Game Industry

Card and board game publishing is a vibrant and dynamic industry. With changes in the types of games being released and the organizational make-up of the companies producing them, there is much to watch and analyze about the industry.

It is not our primary mission to be reporters on the industry, but as we research aspects of the industry that are interesting to us based on the projects were have in progress, we can’t help but notice some events and trends that, if worth the effort to investigate, are worth the effort to report for the community to digest.

We will also provide commentary and access to resources reporting on the card and board game industry here.

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Setup

The debate about BGG rankings comes up frequently in the BGG forums, on tabletop gaming podcasts, and around the gaming table. In this 6-part series of articles we will look at the BGG ranking system from the perspective of the BGG user ratings: the BGG recommended rating criteria, user rating methods, and some user practices. Given its high visibility in the BGG community, we will pay particular attention to the pandemonium that occurred a year ago (January 2016) as Pandemic Legacy: Season 1 (or simply Pandemic Legacy) raced to the top of the charts and made a hot zone of the forums. (I actually started this series then, but am only now getting back to it). Here are the six parts:

Setup

Some gamers have a problem with spending too much time analyzing the game state before making a move. I usually don’t suffer from this affliction (or should I say my gaming buddies don’t suffer from my affliction), but most gamers will succumb to this to some degree at some point. I usually don’t get too bothered by this. I am by nature an analytical person and can get wrapped around the axel at times when all I really needed was a quick answer. A common example is when I am working on a game design and I wonder if a particular mechanic or theme or combination of these has been used before. Am I doing something new or inadvertently rehashing something already done. I end up doing a lot of research on the subject instead of just plowing through my design iterations. Maybe I am looking for convenient distractions so I don’t have to think so hard on the design.

John Parker

Setup

The one statement that covers my 2017 goals for Opie Games is, “Get back in the game.” Starting in March of 2015 and continuing through about September of 2016, I had significant “distractions” from doing anything related to Opie Games; a flooded house that needed repairs, the culmination of a huge 3-year project at work, and other significant obligations pulled me away from this pursuit. Hopefully, 2017 is a year of change in a positive sense and I can get back to my preoccupation with game design and back on a blogging routine.

John Parker

Background

Having just completed the analysis on game quality data to compare Kickstarter published games to the general population of games, some interesting data regarding the general quality of games over time also became available. While the data is available, let’s take a quick look at the quality of Hobby Games over time.

The data presented here was collected from on Board Game Geek using the Advanced Search feature. Please refer to the original article (Kickstarter: A Source for Quality Games?) for the qualifications to this data.

Background

Previously I reported on some statistics for excellent games that have been published through Kickstarter and how Kickstarter has provided the opportunity for some new designers and publishers to launch successful game development companies. (Game Designers: Impressive First Impressions). One of the comments/criticisms that the article received was the common refrain, “Sure there are some Kickstarter successes, but just not many of them.”

Not one to stand by while anecdotes and opinion are used to substantiate claims, I dug into the Board Game Geek ratings for Kickstarted games compared to all games published in the years 2010-2014.

Setup

I was listening to a recent podcast… Gino of the Talking Tinkerbots podcast mentioned his frustration with the caveat, or even caution, applied by reviewers about games or Kickstarter projects by first-time designers. The discussion caused me to think about some of the successes and failures of first-timers and to do a little research that might prove interesting. I understand the concern related to “unproven” designers or publishers, but appreciate the perspective that I think Gino was applying.

Not that this article is intended to be a logical argument, but in logical argumentation the problem Gino has pointed out is known as a Genetic Fallacy. Something is bad/good because of its origin.

It would be too easy to focus on the negative here: First-timer Kickstarters that funded but ultimately failed and games that didn’t meet gamer expectations, etc. or to defend first-timers by focusing on “known” designers and publishers failing on the same criteria. The fact is, examples of both are plentiful – I regretfully have some of each (first-timers and known designer/publishers) in my game collection as evidence.

Instead, I want to:

  1. Take a positive approach to first-timers and provide a few examples of “Impressive First Impressions.”
  2. Provide a few examples of the games by established designers that were their first or early designs.
John Parker

In recent days, and only 8 days apart, there have been two Kickstarter campaigns in the Tabletop Game category that have absolutely exploded. Thanks to a convenient list on ICv2 (Top 10 Tabletop Kickstarters) the following is easy to report. On Feb. 11, 2015, Conan funded with the second highest total $ raised in the tabletop category. Just over a week later it was bumped down to third when Exploding Kittens took over the top spot, beating out the previous leader Dark Heaven: Bones by over 250%.

Conclusions

I am very pleased that this research confirmed some general speculations about the hobby game industry while it tempered others. Here are a few final conclusions, as always with the caveat that this research is based on the data available in the BGG database. There is much that can be discovered in the analysis and I extended to many areas in which I was not specifically interested now, but I wanted to leverage the process while I was practiced at it.. So the following conclusions are not all that can be drawn from the data, but just a few that interested me. Read the specific articles to better understand each category and the data challenges associated with it. You can review all of the figures that were included in the articles in the Hobby Game Trends 2000-2014: Figures gallery. It is worth repeating here that some of the data sets are so small that they are prone to large swings when calculating changes.