That’s right boys and girls. I’m thinking of developing a paper toy board game. I have a draft of the game mechanics already and a couple of blank templates for the units. I even have a logo.

Logo studies...

Logo studies...

I think I prefer the one with the “o” that has a white gradient.
How about you, what do you think?

I’m all set to go ahead and officially start the project. Very eager too.  However I do have some issues that I need to work out first.  I’d like to share them with the community to see what you guys think.  Hopefully you find time to comment on them and share with me your thoughts on the matter.

The game I’m thinking of has these features:

  • Downloadable and printable paper toys, each toy represents a unit in a squad with special abilities
  • Squad based, each player needs to have a customized squad in order to play
  • Customizable, each player can have different combinations of units in his squad
  • Expandable, new units with new abilities will be released and introduced every so often
  • Collectible, each unit is collectible, some only available for download for certain periods of time (kinda pointless tough since people can share the files with each other LOL)
  • Tactical, dont you just love turn-based tactical games? I do.
  • Monetizable, this has to be sustainable, earn some cash to fund more improvements for the game

Actually, to get a better idea of what I have in mind, just think of Magic the gathering, Warhammer, and Mage Knight, then add the paper toy aspect.  That should do it.

Developing a project like this can be very tedious, I know this since my day job actually involves game development (online browser, Facebook apps, Flash game portals, some iPhone). I’ve gone through all the areas of the business – programming, art and animation, business development, marketing, game design, operations, management, etc,.. It is a fact – this is real work.

In case you dont believe me, let me illustrate it for you:

The game developer has to:

  1. Design the game
  2. Playtest the game
  3. Polish the game (rinse and repeat till you get it right)

The 3 items above is a wtask on it’s own, which doesn’t even include:

  1. Design new characters and new game  mechanics (since the game is expandable)
  2. Design paper toy templates
  3. Design the art (rinse and repeat again for every expansion or upgrade)
  4. Playtest again (YES again) to maintain balance and good game play
  5. Launch the new expansion

Now, take all of the above and add:

  1. Deal with player complaints and suggestions (very helpful and is a must)
  2. Fatigue and multitasking – balance your time with family, work, and play – and dont forget SLEEP.
  3. Funding, there has to be some way to pay for print costs, utilities, and pizza while working on the game, right?

I’m basically going to spend weeks (more like months) to develop a “product” and have people try it out for a couple of weeks and eventually watch it disappear in the ocean of online obscurity.  If I want to make this project fly, I have to put more effort into it continuously. Launching the game and making it available for everyone to play is one thing and just the first step. Maintaining it with new content and upgrades to improve the game is a whole other story.

My question to everyone out there, to gamers and paper toy enthusiasts alike, is this:

Is a paper toy board game, the kind that I am referring to, monetizable or is it a waste of time?

(Pause for effect… LOL)

At the moment, I see a number of options:

  1. SPONSORSHIP - Give the game away for free and hope people enjoy it enough to subscribe to your blog and get you lots of hits on your site so that eventually, more like hopefully, a sponsor (Canon, Epson, HP?) comes and funds the further development of the product in exchange, they get their brand images in the game.  (NOT BAD)
  2. CHARGE FOR IT – For every download, ask for monetary contributions/donations (maybe $USD 1 – 5 a pop?) from each player. (THIS WOULD BE COOL)
  3. PRE ORDERS / SUBSCRIPTION – Set an amount, and ask the community to “$upport” it in exchange for special, rare goodies not availble to those who didnt support the project at the start.  Once you reach the target amount, the game will be released to the “supporters” first and maybe to the rest of the community a month or two after. The goodies can be delivered or can be downloaded.  For subscriptions, interested players pay in advance, and they get the product, or in this case, the download link, in the mail (THIS WOULD BE COOL TOO, I THINK)
  4. PUBLISHER – Find a publisher to produce and distribute the game with you. Sell paper toy squad booklets or something. Proceeds will fund further project improvements (AND PIZZA).  This is assuming you go with the traditional route and sell the game packs / booklets in bookstores and hobby shops, but going online downloadable brings you back to the same question, how do you monetize the project enough to recoup cost?
  5. ALL OF THE ABOVE – Nuff said. (IT COULD WORK. WHY NOT, RIGHT?)

I’m sure you’ve seen other versions of the options I’ve listed above.  All of which have their pros and cons. I know that I dont know everything and that there are a bunch of other options out there. Feel free to point them out to me, I’d appreciate it a lot. Also, what do you think of the game concept, the monetization options I’ve  outlined, or the project in general? It would be great if you can share your thoughts with me and to everyone reading this post.

I look forward to reading your comments.

Cheers!

Like what you see on the site?  How about giving us some LUV by supporting it.  CLICK THIS LINK to bring you to our “support this blog” page and find out about the many wonderful ways you can help.

Related Posts with Thumbnails