Handbooks
GAMA publishes two educational handbooks. The Publishers Handbook was developed by the GAMA Wholesale Division and counsels publishers on how to deal with distributors and how to make their products appealing for sale. A must for new publishers who have not dealt with distributors before and for established ones who would like advice in this area.
The Retailers Handbook was developed by the GAMA Retail Division. This book covers all aspects of running a hobby game store and was authored by experienced and successful retailers with aim towards helping new businesses find the road to success.
The Manufacturers Handbook is free for any member who requests it. The Retailer's Handbook is free for Retail members. Non-members may purchase them at a cost of $20 for The Manufacturers Handbook and $50 for The Retailers Handbook.
To order these or other GAMA publications, please complete [ this form ] and fax it to us at +1.614.255.4499
Brochures
A variety of brochures are available for community use. "Questions and Answers about Role-Playing Games" is aimed largely at parents who have concerns about the nature of these games. It is also a useful tool for professionals who have to deal with these questions.
"Dealing with Parents" is aimed at retailers who may have parents who are concerned about their children playing hobby games. It is a tool to help retailers sensitively answer the parent's questions and allay fears.
The Games in Education Committee has produced several brochures highlighting games that teach certain skill sets. Each brochure has a slightly different focus. For more on Games In Education and to download these brochures, please visit the Games In Education page.
Press
Need some answers and information? Want to schedule an interview with one of our industry experts? We're here to help!
- Information on the game industry in general
- Background on market segments inside our industry (board games, role-playing games, miniatures games, card games, and such)
- Insights on the current growth of designer board games
- Connections with manufacturers, distributors, and retailers throughout the country for a "local angle" on your stories
For all this and more, contact us at 614-255-4500 or via e-mail at marketing(at)gama.org.
For a press kit explaining a bit more about the Game Manufacturers Assocation, click here.
Need a logo or Origins Award graphic? Visit the logos and images page.
GAMA forms partnership with Hobby Manufacturers Association
GAMA is proud to have a partnership with the Hobby Manufacturers Association. We recommend that you attend their show if your store sells any hobby merchandise.
Designing/Publishing A Game
This page is a free service to people who have designed a game or who are thinking of designing a game. We provide this information free of charge because what you do with your game idea is important to our industry. For a healthy game industry we need well-designed games supported by solid companies. If we have poorly designed games in our industry, then our distribution channel is filled with dead product. That dead product holds up much-needed cash. Poor product also makes customers reticent to try other games. If a company is not solid, then a product that could be successful will not have the marketing or operations support to get known and be produced properly.
There is enough information on this page to answer a number of initial questions. For deeper questions and many resources, please join GAMA. As an individual you can join GAMA as a Communicating Member and receive all of the resources you need to successfully publish your game. (There are additional, common questions answered at the bottom of the page.)
Designing a Game
There are a few simple steps to designing a game. Okay, they are very complicated but listing them is simple. We can not stress enough that each of these steps is very important, though they are not always taken precisely in this order.
1) Have an idea
2) Decide on the target audience of the idea
3) Use that information to design a game, based on your idea, that will sell to your target; considering game-play (the rules), player interface (the way the player interacts with the game), and price point (five to seven times the cost of making, selling, and marketing the game)
4) Look at your design and cut things out of the rules and player interfaces that are not needed to support the core of the game
5) Do not get attached to your game design. Be willing to change it now that you…
6) Play-test, play-test, play-test
7) Give the game to strangers to play-test it without your help. LISTEN TO THEM
8) Show the game to game retailers, distributors, professional game sellers or buyers, or at least to some published game reviewers to get their opinions. LISTEN TO THEM
9) Finalize game design considering all of the above
If you have already designed your game and you now you see that you skipped a step or two, go back and do those steps now.
Sell / License Your Game or Self-Publish?
The benefits of self-publishing are that you have control over the product and retain all of the profits. The challenges are that you take all of the fiscal risk and that you must know about the game industry and business in general. The benefits of selling your game to a publisher are that you don't have to know about the game industry or business or take any risk. The challenges are that you don't have control over what they do with the product and that you're likely to only get three to 10 percent of gross sales for each game sold (very, very likely closer to three percent).
Sell / License It:
Trying to sell or license a design can be very difficult because most companies have designers, or the principals of the company ARE the designers. Additionally, game publishers receive hundreds of submissions each year and only publish a few of them. If you have followed the steps above in designing your game, then you are light years ahead of the vast majority of other designers. Here are your steps to sell your game to a publisher:
1)
Make an attractive, playable prototype. It's
hard to give you exact notes on how nice to make your prototype without knowing
about your game or about who you are showing it to. That said, a good rule is
to make your prototype look and feel as close as you can to the final product.
Box art is not necessary unless it's integral to the game. Art on cards and
boards is nice, if you can borrow some art or get some cheap. This does not
have to be final art, but some art of some sort will help give the potential
publisher a better feeling for the game. The components are the most important
part in making the prototype feel like the final product. If there are going to
be wooden cubes in the game, use wooden cubes in the prototype. Use some Filo
dough to make pieces that you can not buy at a craft store. Home-made is
okay--in fact, it's the best. Do not spend a lot on your prototype. $100 or
less is a good rule, though it will vary depending on your game’s components.
Do not bother going to a professional service to have your prototype made
(unless it's going to cost you the same as if you made it yourself).
2)
Research, research, research publishers. Get a copy of the
Greater Games Industry Catalog <GQCproduction@comcast.net> and look to
see what companies you think would publish your game. (The Greater Games Industry
Catalog lists mostly hobby and specialty games. For mass-market game companies,
go to toy stores to make a list for yourself.)
a.
Look on their Web sites for game submission guidelines
b.
If there are none on their Web site, e-mail or call
them asking for their submission guidelines
c.
Follow their guidelines exactly
d.
Unless their guidelines ask you to ask them, do not ask
them to sign a Nondisclosure Agreement (NDA). Publishers look at designers who ask for NDAs as being ignorant of the industry, and likely not good to work with. (See below for more.)
3)
Make sure that you show your contract with a publisher
to a lawyer.
a.
Some publishers will offer to license your game for as
long as they keep it in print. Others will want to buy the game outright from
you. You must decide which option you are okay with.
b.
When licensing a game, a publisher will offer you
between three and 10 percent of gross profits. Their offer will very likely be
between three and five percent for a new designer.
c.
When purchasing a game, a publisher will offer
between $100 and $5,000
Note: You could also hire a broker to do all of the work for you. A broker will take between 10 and 50 percent of your royalties.
Some Common Questions:
What do I need to do to protect my designs?
Have you shown the game to any professionals? Have you play tested it with strangers at schools and/or conventions? Do you have contact information for those people? If the answer is yes to all those questions, then you're safe as you're going to be. Don’t waste money on patents, NDAs, or the like.
These things are good for other industries, like tech industries. They are
used by inventors mostly in industries where
something new is really being created. Game mechanics have all been
done (yes, it feels like your design is new--it's not); and there is a really hundreth monkey thing in game design as
well (where several people seem to be thinking about the same thing at the some time, though they do not talk to each other). Companies do not want to look at products that come with NDAs
because the company might be working on the game already--or more likely, the
idea is not as original as the designer thinks it is. If you've come up
with a new way to make laptop batteries smaller, get NDAs. If you've
come up with a new way to move mice around a track, don't get an NDA. Additionally, publishers so rarely steal ideas
that it’s not worth trying to protect yourself against it. You look silly doing so. It’s a bad
idea for
a publisher to steal—they will not get any other designers to work for
them.
How many games are designed each year?
Literally thousands of people design a game every year. A lot of creativity goes into them, and it's a blast to create them. That was the fun part. If you want to take it farther it's not nearly as much fun.
How many games come out each year?
About 1,000 games come to market each year. That sounds like a lot doesn’t it? You don’t see that many new games, do you? This is a good point that you should think about when getting into game design. Very few of those thousand games make it to store shelves. Of those that do, most don’t make it on many shelves. The game market is a wonderful and fun market. It’s also very full and hard to sell into.
How many games “make it big”?
Of the thousands that are published each year, only two or three really sell enough to be considered a big hit by the industry.
Where else can I go for advice?
Check out this page for links and articles:
http://www.fbgames.co.uk/links/design/design.htm
Head here for a free book on running a game company:
http://www.starfleetgames.com/book/
How do I publish my own game?
GAMA offers the Publisher’s Handbook, a book that covers many of the ins and outs of game publishing, answers the most pressing questions, and teaches you the most important things about the game industry and its requirements. We highly recommend either purchasing a copy of our handbook or becoming a Communicating Member and getting one for free as a member. As a member you will also have access to our list of publisher resources, such as printers and parts manufacturers; our list of retailers and distributors to sell to; and our many other benefits. You should also attend GAMA Trade show to gain contacts and receive education.
Short of that, here are the things that you should do (not necessarily exactly in this order):
1) Create a business plan
2) Raise capital. Do not put yourself in too much debt to do this. Figure that a board game is going to cost about $50,000 to get to market.
3) Follow the steps in designing your games
4) Have at least three games when you start your company. Distributors, retailers, and game enthusiasts look at companies with just one game with suspicion. A one-product company is likely to be a vanity press and most vanity games are poor products. Having a line of games to start with shows commitment that is usually accompanied by professionalism. Have a few games in the pipeline as well.
5) Plan and arrange the production, shipping, and storage of your products
6) Create a marketing plan (Make sure to include GAMA Trade Show and Origins Game Fair)
7) Show your games and marketing plan to distributors and retailers. Get their opinions and LISTEN. You can show a number of people in one stop by attending GAMA Trade Show. (Though you need to be aware that they're busy selling and promoting their products so their time to talk with you may be limited.)
8) Make arrangements with distributors to offer your products
9) Pre-sell your products to retailers through the distributors
10) Don’t over print your games. Follow product code and labeling standards
11) Support your products and continue to publish solid games with good marketing..........