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[Home][Playaids][Reviews][Components][Rus Civ War][News][Electronic ToC][Community][Prop posters][Wargame Design]
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I was asked recently the question, "So, where do you begin if you want to design and publish a game?". My response below:
Get a notebook - one of those cheap journal pads for a couple of bucks. Start with a few lines about the game YOU want to play with your buddies - ONLY design that game. Forget what may or may not sell (not a wise commercial move, but, only design games YOU want to play - damm the economics of it). Think about what existing game you may or may not want to use as a model. As Ted Raicer says, "Bad designers invent. Good designers steal." Talk to the designer of that game - they are usually very approachable and happy to share ideas.
Tell your squeeze what you will be doing for the next two to three years - you'll need their support/tolerance for this obsession.
Reread/read books related to the topic. Make notes about the main drivers/dynamics of the conflict that you think should be reflected, the details that make the story damm interesting and the historical forces involved. Try making a map (I taught myself Illistrator - PAINFUL!). Then a few counters (you will need to get your hands on template for 5/8in and 1/2 in counter sheet). Then a few cards (if it is going to be card driven - and a template for the cards - it will save you ALOT of time later). Playtest with one great hairy arsed gamer.
Then, the HORRIBLE experience of the rules (I used Microsoft Word) begins and never ends. Once you've got the rules to a point that someone who knows nothing about it could read and play, send to some warhorse playtesters (find some that you can trust to play the crap out of your game - and are BRUTALLY honest - I mean brutal). These dudes will make or break the game. They will have great suggestions. Listen to them. Most importantly, is the game fun? Then, re-do. And, re-do.
Then out to the warhorse playtesters with the great new game and a new playtest group. What do they think? At that point, you'll probably know if you have something that may interest a game co. Pick a couple. Talk to them. Talk to other designers. Visit the disucssion boards and see what the buzz is regarding each game co. Check out their websites. Decide how much control you have to have over the game (art?everything?). Decide how much money you may want (it may be enough so that you make 1/2 minimum wage - unless the game becomes a hit). Negotiate something. You're going to get a developer that may or may not be helpful. Might be time for Cyberboard and Vassal (although some use that to playtest the whole beast).
At some point (hopefully not too long) the game co will give you a "Yep, it looks like this should be a go". Then the final art/preorder process starts. At some point, the game co says, yep, it IS a go - get everything ready yesterday. Open up a bulletin board on Consimworld. Might even put up a website. You might even want to do a videocast explaining the game or other things to make the game accessable (something I didn't do). 4 to 6 weeks later, you get a game in your hand. Open the champagne, call one of your buddies to game and enjoy.
Oh, then people start buying your game and asking questions. Stuff gets posted. Is it broken or is it fabulous? Errata needed? Respond quickly. Living rules. Someone wants to review your game? Cool. Tourney at WBC? Cool. Players' Guide? Cool. Expansions? Cool.
You'll make a TON of new friends thru your game. You'll be tempted to repeat it. Then, think long and hard if you want to repeat the process - and have the massive discipline to see it thru again :-)
Good luck! The hobby always needs a great new wargame.