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07 Feb
Posted by David Miller as Card Games, CCGs, Modern Board Games
We’ve given a lot of attention to self-publishing and start-up game companies recently, but licensing a design to an established publisher still remains an attractive option for many inventors. To help address that, Ron Weingartner, game designer, former Vice President for Product Acquisition at Hasbro, and coauthor of The Toy and Game Inventor’s Handbook, graciously agreed to share with us some advice on how to pitch a game to a potential licensee.
The confident inventor has a new game idea. There is biased certainty that a significantly large targeted demographic in the game-playing world wants this creation. After hours and hours of design work, the kernel of the unique idea has been converted into an appealing and attractive playable model that exudes an invitation to “play me”!
The idea no longer exists on a sketchpad or the back of an envelope but in highly finished 3-D form. The inventor has what the industry calls a “looks-like, works-like, plays-like” model. And play the inventor has! The model has been through numerous game play sessions with known (and lesser known) friends. Repeated play has lead to tweaks making the game flawless in a whole range of play situations. Explanations and observations lead to fully vetted, concise rules detailing pre-play setup, player moves, and how to win. Group play sessions have been captured digitally for use on CDs to leave with potential licensees or for use in future YouTube demos.
But despite all this effort, the inventor is only partially to the desired goal; that being to find a company who will partner in taking the idea to market. As licensor of the proprietary idea, the inventor is now in the hunt for a licensee who under legal agreement will convert the idea into a commercially marketable game. The desired relationship will be one of mutual dreams; for the licensor $$$ from royalties, for the licensee $$$ from huge sales.
Any hunt for licensees begins with an initial meeting where the inventor discloses the idea to a company rep. The inventor should have done considerable homework on the company viewing the idea. That prep work includes knowing about the overall market, knowing the viewers current and past product lines, and knowing hot buttons on why the idea fits with the marketer’s future product needs.
Everything the inventor has done to this point to hone the idea will likely apply in the lead-up to demonstration of the game. This is pitch time and the pitch should be rehearsed against any and all anticipated questions from the viewer. For all the creativity and talent the inventor possesses, this is the crucial time to become seller and play to an audience that is the buyer. Despite all the inventor’s sensitivities and investment in the idea, part of selling is overcoming objections. The inventor will likely hear some during the demo, but must remain enthusiastic, positive, and ever hopeful throughout the viewer’s reactions. I know an experienced inventor that has a list of twenty-five reasons viewers give for rejecting ideas. For our purposes, however, let’s assume the viewer uttered none, sees the game’s potential, and agrees to hold the model for further company review.
That viewer now becomes a critical inventor ally as the concept is taken in-house. In the inventor’s absence, the internal ally is now the game’s product champion at every twist and turn as the company completes a full financial, marketing, and sales review to reach a licensing decision. High scores in game play and an attractive design remain positive features, but a licensee’s go/no-go decision will be based on marketing factors not merely product features like play and design.
Some of any licensee’s marketing factors include:
While the licensee is deliberating over these factors, the inventor can do several things:
Much of what happens at this point is a judgment call by the inventor on how to proceed based on the desired current and future relationship with the initial viewer. It is essential for an inventor to keep doors open with marketers. How each party handles a rejection or how the relationship unfolds while working toward a license will determine the business climate for this game and future creations. In a world of game invention where nine out of ten ideas are rejected, it is best that the licensor and licensee both come away from each encounter with positive experiences. In a business where there is a saying that “product is king”, there can’t be success in the kingdom for either the licensor or licensee for one without the other.
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“While the licensee is deliberating over these factors, the inventor can Pitch the same game to other marketers—possibly digitally or with a duplicate model.”
This is completely wrong. Submitting a design simultaneously to multiple publishers can cause untold problems. That this writer got such a basic thing wrong calls into question all the rest of the advice given.
Joe-
This can be true… you should ask/tell the publisher your intent to pitch to several companies simultaneously. However, this is the part of knowing the publisher and what they expect.
With all the hoops, waits and rejections, it is no wonder that KS is growing so big. However, still going with established entities and getting that game through the rejection process to print says a lot more about a game than self publishing through KS… just ask the people that published their own book.
I think that was a stellar article, very useful to se a genuine industry insider (and co-author of one of my bibles!) talk about pitching.
Sage advice here, thank you Ron for your time and David for the post.
Any professional inventor and acquisition exec in the business understands that multiple submissions is an acceptable business strategy. Until a product has been optioned or licensed, it is a jump ball.
Joe Blow is obviously a fake name because Joe Blow obviously does not have a clue what he is talking about. I have been in the toy inventing, design, and development business for 30 years and showing a game to multiple publishers is a common practice. It is a common practice because toy companies practice a very slow “yes or no.” A decision can easily take 6 to 9 months or more. If you are not showing to muiltiple publishers whether with multiple prototypes or with a PPT style presentation you’re nuts. Ron’s article was excellent and when I presented products to him at Hasbro Games he was always resonable, fair, and provided valuable feedback.
Well said Ron! I agree that every inventor should make sure and focus on their “Point of Difference.”
As for Joe Blow’s response…I agree with Ron. It’s difficult to make it as an inventor today without simultaneous submissions. Many companies are taking longer than in the past to review submissions and most companies know that they aren’t the only ones considering a concept. I’d advise any inventor to tell a company seriously interested in a product that there is someone else looking at it just to be upfront about the situation.
I would say it is strongly dependent upon the company, and you would have to make it clear beforehand that you were going to submit to multiple companies, and also accept that you would be lowering your chances of acceptance if you try and do that with the wrong company.
Companies which primarily sell toys are a different entity which targets a different market, and since their games frequently get lumped in with their toys, so does the way in which their submissions process gets approached (on both ends). Thus, while the above posters can say it’s “common practice” and “every professional inventor and acquisition exec…”, the reality is that it’s common practice in the TOY field, and only common practice to a very very few GAME companies- generally speaking, the ones that overlap into the toy field (which includes some of the largest companies, but which is still a very tiny quantity of the overall game companies).
By contrast, the majority of game companies in the hobby industry prefer submissions be only to them (and assume they are), at least for a reasonable period.
So MY advice is “know your market” (and don’t take blanket statements at face value).
Ron? I didn’t know you were going to toy fair!
“What?” You ask. “Have we met?”
Yes! … Well actually, “No.” But the fact is, when I put the gears in motion to start designing my new game, you were there (via your book). I was so full of excitement about my game, that I read your book every chance I got. It was as if you were sitting right there in the living room with me ……. warning me of the pitfalls of game design ;) The odds stacked against me …. and “yet” I kept reading, kept reading and kept reading, and with each progression of the various stages of our game design, I’d go back and read more, and your words that were foreign to me the first time around, were beginning to make sense. I called two of my siblings and invited them to join me, and…..wa la ….. we’re on our way to the New York Toy Fair! I am bringing my camera because if you happen to stumble past booth 6075 on level 1 …. Well, you wouldn’t resist getting in a picture with your biggest fan, would you?????? Surprise me ;)
Many thanks, Ron. I mean that sincerely.
Jayne Cleveland Kolesar
Secretary
Cleveland Kids, LLC
Hey Ron,
Thank you so much for your useful advice on pitching items to companies. I wish I knew this when I started in the business many decades ago.
Not only did it refresh my mind as to what I did or should have done, but it brought back memories of a grand past (and I hope present) life of submitting games to producers.
Your article dovetails very nicely with my current effort, teaching (college) students to assemble bits and pieces of knowledge into useful and valuable packages for submission to the economy as a whole. They are taking the reading, writing and ‘rithmetic, and science etc. and inventing their “products” for submission to the marketplace. The more valuable their product, the more they are paid- in income, wages, fees… Parallel principle. So, all this to say that your article is a keeper, to save for a future class must-read. And of course, with minor alterations, you can pitch almost anything from a can opener to a smart phone app using your general outline.
Again, thanks for a future lesson plan– and a couple game-idea inspirations as well. Well done.
Charles P
Ron, as always you know what you talking about when it comes to making multiple presentations to different companies. The only time there’s a issue is when more than one company wants to test a one-of-a-kind model or, assuming multiple models, if more than one company decides they want to license the product. We should all that problem.
On the other hand, when an inventor works with a professional representative in the industry, and they’ve offered represent the inventor’s product, the inventor should understand that that is an “exclusive” agreement, and they should not enter into another representation agreement with another professional at the same time. Companies do not want to see the exact same product from two representatives. It reflects badly on the professionalism of the representative, and the inventor will end up loosing both of the professional’s interest in representing their product. This situation can be easily avoided by having an open and honest working relationship with those the inventor chooses to work with.
What if the game you invented, is a variation on an already created and marketed game? Can you still pitch it, like to the company who makes the game? I’d assume they’d just steal the idea as derivative work. My son made a game based on another game, and it’s pretty cool, it’s educational.
Susan, Usually companies want “unique” game ideas from external inventors rather than derivatives. In-house designers often create variations of existing games as directed by Marketing. Just because you don’t see any derivative being marketed doesn’t mean many haven’t been designed conceptually and then tabled. Having said that a company might not welcome a derivative, keep in mind the highly successful Scrabble Slam came from an external licensor. Contact the appropriate company and see if the door would be opened to you. If you are fortunate to get an audience, you will find out if the idea parallels previous internal work. It’s unlikely an established, reputable company would steal your idea.
Ron (or anyone else), I am hoping to publish my first game this year, and while I plan on shopping it around to some select publishers that fit my target demographic (mainly kids age 5+), I was planning on self-publishing it in the meantime; is there any reason to not do this?
I know that in the writing world, publishing your written work independently can put the kaibosh on potential exclusive contracts since it wouldn’t be the first offering anymore; does the same apply in the game publishing world?