Getting your game out there, from unknown to sold in 3 steps.

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  • čas přidán 30. 07. 2024
  • In Episode 116 the guys have been out and about selling Hobgoblin, Gaslands and other games at gaming conventions in the UK for the past few weeks, and they've been thinking about how exactly to do that well. Also, about when sometimes they've seen it done badly. Here they lay out a few of the points behind getting it right. And for once it actually is three steps.
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Komentáře • 25

  • @SmallBatchMiniaturesGame
    @SmallBatchMiniaturesGame Před měsícem +2

    Ancient Greek mercenary skirmishing where you create your mercenary captain, recruit a warband of about 10, and seek glory and fortune. A couple sprues of Victrix will give you enough models for two warbands, which is way less than basically any Ancients game. Battles shift suddenly as you backstab your friends and get their men to betray them, just like the ancient world!
    Thanks for the video, guys, i'm getting ready to take my game to my first convention so this is helpful

    • @RuleofCarnage
      @RuleofCarnage  Před měsícem

      Cool, hope the convention goes well, the game sounds great, betrayal always a good hook.

  • @c4tg1rl10
    @c4tg1rl10 Před měsícem +2

    I'm developing a fantasy skirmish game called Bastard (temporary name, maybe) focused on cinematic, intimate, and dynamic combat designed in such a way that it's not just about the weapon in your hand, but how you use it. Whether that be an elaborate Link Attack you worked to set into motion, or charging headfirst into combat and trying to put an entire shield *through* someone.

    • @RuleofCarnage
      @RuleofCarnage  Před měsícem

      Interesting, I'd drop something more in to suggest the scale of the game, I understand Bastards is 1-3 models, which is quite unusual, and grounds it in my hobby experience.

  • @Uselesswizard
    @Uselesswizard Před 23 dny

    This was a great episode and exactly what I needed to help me develop a good elevator pitch!
    I'm working on a pulp/dieselpunk sky pirate themed aerial dogfighting game focused on fast movement, judging risk vs reward, and outwitting your opponent. Players control two or more customizable aircraft with varied pilot skills and abilities with the objective of stealing and fighting their way to infamy and fortune. This is a diceless game that uses Blackjack as the core resolution mechanic and fits miniatures like Crimson Skies, Blood Red Skies, Aeronautica Imperialis (with some kitbashing), etc.

  • @Predator8383
    @Predator8383 Před měsícem +1

    Excellent as usual

  • @Danielstafford1997
    @Danielstafford1997 Před měsícem +2

    I'm working on a rank and flank game called Bardiche that attempts to evoke sweeping fantasy battles on a 2'x2' playspace. Most units in the game are based on 40x40mm square bases to allow units to be grouped up in various configurations to create varied formations like pike and shot squares ect.

    • @RuleofCarnage
      @RuleofCarnage  Před měsícem +1

      Nice idea for sweeping battles on a small table. I might mention the model scale because with a play space like that I'd wonder if it was 15mm or less.

  • @dr.masquesretroelixir5360
    @dr.masquesretroelixir5360 Před měsícem +2

    Thanks, guys. Good thing to know for all game designers. Currently working on “ Never bet the Devil Your Head” a trick taking / betting card game, in which you draft cards for your final hand from a shrinking pool of cards. Inspired by the Edgar Allan Poe story of the same name. (This is my first attempt at an elevator pitch for this one) 🙂

    • @RuleofCarnage
      @RuleofCarnage  Před měsícem +1

      Sounds interesting, I don't really like trick taking games, but I'd be curious to take a look at that, particularly how it works with the Poe story.

  • @CornishCrusade
    @CornishCrusade Před měsícem +1

    Warband-level Sword-and-Planet/Gunpowder Fantasy wargame, thematically somewhere between "John Carter of Mars" and Brian McClellan's "Powder Mage" trilogy. Activated units can perform an entire "action sequence" of long & short actions, which can be affected by orders & equipment, enemies reacting, and superhuman heroics!

    • @RuleofCarnage
      @RuleofCarnage  Před měsícem

      I've always been a fan of John Carter. Reactions are always interesting and tricky, love to see how it turns out.

  • @danielmiller1826
    @danielmiller1826 Před 14 dny +1

    Ok so here's my elevator pitch:
    Furious Firefights: a fast sci fi battle game based on 80's action movie style combat. Use any sci fi, cyberpunk and even some fantasy miniatures. Turns based on hidden orders revealed on activation and resolution mostly using a single roll per action with granular results.
    A coherent but open galactic setting where factions are flexible archetypes that do not lock you down to a paint-scheme or model range.

    • @RuleofCarnage
      @RuleofCarnage  Před 13 dny +1

      Seems like a solid pitch. I'd like to know what grounds all those random minis into your specific world.

    • @danielmiller1826
      @danielmiller1826 Před 13 dny +1

      @@RuleofCarnage Cool! the setting follws the end of previous Golden Age of Dispersion where humanity spread throughout the galaxy leading to a huge variety of cultural experimentation and almost no conflicts over resources or territory. At the end of this period encounters with alien civilisations, voracious xenobugs and sentient planets forced humanity inwards - once more people were fighting no only aliens but each other. So a lot of the factions can be represented with various minis - techno barbarians (who either aquired ech from outside ofr from a collapsed civilisation could use Mad Max or GW ork style minis), xenobugs might use Alien xenomorphs, GW 'nids etc...). And of course the galaxy is BIIG so all these variations can plausibly exist somewhere...

  • @EarlofChutney
    @EarlofChutney Před měsícem +1

    Sales pitch matters for selling a game to your friends (getting them to play when so many games are available). I find Billions Suns fairly easy to pitch but I can easily compare it to economic boardgames for 4x space games to most of my friends. I have largely changed the victory conditions and recalibrated the game however, partly so I can teach it more easily.

  • @danielmiller1826
    @danielmiller1826 Před 14 dny +1

    Great littlw channel this!

  • @rulosingmymind7635
    @rulosingmymind7635 Před měsícem +2

    "Rift" (working title) A far future where mankind has segmented into un-augmented, cyborgs, and machines battling over the ideals that make each group choose their path of guided-evolution. It is a tabletop wargame intended to be scaled from skirmish apocalypse using a simple, easy to learn rule set that can be expanded in depth and complexity. It uses a card system to help players keep track of each units skills, equipment, and special rules, and any level of complexity can be added or removed simply by using, or refraining from use of certain card decks.

    • @RuleofCarnage
      @RuleofCarnage  Před měsícem

      Interesting, I'd want to know if it was a boxed game and how the cards were to be made available.

    • @rulosingmymind7635
      @rulosingmymind7635 Před měsícem +1

      @@RuleofCarnage My plan is for a tabletop game. Specifically, and purposefully, because I wanted to fix the two worst features of tabletop games: shooting mechanics and memorization of complex rules. Ideally I would want decks to be more or less complete; not like collectors cards. Maybe in themed packs so that you weren't forced to buy a whole bunch of cards you don't want or need. They would be a way to list build without digging through books and apps and would contain a nested set of attributes. A squad can carry so many pieces of equipment, a certain sized weapon, and have a limit to the amount of armor it can have. Each of these things would have a card which would stack on top of the base unit card until you had about 6-8 cards for a unit deck. They would be a quick reference for all of that units equipment, special abilities, weapons, health, armor, and ammunition(which is limited). Limited items like special equipment or ammunition would be discarded as they were used to help the player keep track. All of the respective rules for using each item would be listed in their brief entirety on the card itself. I have a growing pile of these cards on a business card doc. I need a few more completed before I will have enough that I could print out for a playtest. That was probably way more than you wanted to know, but I'm excited enough about how well and fast the idea is turning into something tangible that I'm just itching to burden any poor soul who has the ill luck of being kind enough to ask about it.

    • @RuleofCarnage
      @RuleofCarnage  Před měsícem

      @@rulosingmymind7635 So quite similar to the X-wing first edition list building system.

    • @rulosingmymind7635
      @rulosingmymind7635 Před měsícem

      @@RuleofCarnage I never played it, but now I think I need to look it up.

  • @gekalskip
    @gekalskip Před měsícem +1

    Interesting as always guys, thanks. Another question to consider discussing (if you haven’t already): how necessary is it to have something unique in your game? I personally haven’t played tons of games, but I just find it hard to imagine all those hundreds of games I see at Spiel each year are gonna be anything I haven’t seen before. Same for large scale miniatures wargaming, for example the old world: if the old world hadn’t been a GW product, would it really grab anyone’s attention? The differences with older whfb editions is minimal imo, or the fanmade spin offs. So the question is, how original/unique/revolutionary should a game (ideally) be? Keep it up guys, loving your channel!

    • @RuleofCarnage
      @RuleofCarnage  Před měsícem

      I think we've touched on it once or twice. There's certainly a hard limit on innovation. I think that minis games are particularly inspiring on this front because frankly if you make one about anything other than stabbing up people you're going to be pretty unique.