Thursday, April 11, 2013

21. & 22. Board Game Retrospective and Why the Nice Ones Cost so Much.



I love board games. However, I think most mainstream games, your traditional Monopoly, Trouble, and Sorry, are pretty horrible games. Far too much relying on lucky rolls or draws and far too little strategy. Even risk is basically just “sit in one place and build troops until you can steamroll everything”.

Fun board games are complicated games. Ones that take up entire tables and entire Friday nights. I started young with Weapons and Warriors, a wonderful game with little plastic forts and figurines. You set up your own base and then take turns firing little plastic cannons and ballistae that shot orange balls at targets. If you hit a target, one plastic soldier will fly off the fort with a satisfying twang of a rubber band powered trap. It was like mousetrap only with Vikings and pirates. The other was Hero Quest. Think of Dungeons & Dragons with training wheels. The booklet held all the layout and flavor text for the Dungeon master (or DM) to lay out as the heroes progressed. Pick one of four premade heroes and go smack some skeletons (which sounds like a euphemism, but trust me, it isn’t). I always picked the rogue when playing, and my older brother Eric got the wizard. These two were my favorite games growing up. Now that I think about it, it’s no wonder I like D&D so much with these awesome fantasy games training me up to be a good strategic player.

Now I like a couple of more adult games. Settlers of Catan is usually the go to game for serious gamers, but it’s really not one I enjoy. Once again, too much left to luck. I prefer Agricola, a game in a similar vein but a tad more strategic. Then there’s Seven Wonders, raising up one of the ancient civilizations up through the ages and crushing your competitors with battles over the eons. But my favorite so far is Betrayal at the House on the Hill. This game was so mind blowing when Eric first described it to me. The first half of the game is pretty simple. Your characters are all in a haunted house and you have to explore it. Usually rooms have events- creepy noises, ghostly apparitions, or something worse. When the players in the game see too many ‘omens’, the Betrayal happens. The betrayal is an event that changes every game. Depending on what omen the character sees in what room, one character becomes the traitor and the rest become the heroes- or the victims. In one game, the traitor finds some old notes in a lab and creates a super strong monster which the other heroes must destroy. In another game the traitor begins to madly play the organ in the basement, sending the house sailing through different dimensions. Another game might reveal a blob monster, killer bats, swarms of wild beasts, or some good old blood thirsty vampires. Overall, there are about 56 total different scenarios. This is truly a game you could play forever.

But one thing that stops me from trying out more board games is the price tag. Some of these games are just as expensive as new videogames, often ranging from $40-$60. I know that there’s probably a good reason why they’re so expensive. But I was kind of curious as to where all the money went when I buy a new shiny game. So I started looking at how much it would actually cost to produce a game.

I found this wonderful website, The Game Crafters (https://www.thegamecrafter.com/)   that lets you design and produce your own board game. I never knew a site like this existed. Now that I do, I’m actually really excited! With a site like this it would be easy to design a game, print out a test copy for yourself, and display it proudly on your shelf. Or who knows, print out a couple copies and go down to the local comic/anime/general geekery convention and try setting up a table to sell it. Actually, just as I was thinking this I found they had a page where you could work with Game Crafters to promote the website and your own game at a con, and they’ll even give you swag to give away! I swear, these people are the most business savvy guys I’ve ever seen.

Looking through this website kind of gives me an idea of general prices. The quality of these items seems pretty high as well, which would probably mean the prices are equivalent to the usual game publishing industry. So let’s say I have a game. It’s about unicorns trying to take over the world with their deadly sparkle magic. Thinking of an average game, I’ll say it needs:

6 unicorn player pieces
30 cards for power ups and spells
Two dice (with custom horn/hoof/sparkle attack stickers)
60 magic tokens and 10 bloody victory tokens
18x18 board
a medium 6 page instruction booklet with color
medium box to hold everything

The board is $10, the instruction booklet is $7, and the box is $5. You can see how the prices of games start to rise when just the basics like this break the twenty dollar mark. But now for the pieces. Cards are sold by the sheet, so we’ll get 2 sets of 18 poker cards for $3. “shards” or cardboard tokens, are also sold by the sheet. So I’ll get a circle sheet for the magic tokens and just 10 single pieces of hexes for the victory tokens- $4 all total. The dice are dirt cheap- just $1 for the two dice and the 12 custom stickers needed to turn them into unicorn murder machines. While I would dearly love to find some little horse or unicorn minis, I would have to search further afield for them. Instead I’ll just grab some 20 cent generic pawns for $1.

I have been rounding these prices just to make it easier on myself. But, if I calculate the total, I could publish my game for around $31. Hmm, that’s not shabby, but I would want to make sure my sparkly doom machine game was up to snuff before I would shell out for it. There are options to make the game cheaper, such as using a mat instead of a board or getting black and white instruction sheets. That would actually knock the items down to $2 and $1 respectively, bringing my game down to $16. With a price that cheap, there wouldn’t be much in the way of making my game a reality!

But… I would only get a $16 dollar version of my game if I wanted it for myself. If I were to actually produce a game for customers I want it to look professional. Let’s bump it back up to the old price of $31. Since I can’t draw worth a damn, I need an artist for the cover, cards, tokens, and instruction booklet. I would probably pay them a flat fee and I don’t know how to calculate that into my cost. I may be wildly over or underestimating the price here, but let’s say that adds $4 to each game sold. Since I’m trying to sell the game I need advertising. Again, I have no idea how internet marketing works. But let’s just say it’s an added $2 for every game if I get some “click to pay” banners up on some websites. And finally the biggest cost bump of all: profit margin.

I want a 40% profit margin on my game. I looked up some calculations online, and I think this is how I manage it. I would take the price of the game (now $37) and multiply it by .60 and add that number to my original price. (37)(.6)=22.2, and 37+22= $59

Phew, that was a lot of math. Going through this project has really let me understand why games are so expensive. It’s a lot of little things- all the booklets and pieces that suddenly start adding up if you get all the bells and whistles. And the price bump for the margin of profit is killer. That’s not even taking into account the shipping/handling and storage that you would normally have to worry about (Game Crafters handles this end of the business). Even though I didn’t think my unicorn game would be that expensive, it wound up being a mind boggling $60 if it wanted to be a viable game for sale. Even my $16 version of the game would shoot up to around $30 if I tried to sell it

So, will I ever make a board game? Probably somewhere along the way, yes I will. But only if I’m making it for family and friends. Unless inspiration suddenly strikes, I don’t think I’ll ever feel the need to start making and selling games. But now I will certainly be able to appreciate the costs of the games I see on my game store shelves.

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