2019-06-17

Scurvy Contracts

If you've been reading this blog for a while, you may know that my pirate game, Scurvy Crew, has been in the works for a long time.  OK, so it has spent a lot of the time on the shelf, but occasionally brought out for another round or two of development.  I eventually got the game to a state where I felt I could show it to publishers, and I approached a couple of publishers I thought might be most interested in the game, had a meeting with one of them at UK Games Expo, and they took a prototype from me.

Over the following couple of weeks I had assorted messages from the publisher, who played the game at least a couple of times (maybe more, I don't know) and started enthusiastically coming up with ideas to turn my game into their product.  And as a result of this and some to-and-fro discussion, I am pleased to announce that, as of today, Scurvy Crew is under contract to be published by Braincrack Games.
This is what the top of a contract sometimes looks like.
There's a lot of personal and business confidential stuff in there, so this is all you get to see!

If you don't know them, Braincrack is a small UK-based publisher with a steadily growing range of games.  Their first title, Downsize, is a nice, lightweight cardgame that we have played and enjoyed at work a bunch of times.  More recently, I was really impressed with their smallish-box tile game, Dead and Breakfast.  And I am really looking forward to getting hold of the currently-on-a-ship Ragusa, by the designer of the excellent Calimala, Fabio Lopiano.  Add to that the fact that they have a game on the way by the fantastic David Turczi, and this is a stable of games that I am absolutely delighted to be a part of.  I must admit that I am more than a bit nervous.

Anyway, that is where we are at right now.  There will now be a period of development where I work with the Braincrack team to turn the game that I am proud of into the final product that they want to publish.  Ideas are bouncing around at the moment, but I can't really reveal anything yet other than to say that there may be a change to the game's title, and that it is planned for a Kickstarter project some time next year. 

Other than that, I will be blogging and tweeting about this from time to time, but as we are now working on a product, and there is someone else's business involved, I can't really be completely open about everything that is going on all the time.  I'm looking forward to the process though.

2019-06-03

Expos and Pirates and Castles, Oh My!

That was quite some weekend! I was at UK Games Expo from Thursday afternoon (the day before it started) until it closed on Sunday afternoon, when it closed, and I am now home, tired but very happy about how things went.  Here are some only slightly organised thoughts.

I'll start with the most exciting part for me: I had a couple of meetings to pitch game designers to publishers, and both went extremely well, and the upshot is that Scurvy Crew and The Castle War are both now being evaluated by publishers to consider for publication.  This is still a long way from actually being published, or even a contract being signed, but it's great to even get this far.  I'm not going to say who the publishers are right now, but if anything comes of either of these, I will let you know what I am able.

The main focus for my days was, once again, the Playtest Zone, this time hidden in the back corner of the enormous Hall 1, where I was volunteering for all three of the mornings, and the main task was trying to match players up with designers at the tables, and be there to answer questions and offer general help.  This can be quite a challenge first thing in the morning, when most people at the convention are wanting to explore and see everything before settling down to play things, or they are specifically looking for the latest hotness, but later in the end, we tend to see people wandering in, looking for something to play, and the challenge is then to find a designer needing players. 

The games presented varied from hand-drawn early prototypes, right up to beautifully presented and professionally printed games that are ready to publish.  I often have a bit of a grumble about people using the space as a cheap way to promote their upcoming Kickstarter, of which there are always a few every year, but it doesn't really do any harm and it's probably not particularly efficient marketing. Also, more serious vetting of games would just antagonise people unnecessarily and would risk making it harder for new designers to get onboard, and that is against the ethos of the space.

I failed to take photos other than a couple of this playtest of Scurvy Crew.
I had a 90 minute slot for playtesting Scurvy Crew, during which I hoped to get a couple of plays through (it usually takes about 30 minutes), but in the event we only managed one play as one of my three players was finding the game confusing and hard going.  This was entirely my fault: I was watching the two players opposite me as I explained everything and they got on well with everything, but I didn't check the guy sitting next to me, who it turned out wasn't used to playing hobby games, so would have appreciated a more thorough explanation with fewer shortcuts. Eventually (rather too late) I realised what was going on, apologised and stressed that his misunderstanding was my fault and not his, and helped him through a couple of turns, after which he started to get more comfortable and make more solid decisions. 

Aside from the issue with the struggling player, the game played pretty smoothly and engaged the players who found a couple of different approaches to playing. The players gave a few useful pieces of feedback, but mostly gave me a little extra confidence in the game, which didn't fall apart in any real way.

Later in the afternoon I had another play (I'd count it as a play rather than a proper playtest) with a couple of friends who wanted to check it out, and I actually really enjoyed playing it without feeling that I had to take notes or feedback.  All good for the confidence.

On Friday evening there was the Designer-Publisher Networking Event, which is ostensibly an opportunity for designers and publishers to meet in an informal setting, but there were few publishers, and to be fair, I'm not sure many of them would have welcomed being hassled by a swarm of us rookie designers wanting to pitch games to them after a long and tiring day.  What it was in practice was a comparatively relaxed opportunity to have a drink and a chat with fellow designers to compare war stories, and a couple of interesting talks from Alex Yeager and James Wallis, both good speakers, and both with fun topics -- one of the games I bought in the trade halls was a direct result of one of the talks.

Aside from all this, I managed to have half-decent meals in the evenings (a definite improvement from previous years) and then spend some time with friends, old and new, playing a few games. These days it's proving not-too-hard to find gaming space in the NEC halls in the evenings (though still a nightmare at the Hilton end of the Expo), and I managed to stumble into playing with strangers on two separate evenings, which was nice.

Lots of people post pics of their "haul" from conventions, so here's mine.

So I reckon that this year was my best overall experience at UK Games Expo so far, probably helped somewhat by the fact that I was really comfortable and slept well in my hotel, another thing that rarely happens.  I'm really looking forward to next year, and need to get started on figuring out what games I'm planning to pitch at that point.