This is the second post about Protospiel North. To learn more about what Protospiel North is all about – and about the games I play tested while there, check out the first post.
There were three publishers at Protospiel North and we had to set up 15 minute appointements with each of them in advance. This was organized through the event itself. The publishers in attendance were:
1) Josh Bricker from Flux Capacity – a new publisher that has successfully launched Give it to the King on Kickstarter this past August.
2) Mark MacKinnon from Dyskami – another new publisher that has his first successful Kickstarter game ready to hit retail soon: Upon a Fable.
3) Doc and Kevin from Mercury Games – I’ve pitched to them twice before – and the first game they published was from one of my pitches – Quarrantine designed by Mark Klassen. So we had history together!
Since there were only three publishers, but multiple designers that wanted to pitch game ideas, we decided that it would be better if the designers each claimed a table and then have the publishers go from table to table. This was interesting to us as we’ve never been able to pitch like this before!!
The big benefit to us was that we could pre-set up each game to make it easier to show all of our games. This was good because we didn’t follow our own advice and we didn’t have any of our sales sheets ready in time for this event!! Yikes! We had eight games that we wanted to pitch so we laid them all out – each ready to start playing immediately. We put two tables together and sorted our games into similar types of games:
- three quick-reaction family games (EI-EI-O, Short Order Showdown and Jam Slam)
- two word games (Lost for Words and Chainables)
- one party game (Clunatics)
- one strategy game (SimpliCITY)
- one abstract game (still untitled!)
When a publisher came around for our 15 minute slot, we welcomed them and got right to business (we had met them prior to this actual pitch session). I showed them how our games were arranged and asked them which game or games that they’d like to hear our pitch or play a sample round.
An now, for the first time ever – you can actually watch me pitching SimpliCITY to Josh Bricker! You’ll note that I’m not using sales sheets – and that’s because of the fact that we had publishers come around to our table instead of us going to them. Check it out:
All three publishers were impressed at the variety and quality of our games – or so they said! 🙂 They were all interested in SimpliCITY and Clunatics and each of them wanted to come back afterwards to play one of our games. Nice!
Here’s where you shouldn’t do what Sen and Jay did – play your game with a potentially interested publisher with untested tweaks to your game!!! We had playtested SimpliCITY the night before and while everything worked out fine, we had one idea from Al Leduc to get rid of the score tracks. We brainstormed it and thought it was such a great idea that we implemented it right away. It was pretty crazy since it could have backfired on us. Fortunately it didn’t and each playtest went very well. We did manage to tweak it once more before playtesting it with another publisher which made it even better!
In the end, Josh from Flux Capacity expressed interest in taking another look at the game. We’re talking with him now to figure out if it will be at another convention or if we’ll simply mail him a copy of the game. I’m excited to show him a couple of the improvements we’ve made since he’s played it. It’s funny – the game was ready to be pitched when we brought it – but when you’re surrounded by game designers, there’s bound to be some good ideas floating around that might throw a monkey wrench in your plans!
Mark from Dyskami liked Clunatics and wanted to take a copy with him back to his playtest group! Huzzah!
So in the end we have publsihers interested in two of our games – nice! All in all, the weekend was fantastic. The time went by so fast though and I didn’t get enough time to playtest all the games that I wanted to try. Next time…next time!