Gathering of Friends 2014 Review: Part 4

Our fourth post on all the pitches we had with publishers at this year’s Gathering of Friends! You can read the previous posts here:

Gathering of Friends in review Part 1- ZMan/Filosofia

Gathering of Friends in review Part 2 – Days of Wonder, Ystari, Abacusspiele, R&R Games, Zoch

Gathering of Friends in review Part 3 – Huch & Friends, Toy Vault, Mercury Games, Think Fun

iEllo

LOGOIELLOWe met with Stephan from iEllo and we were surprised that he liked the first game that we started pitching to him: Chainables. We actually hadn’t pitched this to many other publishers because we had brought it last year and found that a language game wasn’t a top priority with a lot of the German publishers! But Stephan really liked it and wants us to submit a Print and Play to his partner to try it. Of our other games, Stephan really liked What’s That and Zombie Slam. When we were pitching What’s That, he was nodding and getting the idea of the game – but then when I said the last part of the pitch – that everyone has to work together and figure out the commonality between everything – he lit up and said, “I want it! Let’s play – but I want it!” That felt good! He also liked Herdables and said if we could make it play up to 4 players then we should submit it.

We also played Ignotus with him and he was digging it right up until the end. The game had players getting rid of tokens – but the endgame proved to be a bit of a letdown as one player could have 1 token left and no one could do anything to stop it. He had liked it up until that point and then had to pass on that one. He did want to take Chainables, Zombie Slam and What’s That though – so…win!

Afterwards I was sitting with Sen and Josh Cappel and asked them to help me figure out how to fix Ignotus. As we were playing Josh was not really liking it because he doesn’t like deduction games. His thought is “you either 100% know it or you 100% don’t know it” and so he wasn’t too interested in the game. We persisted and Josh almost flippantly said that the game would be better if we could bluff. Hmmm –that’s interesting. We immediately tried it and it worked awesomely! Now it wasn’t about getting rid of your tokens but by gaining points – which you could only get if you guessed someone’s Goal Card. I met up with Think Fun and Huch & Friends again to let them know about the changes and they were both happy with the new direction for the game! It’s amazing to me that some of our games got interest from publishers – then we changed them while we were at the event and had to re-pitch them! I am way more confident with both Ignotus and Lions Share because of the changes we made though!

Repos

repos_prod_logoOur final meeting was with Cedrick from Repos. We kept seeing him while he was playing a game (like the 7 Wonders expansion, Babel) and we almost never met up. Fortunately we caught him on the last night he was there as he was heading back to his room for the night – lucky!! The only game we showed him was What’s That. We had shown him this game last year but we worked all year to improve the App and eventually it became so late that we decided to re-pitch it to him. We asked him if Repos had any ability to make apps and he whipped out his iPad and showed us the 7 Wonders App that is launching soon. It looked pretty damned amazing. We were convinced that they could do this game!! He left with his continued interest in the game and since the Gathering we have set him up with the App and are anxiously waiting their thoughts on the game once they playtest it in their offices.

So that’s it! A whirlwind of 10 days! Here’s a summary of the games we brought and the interest we got from publishers:

What’s That: Repos, iEllo, Mercury

Lions Share: Huch & Friends, Hans Im Gluck

Zombie Slam: iEllo, Mercury, Huch & Friends, Zoch

Rock Paper Wizards: Z-Man/Filosofia, Stonghold Games

Herdables: Huch & Friends, iEllo, Days of Wonder told us to connect with Blue Orange

Chainables: iEllo

Pig Goes Moo: Zoch

Ignotus: Think Fun, Huch & Friends, Abacusspiele

Towers of Nakh: Boo – no interest for this one. Weird – I thought this one would have appealed. We’re going to see if we can simplify it more, but I think it was a pass for most because of trying to think in 3D space was hard for many. I think there’s a publisher out there for this though!

That’s it for all of our pitches, but I have one more post about what else we did at the Gathering: play games! 🙂

-Jay Cormier

Sens-Turn

 

 

More picks!  This time I think there’s only 1 of a publisher rep though…Stephan Brissaud from iELLO (pronounced “Yellow”, if you were wondering).  Here he is playing Ignotus.

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Jay and I played this iELLO game, Phantom Society – oddly, a logic/deduction game as well, with William Attia and Martin Ethier.  They played the ghosts and they CRUSHED us.

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We also met the owner of Funagain.com during that pitch.  He was looking to establish a fulfillment service specifically for small publishers that ran Kickstarter campaigns.  Maybe we’ll here more about that in the future!  No pic, though…

After all our pitching was done, we got to play a lot of other games, including the following:

Coconuts from Mayday (monkey-shaped catapults fling coconuts into cups)

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Machi Koro from Pandasaurus (Setminion or Dotters of Catan – whatever you choose to call it, it’s awesome)

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And of course, some Tichu from AbacusSpiel.  Here’s Jay’s best hand of the game – a straight from 2 to the Ace that he got to play after I played the dog in the first play of the hand.

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We played the prototype Prime Time, designed by our friend, Gil Hova (Prolix, Battle Merchants).  Canadian ex-pat Greg Daigle (Hawaii) joined us in as well.
IMG_0852 And those of our fellow Game Artisans of Canada, Martin Ethier, Michael “Call me Max” Xuereb and Al Leduc (FrankenDie).   IMG_0871

 

Can’t hardly wait until next year!

~Sen-Foong Lim

 

 

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The Gathering of Friends: Part 3 – Pitching to Publishers

As I mentioned in a previous post, while pitching to publishers is by no means prohibited or even frowned upon at the Gathering, I knew that it’s not what Alan wants the event to be about, so I tried hard to keep things light and casual as much as possible.

I didn’t set up any appointments in advance at all – with the exception of a meeting with Canadian publishers, Filosofia. They already had our game, Akrotiri and had expressed interest to us regarding EIEI-O, so I emailed them to set up a time when we could play it together. We said we’d meet up sometime on Sunday. We found each other as planned and then set an actual time to playtest the games on Monday morning.

Otherwise, Rob Bartel and I would walk around and, every once in a while, we would bump into people with blue badges (meaning that they were with a publishing company). We’d engage in some small talk with them and they generally would be very warm and welcoming to us – possibly because we had red badges (i.e. be nice to the newbies!). Then we’d ask if they were looking at submissions while they were here. Most of them were actively seeking new designs.  Sometimes, we’d immediately find a nearby table and start pitching while, other times, we’d set up a meeting that worked best for their schedules.

Sunday: Iello and Asmodee

Rob and I decided to play a game of Hungry Cities – a game from fellow GAC member, Roberta Taylor. As we were setting up, Stephan from Iello Games walked by our table and so we invited him to play. He agreed and ended up playing the full game with us! We chatted about the game afterwards and  agreed to hook up later in the week so he could review other games from us.

I`m not sure how we bumped into Stefan from Asmodee, but we did and he was open to seeing some pitches. Rob and I grabbed our sales sheets (Step 14) and found a table. Rob did a great job of putting all his sales sheeting in a 3-holed binder, and then sorted them from light to heavy. This was an excellent idea as it allowed us to jump to whichever section was more interesting to each publisher. The 3-holed binder was perfect for pitching as well. I had used a folder, but that caused some of the pages to get crinkled or bent in the corners. The binder was used just for pitching. If the publisher liked a game, then Rob gave them a fresh sales sheet (without any holes) from the stacks he brought in a separate box.

We would start the pitch session by asking the publisher what they were specifically looking for, tailoring our pitches based on this information. If they were looking for light, family games then we wouldn`t pitch them any of our heavier Euro games, and vice-versa.

Rob and I have different styles of pitching – it was interesting to be present to witness how another person pitched. Rob has a more thorough approach of giving the publisher a full overview of the game, while my style gives more of a high level snapshot of the key points in the game (Step 16). Both approaches were effective depending on the game being pitched and the publisher we were pitching to.

Asmodee expressed interest in a number of our designs. We played EIEI-O and he liked it. We played Eat at Joes and he  ended up taking the prototype of Eat at Joe’s with him! In total, we spent around 3 hours with Stefan! We kept showing him more sales sheets and, if he expressed interest, then he would want to see the prototype and play a round or two. He expressed interest in Akrotiri and I let him know that it was currently with Filosofia. At that he said that was fine because if they pick it up then he would most likely do the foreign version of the game! Sweet!

He then wanted to see a game from GAC member, Graeme Jahns called Iron Horse Bandits. I had brought this one as I really liked the mechanics involved. The playtest went well, but we discovered a few aspects that need a bit more tweaking. It was interesting to hear him say that the theme would have to change a bit. Currently in the game, players are bandits and they are shooting at lawmen and stealing loot. He didn’t think that theme would be appropriate for the family audiences that Asmodee would like to target. He wasn’t concerned with it though as that was an easy change. With some tweaks to the game, he’d like to see it again.

I had been asked if I wanted to see Cabin in the Woods.  Even though I had already seen it, I wanted to see it again. So, later that night, 5 of us drove out to see the movie. I ended up sitting next to Chris Handy and JF.  We hit it off as we all had similar tastes in movies! Chris was a fellow designer who would end up playing an important role in the days ahead.  JF, unbeknownst to me at the time, actually works for Filosofia and ended up being present at the meeting I had set up the next morning!  How much of a coincidence is that?

The next few posts will review the following days of The Gathering and the various other publishers I met.

-Jay Cormier