Self-Publishing

Choose Your Own Adventure: Self-Publish Board Games or Not?

Posted on 12 CommentsPosted in Start to Finish

To get the Start to Finish series going, I’ve spent some time discussing games, game development, and the amount of careful messaging that is needed to create and sell a great game. At this point, you may be beginning to have some healthy doubts about the benefits and drawbacks of self-publishing a game. After all, if you self-publish, you are responsible all these decisions and their results!

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The Start to Finish series is intended to help you self-publish a game for the first time. Yet that’s not the right decision for everybody because there are so many factors to consider. Self-publishing could totally kill the magic of game development for you, depending on what drew you to it in the first place. My guide will be handy whether you self-publish or go through a publisher. But it’s time for you to ask yourself a big question:

Do I really want to self-publish?

Let’s pro/con both options…


The following excerpt was originally from Is self-publishing your board game a good idea?

Why Self-Publishing is Great

Without a doubt, the most compelling reason to self-publish your board games is the fact that you have complete creative control. You are not forced to make any edits to your work for any reason. Conforming with genre standards is less of a priority. You can take big risks and do strange things. Marketing doesn’t have to be your first consideration. You do not have to bend to the will of companies which have their own standards and norms.

As an individual creator or a creator within a small, independent group of creators, you’ll be able to connect with others on an individual basis. You do not have to run your ideas across a company before talking to others. Just do it because you can. You can reveal as much as you want to reveal, you can completely open your game up to the public, or alternatively, keep everything hidden. People will know you by your name and not just as someone with Asmodee, Stronghold, or some other publishing company.

When it comes to money, you’ll get all of it if you work alone. If you work within a small group, you’ll walk away with a much bigger share than any publishing company would be willing to offer you. Even if you sell less, the profit margin is much, much higher.

Why Self-Publishing Sucks

Though you might be walking away with a higher percentage of the profits, the odds of making a profit are pretty slim. In fact, you’re a lot more likely to sell a lot of units if you go through a publisher. Even if you make less money per unit, you could still come out better when you’re not trying to sell the game alone or in a small group. Selling is really, really hard. It takes a lot of time to learn and it’s an entirely separate discipline from game development or any other responsibility that you will handle on a regular basis.

If you self-publish, there will be enormous demands on your time. This is true for solo developers and small groups. You do the game development and playtesting. You go find the art. Promotion and Kickstarter are your jobs, as is shipping. Accounting and taxes fall within your responsibilities. You are quality assurance. You are customer service. Most of your time will not be spent designing.

If the time and money issues don’t give you pause for a minute, consider the high odds of failure. Publishers might reject you, but they won’t let you publish total garbage. Your game can still flop if you go through a publisher, but it’s a lot less likely because publishers don’t want to take chances on things that probably won’t succeed. Nobody can stop a self-publisher from failing.

Why Publishers are Great

Going through a publisher may strip you of some degree of creative freedom, but it will free up a lot of money and time. Publishers handle the marketing, the selling, and often they cover the art, too. You have to spend money making a nice prototype for publishers, sure, but you don’t have to get deep into the behind-the-scenes business processes. Going through a publisher will give you the best chance for your work life to be “me and my game.” They take care of the grittiest work for you.

On top of taking care of the ugliest work and doing it better than you ever could with your limited time, the publishers will probably sell more than you would alone. Publishers have all sorts of vetting mechanisms in place that keep you from going to market with a bad game. Once you jump through their hoops, your odds of having a successful game are much higher than if you self-published.

Why Publishers Suck

Of course, the cost of having a company swing the full weight of their art, marketing, and selling staff behind your idea comes with a hefty cost. They’ll ask you to make changes. You won’t get many chances to comply, so if you don’t make the changes, they probably will for you. You have to sacrifice your creative control to some degree when working with a publisher because they have certain business practices that predate you. They are bigger than you – that’s the key thing to remember. They don’t have to listen to you, and they’re probably better off if they don’t.

However, don’t assume you’ll get to the point where they ask you to make changes. Your odds of outright rejection are very high. You’ll probably have to ask multiple publishers if they are interested. Sometimes it’s because your pitch is bad, but sometimes it goes beyond you. Publishers play by their own rules, and it’s often in their best interests not to disclose all the rules that they follow. You have to watch them, make your best guess at what they want, give them a great pitch, and be okay picking yourself up in the probable event that they’ll reject you.

Let’s suppose that your game does take off after you avoid rejection and make extensive changes. You won’t walk away with much cash. In fact, it’ll have to be a Pandemic or Ticket to Ride sort of blockbuster to really, really line your pockets. Then again, you might still be better off than you would be self-publishing.

Self-Publishing: Long-Term Trends

In just the last five years alone, Kickstarter, Indiegogo, Patreon, and other lesser crowdfunding platforms have continued to grow. Crowdfunding is more popular than it has ever been before, which is great because this is one of the most popular ways to produce indie board games.

On top of that, eCommerce sales are continuing to grow at an even faster rate than the board game industry. Selling games directly to the gamers is more possible than it’s ever been.

Of course, at the same time, indie board games are getting a lot better. Production values have massively improved in the last five years and board games are outright fancy these days. With fancy components and artwork comes a high cost, meaning that there are while there are fewer explicit barriers to self-publishing, there are far greater implicit barriers to self-publishing. Gamers just expect more.

There is a silver lining to this. Board games are showing up in all sorts of unexpected places. Gift shops, boutique stores, and even churches. It’s my opinion that self-publishers on a tight budget may not be able to compete with other hobby games on Kickstarter. They may, however, be able to make the best educational game about Utah’s state history for local schools. Micro-markets like this are growing.

Traditional Publishing: Long-Term Trends

Traditional publishers have been more heavily using crowdfunding in the last several years. I expect this trend to continue. This is because crowdfunding feels a lot more legitimate than it did ten years ago. Backers practically treat Kickstarter like a store.

Traditional publishers are a lot more capable of handling the ever-increasing production values of hobby board games. However, this comes at a cost: eliminating bad ideas. That means publishers, who are already selective, are likely to be more selective in the future. That means they’ll have increased leverage, and may offer even less favorable terms to designers.

That may sound icky, but don’t simply write off the traditional publishing route. Running a business is hard work, and it’s not something you should do lightly, no matter what the current trends.

Bringing it All Together

As you can imagine from the above, the decision to self-publish or not to self-publish is an incredibly personal one. A lot of people don’t consciously realize that it is, indeed, a choice that you have to make. I write with the intention of speaking specifically to self-publishers, because that is what I know, that is what I’ve done, and that is what I like. Yet either path could lead you to obscurity or fame, destitution or wealth, happiness or misery. You have to know your own motivations and make your own carefully considered decisions.

Everybody wants freedom, or they at least think they do. The decision to self-publish comes down to one question: how much responsibility are you comfortable taking to make games? There is no wrong answer to that question.

The beauty of this is that you don’t have to make a decision today. By being aware of the alternatives, you’re already in a good situation. As you’re designing the early versions of your game, you’ll get a sense of what you like and what you don’t like about making games. When it’s time to start thinking long-term, then you’ll have to make the decision to self-publish or not.





7 Lessons from Monopoly for Aspiring Board Game Designers

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Monopoly: it’s one of the oldest board games in the store. It’s one of the top 10 best-selling board games. There are over 1,144 versions of it on the Monopoly wiki. It’s also a terrible board game.

Oof. There’s a good chance I offended you with that last statement, but it’s important. Monopoly has a staggeringly low 4.4 out of 10 on BoardGameGeek. When board gamers need a game to mercilessly mock, they look no further than Monopoly.

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Monopoly is a bad game, but have a little respect.

Yes, your ire toward Monopoly is well-placed, but put down the pitchforks. It played a role in history and we have a lot to thank it for. A world without Monopoly is a world without Scythe, Gloomhaven, Spirit Island, and Terraforming Mars. It’s the reason why modern board games don’t look like chess, checkers, backgammon, and Go.

The game was created initially by socialists to show why unchecked capitalism sucks. It’s easy to forget this. This game was never meant to blow up, it just did because it was in the right place in the right time. It also just so happened to make modern board gaming as we know it viable. So be kind, and say “thank you, next.”

Besides, when we – as gamers and game developers – put aside our frustration for a moment, we can actually see Monopoly for what it is: a solid concept with bad execution. There are a lot of questionable game design decisions that, if corrected, could have made for a fantastic game. In short, we can learn a lot of lessons from Monopoly.

1. Runaway leaders and family games are a bad mix.

Of the many issues that board games can have, runaway leaders are among the worst. Sure, there are some skill games where you want the ability to leave your opponents hopelessly behind in the dust, but those games are intellectual, challenging, and for a very specific and dedicated crowd who know what they’re getting into. That’s not how family games are meant to go!

There is some bitter truth behind the joking that Monopoly makes families fight. Once you start winning at Monopoly, you can buy more properties, charge more rent, buy more properties, and…you get the idea. Early on, if you get a bad chance card, land on the railroads, and hit luxury tax, you can end up with far less cash than your opponents and from the very beginning of the game feel like it’s hopeless. That’s an awful feeling.

The key takeaway here? If you’re making a family game longer than, say, thirty minutes, you need a way for losers to catch-up. This is a critical element of good game design.

2. Long games cannot rely heavily on luck.

A lot of ink has been spilled about how luck can be used in board games. Here’s the way I think of it: unless you are specifically making a board game where your objective is literally to push your luck, a la Quacks of Quedlinburg, then don’t have a major part of the game be determined by pure luck.

How do you implement luck without forcing events upon players? Well, perhaps different dice rolls can give players different options to choose from. Give players the option to hold onto randomly selected cards for later use at a convenient time. Things like this go a long way.

If you fail to do this, well, your game will play the players and not the other way around.

3. Pacing is important – the game needs to stay interesting for the entire time.

I think I said it best in 2016 when I first wrote about Monopoly:

Despite letting leaders run away and providing inadequate catch-up mechanics, Monopoly is not a fast game. In fact, it tends to drag on for an hour or more before the obvious leader finally claims victory. You can drag a game on by being the losing player who keeps landing – by random dice roll – on properties not owned by your opponent. This is not at all hard to do, especially considering that you keep getting $200 just for rolling the dice five or six times!

4. Think twice before you make a long game.

Okay, so it’s date night. You and your beau are trying to pick out a movie. It’s a little late, or maybe one of you had a long day at work. Perhaps one of you didn’t sleep well. Your choices are:

  • A three-and-a-half-hour epic, complex, challenging movie like Lawrence of Arabia.
  • Basic slightly-under-two-hours comedy.

We like to think we’d enjoy the first option, but we often default to the latter. It makes sense, too. Your gamers are busy. They’re tired. They’ve got stuff going on. Jobs. Kids. You name it.

If you want to make a long game, you have to make it a phenomenal experience. I’m talking about full-on Twilight Imperium or Gloomhaven. Even then, only a small fraction of people are up for an eight-hour board game.

Know your audience. Most people will start getting uncomfortable in their seats if a game goes over an hour. Most board gamers, even, will tolerate up to two hours.

One of the cardinal sins of Monopoly is that it often lasts three or more.

5. Keep the rules as simple as possible.

Business Insider ran an article in 2017 where they listed six ways people were playing Monopoly wrong. To save you a click, they were:

  1. Unnecessarily taking a lap before buying properties.
  2. Taking money when landing on Free Parking.
  3. Properties are not auctioned.
  4. Refusing to let players earn when they’re in jail.
  5. Giving players extra money for landing on Go.
  6. Giving properties back to the bank after losing.

Some of these misconceptions are generations of people misteaching the game. Yet if the game were not as complicated as it was to begin with, people wouldn’t feel the need to make up rules.

It’s not even that the rulebook is long! It’s just that the rules are unintuitive and feel wrong to people when they play the game. Good game designers will look for ways to eliminate “desire paths” in their game – places where people play the game in ways that aren’t intended. They then either change their game to curtail the behavior or clarify the rules.

6. Don’t use paper money.

This may sound like a small detail, but it’s really not. Paper money is bad news. It’s a relatively expensive material, and it’s not very satisfying. You have to fiddle with it and you can’t tell denominations apart without looking. Cardboard coins, wooden discs of different shapes, and poker chips are all better options.

Board gamers – even the really casual ones – interact with your game’s soul (it’s theme, rules, and so on) through its components. That means when your components are fiddly and annoying, so is your game!

7. Watch your playtesters’ reactions.

With so many issues, it seems unlikely that Monopoly was thoroughly playtested. At the very least, it wasn’t playtested to modern standards. So many of the flaws above can be observed and corrected. Aspiring designers should take note of the many flaws of Monopoly so they can avoid replicating them!

Final Thoughts About Monopoly

As deeply flawed as Monopoly is, the world is a better place because it exists. It helped paved the way for modern board gaming while providing a great case study in bad game design. The game’s frustrating legacy has indirectly made many, many board games much better.

Next time you encounter the latest version of Monopoly in Walmart, take a moment to smile at the game. Then walk past it without putting it in your cart 😛

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How to Make a Tabletop Simulator Demo of Your Board Game

Posted on 19 CommentsPosted in Dev Diary

Many of you know that I’m in love with Tabletop Simulator as a testing tool. It’s a simple app on the Steam store, it costs $19.99, and it’s been an extraordinary resource for me during the development of War Co.Highways & Byways, and Tasty Humans.

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The 5 Benefits of Using Tabletop Simulator

I’d like to explain to you exactly how to create a demo of your board game on Tabletop Simulator, but first let’s discuss what I perceive as its five main benefits:

1. It saves you a ton of money and time on prototyping.

Even using simple paper and ink from your printer can add up pretty quickly when you’re making different versions of your game. This can easily add up into the hundreds of dollars, as it did with War Co. for me before I discovered LackeyCCG and eventually Tabletop Sim.

2. It takes less time to create a prototype.

Instead of physically creating a new game or swapping out parts every time you make a substantial change, you can simply update the image files on your Tabletop Sim demo. It’s pretty straightforward.

3. You can play-test online.

This means you can find play-testers all over the world, which allows you to see how well your game communicates with people from different cultures or who don’t speak your language as well. Not to mention, it’s easier for many people to find others online than in person.

4. It’s great for publicity.

Because you can play online, you get the tremendous opportunity to livestream your game with people who have a good size audience on Twitch or YouTube. This is one of the most underrated marketing opportunities around for board game dev. I could easily make two or three articles on livestreaming board games.

5. It makes it easier to build an audience before you have a physical copy of the game.

This goes hand in hand with benefit #4 but bears mention on its own. Until you have something to show people, it’s really hard to get them interested in your board game. Because high-quality physical prototypes can be expensive, Tabletop Simulator gives you the ability to show potential fans what your game is all about without committing to expensive physical prototypes.

How to Make a Tabletop Simulator Demo of Your Board Game

Step One: Create Images of Your Board, Cards, and Components

For the purposes of this guide, let’s assume your game involves a board, some cards, and some two-dimensional pieces. If it involves 3D models or other complex pieces, see the knowledge base that the development studio put together.

First, you’ll want to create JPG images of your board and each unique component. If you have duplicates of components, just create a single JPG – you can copy and paste the piece multiple times once you’ve loaded into Tabletop Simulator. This is pretty straightforward – all you need are some files that show what they actually look like. The Tabletop Simulator software will automatically size the board and pieces around your images.

Cards are more complicated. You’ll need to use this template or one similar to it. You’ll need to place the front of each card on one of these numbered slots, starting with 1 and working your way up from there. If you have 50 cards, you’ll fill up the first 50 slots and no others. If you have more than 69 cards, you’ll need to make multiple decks. Once you have all cards placed, save the whole grid as a JPG.

If your cards are a different dimension than the template linked above, you’ll need to create a template that is 10 times the width of a card and 7 times its height. Then you’ll place several gridlines so you get a similar template with different dimensions.

As for the card back, you’ll just need to save that as a JPG. If you have multiple card backs per deck, you’ll need to make another grid based on the template. Card back 1 needs to correspond to card front 1, card back 2 needs to correspond to card front 2, and so on.

Step Two: Upload Your Images to the Internet

Once you have your board, cards, and other pieces ready as JPG files, you need to upload them to the internet. When you’re creating a Tabletop Simulator demo, you’ll need to reference the URL of each image. I suggest you upload files to your own web server, if you have a website. If you don’t have your own web servers, Imgur will do the job.

Step Three: Create a Workshop Item on Tabletop Simulator
  • Start Tabletop Simulator.
  • In this order, click CreateSingleClassic, then Custom.
  • Delete everything from the table by right-clicking each object and clicking Delete. (You can use the default stuff, but I want to show you how to do this the long way.)
  • In the top middle of the screen, click Objects.
  • Click Table on the menu.
  • You should now see a screen similar to the one below where it shows a list of tabletops. Pick one you like.

Now that you have a table, let’s get a board on it.

  • Click Objects in the top middle of the screen.
  • On the menu that shows up on the right, click Components.
  • Click Boards and then Custom.
  • You should see a screen similar to the one below. Copy and paste the URL of your board’s image.
  • Click Import.

Next, let’s add some cards.

  • In this order, click ObjectsComponents, Cards, then Custom Deck.
  • You should see a prompt like below. Fill it in as follows:
    • Face – enter the URL of your card fronts template
    • Unique Backs – check only if each card has a different back
    • Back – enter the URL of your single card back OR the unique card backs  template
    • Width – 10
    • Height – 7
    • Number – number of cards in the deck
    • Sideways – check only if your cards are meant to be used sideways
    • Back is Hidden – check
  • Click Import.

To add a custom component, follow these instructions.

  • In this order, click Objects, Components, then Custom.
  • Click Tile for flat pieces or Figurine for stand-up pieces.
  • You should see a prompt like below. Fill it in as follows:
    • Type – Box for square, Hex for hexagon, Circle for circle, Rounded for rounded square
    • Top Image – enter URL
    • Bottom Image – enter URL
    • Thickness – 0.20
    • Stackable – (your choice)
    • Stretch to Aspect Ratio – (checked)
  • Click Import.

At this point, you can hover over any individual piece and press the plus or minus key to increase or decrease its size. You can also highlight any pieces you wish to copy and use CTRL+C and CTRL+V to make copies.

Well, let’s not go overboard with copy-paste…
Step Four: Release the Workshop Item

Once you’re done, click Upload > Workshop Upload. Fill out all the information, and click Upload. It will upload it to Steam and then give you a Workshop ID. Any time you want to update your workshop item, pull up this same window and click the Update Workshop tab. Then type in the Workshop ID, fill out the information, and click Update.

Step Five: Get Noticed

If you plan on using Tabletop Simulator for anything other than rapid prototyping, it’s not enough to simply create a Tabletop Simulator demo. After you create the demo, you’ll need to go looking for people who will want to play your game. This can be tricky because not everybody has Tabletop Simulator and oftentimes people are not willing to spend the $19.99 to get it. Think about how you spread your message. Consider reaching out to people who like Tabletop Simulator and play-testing new games on Twitter or in Facebook groups.

Need More Help with Tabletop Simulator?

As you can imagine, with software as sophisticated as Tabletop Simulator, I’ve only been able to scratch the surface of its true abilities in this article. You can create incredibly complex board games with 3D models and Lua scripting. The possibilities are immense.

For that reason, if you need help with Tabletop Simulator, I recommend you check out Overboard Games. The guy behind this company runs the Pangea Games social media, and he’s become really, really talented with Tabletop Simulator. He and his team have even made demos for big publishers such as Stronghold Games, Garphill Games, and Portal Games. He’s worth your time!

Final Thoughts

There you have it! This is a quick and dirty guide on getting started in Tabletop Simulator. Once you understand the basics, you can learn more of the nuanced aspects of creating a demo. I’m just here to help you get started 🙂