When designing a game you hope to license for publication, keep in mind that you’re not just designing a game: you’re creating a product. For your game to be successful, a publisher must be able to sell it quickly, in quantity, and for a reasonable mark-up.
.@gilhova writes about making a good product in addition to a good game in his @kickstarter post-mortem. http://t.co/AFlBcD4hJE
— Chip Beauvais (@the_FlyingSheep) April 6, 2015
Along the way, he touches on a reason I don't want to self-publish. I want to focus on the game and let someone else focus on the product.
— Chip Beauvais (@the_FlyingSheep) April 6, 2015
This isn't because making a product isn't important to me. It is. It needs someone who knows what he or she is doing.
— Chip Beauvais (@the_FlyingSheep) April 6, 2015
@the_FlyingSheep you SHOULD be thinking about making a good product as well as a good game, esp if you want someone else to sell it for you.
— Brett Myers (@brettspiel) April 6, 2015
@the_FlyingSheep it’s the difference between a GOOD game and a SUCCESSFUL game. Publishers want good games but need them to be successful.
— Brett Myers (@brettspiel) April 6, 2015
@the_FlyingSheep the first thing a publisher will ask himself is, “will this game be a successful product?” A confident “yes” is essential.
— Brett Myers (@brettspiel) April 6, 2015
@brettspiel These are good points. It's probably more accurate to say, "I need a partner to create a successful product."
— Chip Beauvais (@the_FlyingSheep) April 7, 2015
@brettspiel Those are the skills a good publisher brings to the table.
— Chip Beauvais (@the_FlyingSheep) April 7, 2015
@the_FlyingSheep well, yes, of course, but those are also the skills a designer would be smart to hone if he wants to be successful.
— Brett Myers (@brettspiel) April 7, 2015