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Subject: What id the amount of money it would cost for me to.... rss

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Michael Rearden
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.......self publish my own game? if you need more information as to what type, i'm talking about a war-game with a GIANT board, lots of units, and lots of fun. But how much would it cost in total? Beginning to finish?

~Michael
 
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Jason Washburn
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Steve Jackson did this I think he raised just under 1million dollars and he still lost money.




This is tank warfare and not a entire army but you get the idea. And your question is way to broad. Really for someone to answer that you would have to have a whole ton of information on it.
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You can't handle the truth?
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$3.50
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Andrew Walters
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The cost does very with the number of counter sheets, mounted vs unmounted maps, etc. It also makes a *big* difference whether you're printing 1,000 or 5,000. There is also a lot of cost in laying out all the text and art.

If you wanted to know in the *crudest* possible terms look at a game on the store shelf that similar to what you're envisioning. The printing cost was 10-20% of the retail price, depending on the company. An equal amount was probably spent on art, layout, editing, promotion, etc. Not to mention shipping the product from your printer, probably in China, to your distributor (or your garage).

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Herb Petro
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There is a great blog to read about the costs, trials, and considerations of publishing a game, even if you plan for a smaller scale I still think the advice and experience shared in the blog would be very instructive:
http://www.jamesmathe.com/

There is also a thread here on BGG with much valuable information:
www.boardgamegeek.com/thread/322382/game-design-self-publish...

And there are the forums on Board Game Designers Forum with many specific issues addressed, including game design, prototyping, and publishing:
http://www.bgdf.com/
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Michael Rearden
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Ok, thank for the info guys!
I kind of thought my question would be to broad. So I tried to simplify it a little.
the game board I have is half the size of the tank one :/ so kinda bigish? anyway, thanks for the info again!
 
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Christopher Dearlove
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There's one other important thing. Or actually the most important thing.

There are two ways to fund such things. Getting other people to pay up front, or paying yourself.

Getting other people to pay has obvious attractions. But then your income is fixed, and what if you have underestimated? (There are also other issues, it's not a free lunch, but I'm not discussing those.)

Either way, you either have to pay, or might have to pay. And the critical question is: Can I afford to lose that money?

Because if he answer is no, then walk away.
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Michael Rearden
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Awesome! thanks! Now I need to finish designing it. shake
 
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Andrew Walters
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Note: as far as Ogre Designer's Edition goes remember that was more a fun thing than a commercial venture, in the sense that it lost money and cost a lot more to produce than the $100 price tag suggests. Phil and Steve said several times that it would have been a $400-500 game if priced normally. So "half the size of the tank game" probably means the printing cost was $50, and the editing and layout took several people over a year.

You might want to start smaller.
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Michael Rearden
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im not doing something that huge.......or awesome. but I am doing something that if I get enough good feedback on it I will self publish.
 
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mike
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Kind of hard for anyone to give more than a smart ass estimate since you haven't given any details about the game.

Size of the board, types of components like dice, counters,etc
do you want to have miniatures?
how many players is it for?
how many total pieces?
Little things like that

It also helps to you know read through some of the previous threads, since this comes up a few times a week and at there very top of the discussions there are pinned threads that are pretty awesome


Pinned: The designer's resources list
by MapleMeeple
Pinned: Graphics Cafe: Post illustration tool links here!
Pinned: A Brief Crash Course on Game Design: Issues, Processes, and Resources for New Designers
Pinned: Game Design & Self-Publishing – A Resource for Game Designers
by frontlinegeneral Thu Jun 26, 2008 2:48 pm [Page 1,2,3,4,5]
Pinned: MythBusting: Game Design and Copyright, Trademarks, and Patents (US Law)

On top of that a simple google search "How much does it cost to manufacture a board game"
About 353,000 results (0.53 seconds)


Reveals some goodies such as

http://boardgamegeek.com/thread/515018/how-much-would-it-cos...


http://nothingsacredgames.com/the-cost-of-a-board-game-money...

http://playtmg.com/how-board-games-are-manufactured

http://ideasuploaded.com/a-game-inventors-guide-to-starting-...

http://www.bgdf.com/node/758

http://beach.silcom.com/~tomjolly/design.htm

http://michaelmindes.com/ebooks/confessions-of-a-board-game-...

You get the idea

There are a dozens of people here who have published there own game, are publishers or published designers and there is a wealth of knowledge here and are more than happy to share what they have learn

But my goodness take 5 minutes of effort and read through some of the information that has already been posted here
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Michael Rearden
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ok. one thing I know I wont need is a person to draw my cards n' stuff. my sister does that! (well draws pictures and stuff, she doesn't do it for a living )
so yeah, I just wanted to see if I could get some estimates based off of your guys' experience with publishing games.
 
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M. Rubinelli
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Have you considered making it a digital game? In a computer game, you don't have material restrictions, and you can make it as big and detailed as you want. And learning how to program a turn-based, 2D game is easier than learning all the ins and outs of marketing and producing a big-box wargame.
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Andreas Krüger
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You know that actually printing the game is the very last step, right?

You will need a lot of playtesting before, or you will end up with a living room filled with boxes. And playtesting means, giving the game and the rules to a bunch of people who don't know you and let them play without any interference.

The better the playtesting goes, the more can you polish your prototype. Maybe you want to publish it for print and play, that will give you even more feedback. And if it is really good, maybe a publisher will find it and like it...
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Michael Rearden
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That's what I want to do with it. but I have no idea how.
It has to many units and to big of a map to be cheap. but if I could figure out how to make it computer based I would be a happy clam.
 
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M. Rubinelli
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You could create and refine the rules with Vassal, then look for a programmer to help you create a finished product, or as I said, learn how to do it on your own.
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Filip W.
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Brokenearth wrote:
That's what I want to do with it. but I have no idea how.
It has to many units and to big of a map to be cheap. but if I could figure out how to make it computer based I would be a happy clam.


Construct 2: free, fairly comprehensive, no programming skills neccessary. Takes a hell of a lot of time though...

https://www.scirra.com/construct2
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Sturv Tafvherd
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Assuming that your threads are related...
(from Creating strategic war game. Any help apperciated!)



It is probably reasonable to assume that your game will cost at least as much as a similarly sized version of Axis & Allies.

...

That said, if your game is essentially a variant that uses much of the same components as Axis & Allies (plus, maybe a few decks of cards?) ... then ...

... why not just work it as a variant? As far as I can tell, you were not looking to sell the game in a public marketplace, right?
 
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Michael Rearden
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Stormtower wrote:
Assuming that your threads are related...
(from Creating strategic war game. Any help apperciated!)



It is probably reasonable to assume that your game will cost at least as much as a similarly sized version of Axis & Allies.

...

That said, if your game is essentially a variant that uses much of the same components as Axis & Allies (plus, maybe a few decks of cards?) ... then ...

... why not just work it as a variant? As far as I can tell, you were not looking to sell the game in a public marketplace, right?

yes, i was wondering in case i changed my mind later (like a couple weeks or so) and then i have a few places that i know that will give me the info again. (links, averages, estimates, and advice) the game im making is as close as i can get to real world conflict. if i decided to go public, i would do an internet shop thing most likely.

~michael
 
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Sturv Tafvherd
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check out

https://www.thegamecrafter.com

and

http://www.printplaygames.com
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