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Game authors
FAQ
by Bruno Faidutti,
www.faidutti.com
As a game author with a strong internet presence, I often get emails
from would-be game designers who don’t know how to step into the
marvelous world of game publishing. Among the many questions they ask,
there are three or four that come up regularly, and which I’m a bit
tired of answering. Let’s answer them here, once and for all.
How can I protect my idea and be sure some dishonest game publisher
won’t steal it?
Don’t worry. None of the game authors I know ever patent or protects
anything, be it name, rule or components. I don’t know if it’s legally
possible, and I don’t care. Game publishers are first game geeks, like
you and all authors, and therefore honest people. It’s difficult enough
to select the few games to publish among the hundreds which are
submitted to them every year, it would be time wasting and suicidal to
steal an idea and become alienated from the gamers and game authors
community. Even worse, if when contacting publishers you tell them that
you have patented your rules and trademarked your game name, they’ll
think, probably rightfully, that you are paranoid and will rather
publish games from other authors with whom relations should be easier.
Is it useful to pay a professional artist to make a nice looking mock-up
of my game?
Non. Graphic and artistic choices are the publisher’s job, and many
publishers don’t like to have an author trying to force an illustrator
or a graphic style. You can give your opinion, but the decision is not
yours, and publishers need a neutral and sober prototype so that they
can imagine the game in their own style. Your prototype must be clear,
clean, efficient, but it doesn’t have to be elegant and highly graphic.
A few cliparts from the web are usually largely enough to suggest the
setting and make cards and tokens easy to recognize. Furthermore, a good
game doesn’t need good graphics to be interesting – if yours does, it’s
not good enough. I’ve seen a few prototypes by Wolfgang Kramer or Reiner
Knizia, they are graphically as poor and bland as mine.
Rather than wasting time in making gorgeous components for your
prototype, take time to read, reread and proofread the rules. Many games
are rejected because the rules are unclear or incomplete, because the
game has never been playtested without the author explaining it.
How can I get in touch with publishers?
It’s difficult for me to answer this question, because it’s certainly
much easier for people who, like me, already have many contacts in the
gaming world. Visit game fairs with your prototype, have as many gamers
as possible play it, and if it’s really great, there’ll be some buzz and
publishers will come to you. If it doesn’t work, visit the publishers’
booth, try to find who’s in charge of selecting games, make a short and
simple explanation of the basic idea of your game, and try to get an
appointment to show it in detail. Anyway, never send a prototype or a
ruleset unless you have been asked for it, and be patient after doing it
– answers can arrive months later.
Can I submit the same game to more than one publisher?
Yes, you can. Publishers need time to look at all the submissions they
get, and if you wait for the answer from a publisher before showing it
to another, you’ll probably wait twenty or thirty years before your game
gets published, if it ever does. This means that, if you really want
your game to be published, you must show your game to several publishers
simultaneously, starting with the ones who seem the most likely to be
interested in it. On the other hand, it’s fair to inform them that you
have also contacted other publishers, and to inform them again when you
start serious discussions with one of them. In some very specific cases,
when a big publisher looks really interested in one of your games and
specifically asks for it, you can let him the exclusivity of a prototype
for one or two months, but never more.
The publisher wants to give me XX% of his gross sales price. Is it fair?
Publishers will usually give you between 5 and 12% of the cash flow they
make on your game, but that’s not the most important. The most important
is to deal with someone you like and trust, and someone who shares your
idea of the game. Don’t waste time discussing 1% more, but be sure the
publisher and you agree on the game theme, on the gamers it’s targeted
at, on the way it will be published, on how you’ll stay in contact, on
what control you'll have on the game.
Anyway, game authors, like book writers, have no serious and convenient
way of controlling the print runs and sales, so you must be ready to
trust your publisher on this. This simply means that what’s important is
not what is in the contract, but with whom you sign it.
The publisher wants to change everything, it’s not may game anymore…
What can I do?
Here is the real issue. The few serious arguments between author and
publisher are usually not about money, but about games.
Publishers usually won’t ask you for major changes in the game systems,
but they often want to change, sometimes drastically, the game theme.
It’s a shame, since my experience is that they are most times right
about the mechanisms, and wrong when changing the game setting. I deeply
regret a few theme changes I finally accepted for some of my games.
When a publisher wants to change a rule, it’s usually because in-house
playtesting showed some problems. If you disagree with the suggested
change, discuss it, explain your point of view, and usually one of you
will finally admit that the other is right.
It’s different with the theme, because there’s nothing you can answer to
a publisher who tells you “I know the market, I know the gamers, I know
what theme will sell best” – even when you’re sure he’s wrong. If you
think the new theme doesn’t fit, protest, try to convince, and if it
doesn’t work and it’s still time, get your game back and look for
another publisher. If you think it can work, make sure you’ll have the
time to rework the game and adapt it to its new setting. Many game theme
that could have worked didn’t because the change was made in a hurry,
just replacing a card name with another, a character name with another,
when a few minor changes in the card or character effect could have
saved the critical synergy between theme and mechanisms.
I think I've covered the most critical issues. Now, good luck, and see
you soon on some game fair.
This article was first published in issue 51 of the french game magazine
Des Jeux sur un Plateau.
October 2008
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