Now that I have officially been publishing board games for about half a year, some ideas have become increasingly interesting to me. Other than the typical questions that relate to the viability and profitability:
- How do I get consumers to trust me, Tasty Minstrel Games, and the games I publish?
- How do I get consumers to purchase the games on pre-order?
- How do I help create buzz, hype, and contagious sharing of my games?
- How do I encourage retailers to stock my games and request distributors carry the games?
- Who do I trust for manufacturing?
One question that has been on my mind is the viability of a co-op or partially co-op publishing house. I suppose the answer to this depends on the parties involved and what I actually mean by a co-op publishing house. While reading this, please remember that I am thinking out loud.
What Is A Co-Op Publishing House?
The generalized idea for me is very simple. People that are interested in getting their board and/or card games published utilize the resources/expertise I have developed to bring their games to market. At the same time I utilize the investment capital they are committed to spending to bring their games to market. So the concept is actually very simple. Pay to play or something like that.
I feel like I need to reiterate what I just said, because I may have over simplified it. For this example, we have a hypothetical game designer named Gavan. Gavan has a game that he feels provides high quality game play, immersive theme, re-playability, and potentially low production costs. So, Gavan shops his game around to various publishers and realizes that either the publishers are not interested OR Gavan feels there would be insufficient compensation for his intellectual property. I try to respect both sides of the coin. A potential problem for Gavan is that he might not have the established network of resources to make the publishing go smoothly.
There may only be one opportunity for the game to be properly brought to market. If it fails or fails to meet the full potential, then that is a lost opportunity. I personally feel like Vinci / Small World is a GREAT example of this. Vinci is one of my favorite games. I always felt like it was under represented for how good of a game it is. Apparently so did Days of Wonder, so they re-themed the game and got some amazing artwork. Now Vinci has been reincarnated as Small World, which has pumped sales up tremendously.
Two publishers took what is essentially the same game and made a significantly different product. In comes the co-op publishing house as an opportunity for Gavan. Not only can he get his game published, but he can take on the financial risk himself while possibly getting an improved product and more sales. So, what are the pros and cons for the game designer.
Pros And Cons For The Game Designer
Pros:
- Increased royalties and control over their own design when compared to typical publishing contract
- Utilization of existing publishing and marketing expertise
- Increased market exposure (game from a known publisher as opposed to an unknown publisher)
- Increased distribution opportunities (by leveraging existing relationships)
- More likely to be published by removing financial risk for publisher
- More parties involved typically increases good ideas
- Possibly using an existing development team
Cons:
- Decreased royalties and control over their design when compared to self-publishing
- Financial risk
- Rejection for publication when providing capital for publishing will hurt more than normal
Pros And Cons For The Publisher
Pros:
- No financial risk for bringing a game to market
Cons:
- Risk that partially through the publishing project, the game designer will not have the money
- Less control over a publishing project
- Lower profit on games published this way
- Messier contract and reporting requirements
- Dealing with whining when you won’t publish a game despite having no financial risk
The Difficulties I Currently Foresee
This kind of format will have many difficulties. How will you verify that reporting is truthful and accurate? How will production payments be made? How will the revenues be split? How will you fund future reprints? How many games can be used as promotional giveaways? ETC ETC ETC.
The Obvious Synergies
There are a couple of things that I already do as a publisher of two soon to be released games Terra Prime and Homesteaders that are expensive. A new publisher would need to pay for these things also. Off the top of my head that includes ISBN Numbers and Bar Codes, international shipping, customs fees, advertising, trade shows, convention attendence, and the list probably goes on. The cost of these things all decrease per game as you increase the number of games that you publish. For example, I pay the same fee for ISBN numbers if I have any number less than 10. After that, I have the same fee for any quantity of ISBN numbers 11-100. Those are all fixed costs.
When I run a contest on Board Game Geek, it costs me the same amount of money if I promote 1, 2, or 4 games. I have a fixed cost to attend the GAMA Trade Show regardless of how many games I actually publish. The cost for shipping manufactured games to the United States goes down as I have quantities that fill entire containers, or the unlikely scenario of an entire boat. As I have more games to offer distributors I may consider the benefits of doing my own distribution.
All of these things stack to increase total profits. In the end you have smaller pieces of a larger pie. Don’t forget what matters is how much total pie you get. Please let me know what you think about all of these concepts. I am very curious!
Related posts:
- Fact or Fiction… Publishing Board Games Is Good Finance?
- How I Started Publishing Board Games – Learn How To Make Your Own Board Game
- Importance of Lists and Timelines for a Proper Plan + Example
- Questions From The Classroom
- Reader Questions: Why $39.95 for Homesteaders and Terra Prime?
- Manufacturing Issues and Potential Solutions
- Reader Question: How Do I Get My Game Published?
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