things over the last several years the thoughts you’ll find in this series of articles have developed. I made note of the many lessons I’ve learned as I moved toward the goal of seeing my own games in print and each bit of advice I gained from people living my dream. The final motivation to get it all down in writing, though, was hearing too many stories like the following.
The articles:
What Does This Guy Know About Making Games?When I discovered the joy of playing of contemporary games in the mid-90s, I didn’t just leap headfirst into playing and buying them. I almost immediately began creating my own. That was over ten years ago now. Only recently I was offered my first contract and advance from a game publisher. It was a dream ten years in the making that finally came true! But ten years? If someone had told me in 1996 that it would take that long, I very likely would have given up! I’m now very grateful for the slow path to publishing that I’ve experienced. Taking ten years to get a game published means I’ve made a lot of mistakes along the way. I’ve learned to deal with rejection and I’ve been forced to be realistic when it comes to the industry. Those experiences have provided me with a wealth of lessons I am glad to pass along to others.Additionally, I worked through the self-publishing process with a friend to produce an edition of another party game I created. At this time we’re just beginning the process of selling all these games we’ve made, but I did get plenty of first-hand knowledge of what it takes to bring this game from an idea in my notes to 3,000 copies in the warehouse. If you want to read about that process in more detail, I’ve written about it here. Still, having two games published doesn’t make me an expert on the subject. My experience has also been broadened, though, through contacts I’ve made in the industry. For example, for the last five years I’ve met with aspiring designers from the U.S. and Canada at an annual gathering devoted to the craft of creating games. We call it Protospiel—a blend of “prototype” and “spiel”, which alludes to the German games that inspired many of us who started the event. Several Protospiel attendees have had games published by major publishers the world over. Others have published their games themselves in large or small quantities. I’ve become familiar with the success stories of those involved in this event and, like everyone who attends, I’ve gained a lot of valuable information. Furthermore, over the last four years I’ve had a very close look at the industry through my work with Fair Play Games. By working with an online retailer I’ve been able to meet publishers, designers and gamers who have showed me industry in terms of the art, the business and the entertainment. I’ve been able to interview some of my heroes of game design and I’ve had to deal with some of the dreamers who think they’ve just made the next Monopoly. So those are my credentials. If you’re still with me, ready to move ahead with your idea for a game, let’s start off at the most important place of all—reality. | |||||||||||||||
| |||||||||||||||
this page last updated 4 Sept 2006 |