A New Game Company. My Ideas

I think about games quite a bit. When I’m not plotting the next scene in Retribution, designing the next scenario in Night of Man, or playing the latest hot game on BoardGameGeek (at least the latest conflict-based game on BoardGameGeek), I’m thinking about how I would handle and develop a new company. I want to share my ideas for a new company here, and I’d love to hear your opinions.

1. Passion. When possible the people involved should be avid gamers. This isn’t always possible. Janice (my wife) was a KEY element in the Walker-owned LNLP and she is only a casual gamer, but she is a passionate humanist, and I think that came across well to everyone she dealt with.
2. Honesty. Game companies should be honest. I’m not perfect in this respect, but I found that
laying it on the line, without spin, always led to happier customers, and less problems down the line.
3. Know your strengths. For example, I’m a game designer. I’m also very good at marketing (It’s easy… I love people, I love games.), and promoting the business. I’m not good at proofing stuff. Period. Any future Mark Walker-led game company will pay strong proofers. People like Tyler Roush and Jim Snyder.
4. Embrace the smallness. Don’t waste time or money attempting to look bigger than you are. If it’s you, your wife, and a teenager, so be it. Avoid the pompous “we” pronoun. Say it plain, be yourself, be proud of the basement.
5. Go with what works. I made this mistake with LNLP. ATZ was our biggest title; I should have published a horde of expansions. That doesn’t mean that World at War and Lock ‘n Load didn’t work. They did, they worked quite well, but I almost ignored the ATZ success, and that hurt the company.
6. Flashy is bad. Flashy websites impress folks. Some folks. More folks are impressed by a clean look that is easy to navigate.
7. Use Statistics. This ties in with #5. My heart tells me that a game like Night of Man would sell better, but the blog page views seem to indicate that there is more interest in Hills of Stanley. Interesting.
8. Keep the money simple. Janice and I took credit cards, and then charged them manually. This works fine if you take a credit card in January and charge it in February, but some of our P500 games went on for three years. Come time to charge the cards, many had expired. The easy solution is Kickstarter, but that really only supports one game at a time, and that won’t support a company. Not completely sure what the solution is. Certainly Kickstarter is part of it.

Those are my quick ideas. What are yours? Please comment below.

Mark H. Walker served 23 years in the United States Navy, most of them as an Explosive Ordnance Disposal diver, he is the designer of the Lock 'n Load, World at War, and Nations at War series of games in addition to many others. Sign up for his newsletter to get design insights, game updates, and stuff.


Comments

brad said…
It would be good to see you at the helm again, Mark. I think it would be really interesting to see where you could go with a new company. Which one of the above eight points would you consider the most important element?
Mark H. Walker said…
Solving #8 is critical. "P500" money is critical to financing printing, but there needs to be a fair, equitable, and efficient way to tackle that problem. You simply cannot charge cards when people place an order for a game that won't be delivered for a couple of years. On the other hand, allowing unfinished games to simmer on P500, accumulating the money needed to print them, is very important. Not sure how to solve the dilemma, but I have some ideas.
Michael J. Kitchin said…
Interesting stuff. Some observations on your points:

(1) Yes and know. Key phrase you use being "when possible". Games are one domain, business is another. The business of games is not precisely a hybrid -- one provides constraints and opportunities for the other. It's great to find people who can navigate that distinction, but they're relatively rare.

(2-3) Absolutely. Sounds like small business 101, if there was ever such a thing.

(4) Also absolutely, however: You've remarked before on the tenuous connection between online water-carrying (Twitter, blogs, BGG curation, etc.) and sales. I'm no expert, but the designers visible engagement is a positive element to me. The actual, tangible products (even very few of them) matter more, but the former definitely helps me take the leap to the latter. Can't quantify that better, sorry.

(5) Good observations, but "yes and no" again. Keeping LnL and WaW going makes the company a better game maker via the challenge of their diversity and, most especially, they keep the designer engaged. Tough call to what degree that dictates priority, however: I would have been happier with fewer, larger releases of LnL and WaW, even if it was a *very* few and I had to wait longer to get them. Line of Fire (as an aside) is interesting swag but doesn't float my boat.

The thing that's had me on needles for two years, for example, had been America Conquered and still is Heroes of the Pacific. I bought most of the others to partially slake that lust but, honestly, in hopes it would accelerate what I really wanted. If that's how it has to be, that's how it hast to be, but if that shift in emphasis had (for example) enabled those ATZ expansions and *therefore* accelerated those large releases...

This extends to reprints, somewhat. It's possible some reprints didn't have to happen in the scheme of things, as spectacular as the results are (e.g., Forgotten Heroes, Nuklear Winter).

(6) Sure, but there are standards. Websites at a certain level of polish separate sketchy kickstarters from businesses I'd want to buy from or (more importantly) follow. Your "clean look that is easy to navigate" sounds good.

(7) Yes and no. I was drawn to the Hills of Stanley post because of its personal narrative and the hand-done graphics. That's cool stuff. I signed up for the Ring of Hills campaign a while ago, but it doesn't trump a number of other titles in the lineup.

(8) Yeah, the prepayment thing is a tough one. I wouldn't mind paying up front of the escrow arrangement was obvious and trustworthy and/or the company had a long track record (MMP charges right away, IIRC). No slam-dunk answers there, though the "one game at a time" suggestion might be the key. Fewer, more comprehensive titles might mesh with that.
Michael J. Kitchin said…
((Geez...how about "yes and *no*"...been a long few days, sorry :P ))
Mark H. Walker said…
Michael,

Although I do reference the work I did as both the owner and designer of LNLP, keep in mind that I sold that company in March of 2013.
Ken said…
Thanks for the insight, Mark. I don't pretend to know anything about making games for a living, so I appreciate your thoughts on the subject. It seems like these items would extend to just about any type of start-up business. It seems like #8 would certainly be the most difficult to come up with a good solution.
Mark H. Walker said…
Thanks for the comment, Ken.
Norm said…
Regarding #6, Blogspot is one of the worst offenders I've seen. Egregious abuse of JavaScript makes it unusable on my mobile devices. Even on the PC I have to retype my comments two or three times before the post actually succeeds, due to random lockups and workflow bugs (don't forget to set "Comment as" before you begin.)

I can see how #1 and #5 would come into conflict. I love the breadth and variety of LnL titles, and I'm glad to have a bunch of them on my shelves, but I sometimes wonder how you manage to recoup all of the time and money you invest in development. I have also been frustrated at times when I tried to recruit new players, only to discover that the key modules were out of print (not unlike the problem that MMP has with ASL.)

I am really pleased with Heroes of Stalingrad, and would love to see more of your games go digital (preferably mobile, too.) Even if that means skipping the dead tree phase and going straight to the apps.
Mark H. Walker said…
Well, digitization depends on a quite a few things. Lack of programmers being the primary anchor.
Norm said…
Sincerely wish I could help you there. (Nothing I'd rather be doing, but a lot of other things I'm required to do first. You know how it is.)
I imagine the upfront development cost for a computer game must be at least 10x the cost of a print run, with perhaps 2-3x lead time.
Mark H. Walker said…
That's about right. 100K+ for a simple game.
Brant said…
One thing that Mark left out that I think is waaaaaay overlooked for a small tabletop game company - learn to love the shipping business. Everyone loves the designing / playtesting / sharing your creations, but ultimately you have to deliver product to customers, and that means shipping. Lots and lots of shipping. It is virtually impossible to overstate how much shipping you're going to do. You want every single copy of the game to leave your office, which means if you order a print run of, say 500, you're going to ship probably 380-400 packages. Learn to love the shipping business.
Mark H. Walker said…
Absolutely, Brant. I will say that except for the pre-orders, 95% of the games are sold to distributors, so you must also sell in bulk.
Brant said…
that's true, but you still have to box them and ship them to someone! :)
Mark H. Walker said…
You're right about that, but shipping 120 copies to ACD is much, much easier than shipping 40 individual copies. :-)

I'll also say that play testing can be one of the most tedious chores, even when you enjoy the design. Good testers are difficult to find. So many take a game, any game, as a competition, and that ruins play testing.
elcarto said…
So when can I start playtesting this thing, Mark? I love your crossover between heavy tech military and sci-fi, and can't wait to see what you come up with.
Mark H. Walker said…
Soon, Richard. Come on over for a weekend of gaming and we'll test the heck out of it. Deal?

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