The Retailer Report

So you've invented a game and want to have it published. Here's some free advice from an opinionated old game store proprietor.

Spend for quality components and good artwork. Do not have a yellow box. Do not package a lot of air in your box.

Pick up and handle Cranium and Apples to Apples, which are current and all time best sellers, to see what kind of "heft" your box should have. Play these games to see how easy they are to learn and how much fun they are to play. These are your benchmarks.

Do not emphasize that your game is educational. You may as well brag that it's boring.

Do submit your game for every kind of award offered.

Test, test and test. "Blind test" your rules three times or more. What I mean is that you should have folks who are not your friends and relatives go into a room with your game and one or two competing games. They should open the games and read the rules and begin to play without your being present. Listen (on the other side of a two-way mirror or to a video tape of the session) for problems with understanding the instructions; slow or frustrating phases of the game. Compare how easily the group gets going with your game versus the other. See which they re-play or talk about after. Too often inventors rely on praise from friends and family. Friends and family are too nice to honestly critique the game. Or they learned to play from you instead of having to rely on written instructions. Many games get to market with poorly written rules. (I will edit game rules for a reasonable fee)

Do not try to or expect to make money on the first print run, which will cost you at least $20,000. Many, many more games are sold by "pull through" than by push. Neither your advertising nor our telling people to play your game will sell very many copies. Most games will be sold to people who have already had fun playing it at someone else's house. So you need to get a few thousand people to play and enjoy your game. You will have to absorb some of these costs.

Do not expect anyone to lend you money to develop the game or to buy your idea.

Do not price your game according to your expenses. Price it according to the market. Find a successful game that weighs about the same as your product. Take the retail (not discount) price of the successful game, divide by two and make this the wholesale price. Do not have a suggested retail price that is less than double your wholesale price. Retailers are not interested in subsidizing your development costs by cutting their margins, because the retailer's landlord, for example, will not cut the rent in order to subsidize your development cost.

Do not quit your day job until the second print run.

There is a web site where game inventors share ideas. Observe and learn. www.discovergames.com

--
Katherine Newkirk
The Game Preserve
Selling selected board games since 1980
www.gamepreserve.com


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