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No, No, No, No,  ...Yes

6/29/2018

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(Part 1 of what may be a series of 3 or 4 short blogs)

I was fortunate to sign a game prototype with a publisher 12 days after they fell in love with it at Origins.  

If I told you nothing more and omitted the rest of the story, I would give other hopeful designers unrealistic expectations. Because that first sentence makes finding a publisher sound easy when it is not.

Because before I found the publisher who said "YES!" - I heard the word no.  So many different times, so many different ways, at every possible step of the process.

I have been asked by newer designers what to expect when either submitting to publishers or requesting convention appointments to pitch. Here is how I answer.  Not to discourage them, but to prepare them. I have been fortunate to sign three different games with publishers. Two of those began as blind email/web submissions to publishers whom I had never met and had no relationship prior to the submission. I have made it all the way from blind submission to yes.  Twice. Here is what I tell others to expect.

(All of this assumes your prototype is thoroughly play-tested and publisher-ready.  Don't waste your time if not. This also assumes you have done some research and are submitting to publishers for which your game would seem a good match for their product line.)

When blindly contacting publishers with whom you have no relationship...

Expect half your attempts to never receive an answer or acknowledgement.

Of the responses you do receive, expect half to give an immediate polite friendly “no”.  

Of those that express possible interest or say they will take a look at your sell sheet, expect half to never receive any follow-up or further response.

There is a thrill and rush of hope when a publisher does agree to take the time to look at one of your prototypes. Celebrate those moments. Simply making it far enough for a publisher to consider your prototype is an accomplishment. Yet still be prepared that days, weeks, or even months later, when that publisher finally makes a decision, the most common answer publishers give is a sad disappointing "no".

​So let me end part one on a positive note. It doesn’t matter how many publishers say “no’ to your design. Because you only need one publisher to say “yes”.

My ambition is three more blogs on this topic -

- My Origins 2018 experience, real numbers with how many publishers said "no" (and at what stage) as I  requested  pitch appointments  for the game that one publisher said "yes" to.

- The years before Origins 2018, and how many publishers evaluated this prototype and passed, before one said yes.
​
- Encouragement after a publisher says "no".  How does a designer not give up and remain enthusiastic and hopeful to find their game a home with the right publisher.

If any one of those three sounds more interesting than the others, let me know in the comments. I'll write that before the others in case I never write all three.
1 Comment
Guz link
8/2/2018 06:34:16 am

Nice article! I'd be really interested in the first 2 topics for the next posts, in whatever order :D

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    I am Charlie. I have designed some fun games that others enjoy playing.

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