Ep5: How Boardgames go from Prototype to Published with Dan Manfredini
Join Josh on The Business of Gaming podcast as he visits with Dan Manfredini, a hobby board game designer in Austin, Texas. This episode discusses the process of creating a board game, pitching games to publishers and how the game publishing process has evolved over the last 16 years.
Auto Generated Transcript:
Introduction
Hey y'all. Welcome to the business of
gaming podcast. I'm Josh with Game Haven
Guild. And today I'm sitting down with
Dan Manfredini, board game designer in
Austin, Texas. Dan's published over
seven games over the last 16 years, some
of which include his most recent Trail
Story America and Island Siege. Well,
Getting the First Game Published, Monkey Lab
tell us about the beginning. You woke up
one day and decided to design a game.
I'm assuming it wasn't that simple, but
how did
There's two starts, I guess. Like the
one is woke up and decided to make
games. And that was like all the way
back in when I was in third grade. I
remember taking construction pieces of
paper and drawing these pictures, but I
was intrigued with interactive art and
you know, so I draw a picture of like a
a dungeon and then I'd make a game with
it. And I remember make a bunch of those
uh sheets of the time and they're all
mostly rolling moves and and things like
that. And throughout the years, I would
do that for various interests of like I
tried to make Magic the Gathering out of
a deck of cards and and making various
rules to bits and pieces that I have
around a variant of Monopoly, things
like that. But it wasn't until 2005 or
so that they took a class at a local
community college that was for video
game design. And one of the exercises we
had to do was uh to prototype our game
as a board game. That was like part of
the curriculum. And so I did that and
you know I was really intrigued by that
because like I had complete control. Um
it was much quicker than making a video
game and I could sink my teeth into
that. And then after I saw everybody
else's designs and I looked at you know
my design I'm like you know I think I
want to see if I can get this published
and try moving forward. At the time
there wasn't a lot of information out
there. Uh I remember going to Gen Con
and and going to different presentations
from hobby game designers that were kind
of at my level of trying to break in. I
consume all of that and try to figure
that out. The prototype for my first
game, Monkey Lab, was was made in that
in that class. And I tried pitching it
around. A lot of times it was just blind
emails and to whatever publishers I knew
about at the time. And uh I think it was
uh my friend uh Jonathan Lico, who's
also a game designer, he alerted me to
the fact that a uh company AEG was
looking for
board game designs. And at the time I
think they were like mostly focused on
collectible card games and they were
shifting and they wanted to do you know
board games and obviously today they
that's you know well known for that but
at the time um not so much and so I let
you know I said hey can you look make
them look at uh see if they can look at
Monkey Lab and they looked at it and
then they wanted to sign it and uh a lot
of hurdles I remember feeling like it
was not going to go anywhere and didn't
know what I was doing at the time but
then you know some different connections
and some luck and then uh the
opportunity arose.
Well can you walk us through what that
process was back in that was 2008 2009
right. What did that look like from a
you got in contact with them you sent
them the physical game or you sent them
a video at that point of the game?
Oh not a video. Um, pretty sure I did
not meet with them in person, but I did
send I think a prototype after I had
sent out uh feelers to see if they were
interested in looking at prototypes and
and they did agree to that.
Yeah. And then I'm assuming there's an
editing process that occurs there around
they are helping design some of the
final look and feels of it or is that
very much they ran with with what you
had at that point? Um, so at the time I
didn't know what to expect and I believe
with Monkey Lab it was well into like
right before printing that I saw
anything of it and there was some
moments of like panic of like oh wait
this is misspelled row this is you know
has an error and I was able to correct a
few of those things. That was my first
taste of like okay what what this
experience would be like. other
publishers had much more interactive
approach day one and um developing and
editing and and uh requests for changes
and things like that with monkey lab not
so much but uh I was just happy to get
something out the door so I don't want
to you know rock the boat too much or
whatever just you know just uh be happy
that it's moving forward
and did you have certain expectations
for that very first game and and were
they met or not or do you remember is
the was the expectation just something's
out in public
yeah That's that's my kind of philosophy
for, you know, everything is that, you
know, I I' I've got all these goals of
like achievements I want to do and, you
know, with the new game that comes out,
it's like, oh, this one, uh, you know,
that was my first game, so like I had a
box with my name on it with rules that I
wrote and
that checked a lot of boxes for a big
achievement.
Yeah. And other games, you know, had
other uh achievements along the way and
um I'm still kind of chasing there's
still a lot of them. I I have to do and
uh I would say that yeah I mean there's
a big difference between once you get
past that first one I had heard like
that allows you to know you have a
business card in the form of a game that
you can say hey I I've made this one
I've gone through the process uh and the
more you build up the easier it is that
publishers will want to check out your
work as they they see okay this uh he's
able to get things done.
Yeah. How about to that that process of
How has Working with Publishers Changed Over Time?
working with the publishers? How's that
kind of evolved over time? Because
you've worked with seven different
publishers on your seven different
games.
Yeah.
Right. And over these last 16 years,
surely that process has changed some as
it goes.
Some things change and some things don't
change. And depends on how new the
company is, who you're working with, and
what their experiences are. If if
they've been making games for the last,
you know, 30 years, there's a chance
that the processes haven't really
changed much. But if they're a new
company, they might use all sorts of
collaborative tools that you might use
in an office setting or file management
systems or or things like that. And
that's what happened with I think with
our Space Foundry. Um the company uh
which no longer exists, but the company
was uh Teranova Games and
and that was in 2015.
Yeah, they were great to work with. Um
very communicative. We used Asana for
project management. So I knew the status
of every little comment or feedback. It
was all tracked and we could see exactly
where things were. Uh if you had a
question about the status of something,
you just go look at like the ticket for
that thing. Um although it's just more
like a checklist of who signed off and
this is done. Um and then other
experiences it's a little more chaotic.
Um especially with more people involved.
You know, I'm a software engineer by
day. So I I'm used to like change
management and tracking ideas and
tickets and and things like that. So I
try to apply that and try to make it go
as smooth as possible at least when I
present so I'm not telling maybe the
artist one thing and then the publisher
another thing and wires get crossed. So,
it's always a challenge and uh I try to
usually see, you know, what the
environment's like and kind of work with
whatever the publisher is and maybe
suggest a few things, but usually they
have a process of how we collaborate
because there is a period after you sign
to the moment it goes to print where
there's usually some feedback the
publisher wants incorporated into the
The Steps to Getting a Game Published
game. Could you walk us through kind of
that calendar and even even before
talking to the publisher? So idea for
game comes up, you're talking to some
friends and family, getting feedback. At
what point are you talking to the
publisher, then what are kind of those
milestones that go all the way up to it
being released?
Well, first is an idea in my head and
I'll I'll have tons of notes everywhere
and I have to make the leap of okay, do
do I want to go on the computer and and
start designing out things or do I just
want to use scraps of paper and cubes
that I have to kind of roughly flesh
that out. Uh, and once usually I do that
and then I make the leap to okay, I'm
making a rule book and and some files to
get some rough ideas down. Then I will
still play that in internally with
myself with me playing, you know,
multiple uh as multiple players or maybe
just kind of winging it at that point.
And then, you know, depending on if I
have a design group or play testers at
the time, I'll at past that point, I'll
I'll bring it up to them. But usually, I
don't want to have them go through some
painful experience. I want to make sure
like does the game have an ending? You
know, are there too many loose ends in
the game that I I can't like let them
suffer through that because don't want
to burn through play testers too
quickly. Um players will have a maybe a
bad experience and they might not want
to come back or they have a tainted view
of the game or they have old rules in
their brain and and that's changing how
they're playing the game because they
thought they could do certain things.
So, uh it's always good to get just
different different eyes on on the game.
How long you usually play testing a game
before you take it to a publisher? It
depends on the back.
Well, how light the game is. Um how many
outstanding elements I have in the game
uh that I still maybe I'm not happy
with. Like, yeah, I like the core loop,
but for games that have cards, like a
Trail Story America has a lot of cards
in it with a lot of different content.
You know, I may play test a lot and
everything's great, but there's maybe a
few cards that, you know, boy, they
didn't come out and maybe if they came
out, they didn't get fully utilized. And
so, those are stragglers there. And
trying to make sure that those are all
right. It's it's can be timeconuming to
kind of see how everything interacts.
Uh, the more moving pieces you have. For
a game that's an abstract game like uh
Ceni or or Brigu, there's it's much
easier kind of figure uh some things out
there. So I feel more confident that
like okay and so it's a matter of just
getting in front of different people and
playing with different player counts. Um
making sure that that you get some blind
play testing in where you send a rule
book and a prototype and either watch
players uh play the game or not at all.
Um I know at one point we had a a design
group like a sister group to Austin
group that uh in Oklahoma uh they're
still there but uh they we would do an
exchange of prototypes. So, we had a
built-in way to have somebody play test
it, give a feedback and and just
completely like, you know, the ultimate
test and their designer minds can kind
of like give a different type of
feedback than the general public might
for sure. Yeah.
That might give. Uh,
so then you're ready to start showing it
to publishers. What does a general
calendar look like then from okay,
contact with publisher to being printed?
That's one of the most challenging parts
is uh you know I've got a finished game
and uh I I like to or my most successful
experiences have been going to
conventions and make making an
arrangement with a publisher to show off
the game, showing the game off and uh
you know play testing with them and and
you know getting some feedback. So I
would go to Gen Con, uh, Board Gamegeeek
Con. Back in the day, there was a lot of
publishers there and Fax Unplugged I
would go to. But, you know, a lot of
that can be timeconuming and inexpensive
and you don't know the results. I've
tried also some blind pitches, uh, you
know, just contacting out of, you know,
out of the blue and and some online
pitches, especially during the pandemic,
it's hard to say what works because when
somebody is interested, it's like the
stars align. Uh because I've had so many
times where it's, "Oh, we really like
this game, but you made an Egyptian
game, but we just put out an Egyptian
game. We don't want another one." Or,
you know, that that level of uh
complexity. We can only put out one big
game a year, but or we don't do big
games, but uh definitely would fit in
our universe that we already have
established. So, it's really hard to
kind of predict. So getting it in front
of, you know, as many eyes as uh you can
and not to get it in front of somebody
that like if you make a light game and
you pitch it to company primarily known
for heavy war games, it's well, you need
to get to the right person.
So you've got uh a full set of ideas in
Which Ideas are Worth Making into Games?
your head. How do you know which ones to
go and try and actually make the games
for? And then how do you know when that
game's ready for play testing?
Usually I think of a lot of ideas.
Sometimes I'll jot it down and and you
know it might be a nugget of something
that's theme or mechanics that's
interesting and recently I had an idea
for for a game and I I started
prototyping it with little bits and uh
cubes and and coins and dice and things
like that and I'm kind of going through
the motions and I'm like gosh I'm not
even enjoying this myself if uh and if
I'm not passionate about at that point
I'm like well I'm not going to drag
other people into this uh and make them
play this game that I'm not not enth
enthralled with. Uh but after that uh
the current game I'm currently working
on I was uh inspired and I really wanted
thematically it was something I wanted
to explore and uh so having a passion
behind it uh is important. I know that's
one thing I hear from a lot of designers
that kind of start uh in this hobby is
that they fizzle out. There's a lot of
work involved and you, you know, have to
have that passion and and that
determination to uh to keep going with
something, especially if you get stuck
or, you know, have some setbacks.
There's a lot of highs and lows in the
mix. So, there's a lot of lows to there
could be more lows than highs. I mean,
when you're play testing, some play
tests are just a whole bunch of people
telling you negative things about your
game in sometimes articulate ways,
sometimes just very, you know, crude
ways. and you kind of have to take all
the punches. Um, uh, and sometimes they
bring good ideas and all that stuff. You
have to be ready for kind of dealing
with that because that can kind of take
its toll if you're if you're not, you
know, familiar with kind of that
process.
Yeah. Old feedback is good feedback, but
that negative feedback can build up in
your head probably.
Yeah. And I've got a way to combat that.
I have a prototype ready to play test.
I'm all excited because I'm like, "Oh, I
fixed all the problems with last time."
And so I let it simmer before I bring it
out to people so I can enjoy that like
positive feeling. So and I can think
about it some more and play test it in
my head a little bit, you know, before
maybe I get it out. Uh, and to enjoy
that like I'm on top of the world. I
fixed everything because the moment I
play test it, somebody kick me down a
sand castle and it's like, oh, thought I
fixed that and they found a way to to
break that. and then you feel a little
bit like low because you got to come up
with a solution and maybe you've thought
you've gone through all those solutions
but eventually you get back up. Uh so I
try to stay in that positive zone and
less time in that that negative zone and
uh uh and that kind of helps me kind of
move forward and get out. Now once the
game is published that's a whole other
ball of axis. You'll get good praise in
the review, but then you'll get really
negative praise or negative feedback and
uh some comments and you can't do you
can't really do anything at that point.
It is what it is. Uh it's an interesting
experience kind of the the whole uh that
whole process. It's not all like
sunshine and rainbows. It's uh it's got
some ups and downs there. So after it's
signed then most of the time the
publisher will give some like hey you
know we need to fix this or that. like
they they signed it knowing like okay
they like the whole concept but there
might be a few things uh that might be
need to be changed. I know for a space
the publishers wanted it to be a shorter
game uh slightly shorter than what it
was and so I'm like okay u and I like to
tell them like you know I will present
you with some solutions and then we can
work on that but I want I want to be a
part of all the solutions. I don't want
it just to be like let's throw things at
it until it fixes itself. So for that
game, you play through some cards from
your hand and that kind of dictates how
many turns you have. And u you ended up
condensing a few cards to to get rid of
like three cards from the game and did
some math and figured out that like each
card was so many minutes and because you
go through your deck twice that that
would correspond and that's how how it
uh turned out. So I did that, presented
that to them. um presented some other
ideas as well and they play tested it
and liked it and then we kind of move
forward with that and um sometimes they
I interact with the artists and I really
like when that happens. Uh the artist
will pitch some ideas or draw some
things or and I look at them and give
them some feedback. Sometimes uh one
time I was asked to come up with like a
board of images that I thought would
best match what was in my game to give
to the artist to kind of see if we're on
the same page. And so we kind of work
back and forth there. That was nice.
Other times it's just uh I get what I
you know I I get what I get and I kind
of play interference and try to say well
okay like this icon you you change this
to this icon but this is supposed to
represent a cube not a c uh like a disc
or or something like that. So sometimes
things get lost in translation
especially if the people involved aren't
necessarily familiar with the game as
much as I am. There's, you know, some
games can be really complicated with a
lot of symbology everywhere and
sometimes that can get lost. I haven't a
lot. And so there's a lot there's a lot
of back and forth there. There's editing
of the rules. That's another, you know,
point where I'm involved with usually
the rules lay out what happened and then
I'll go through and and and read it and
give my feedback of, okay, you know,
like we changed this paragraph, now this
means something different. We need to
fix that or maybe this example image
doesn't match what the actual example
text is. And so there's back and forth
there. So there's a lot of work kind of
going back and forth there. At the end
of the day, it's like my baby, you know?
So like I want to I feel like sometimes
if I don't catch it, it it might go out
because if the rule was interpreted one
way and I'm the only one I'm the
gatekeeper of the kind of the rules. Um
because even the publisher could be
playing it wrong the entire time and not
even realize it. So that that all
happens. Then we start getting files
ready and I start seeing some of those
files and then uh at some point you know
I might see those final files and then
it's whenever the publisher works with
the printer to to print it and and then
it's just a waiting game at that point
and uh some point is some magic that
happens because I've never been able to
get like a exact date but the game will
release and it's always sometimes
sporadic sometimes I release it at
convention and some people have the game
before you know I might have the game or
sometimes it's uh you know available on
in stores and I don't even realize it or
you know so it's it it comes out and
then I get it in my hand and and uh and
then it's always exciting because it's
like wow like I scraps of paper turn to
this and uh you know it's all worth that
you know the process to get get to that
point. Going back to your your thoughts
on the artists, are you generally, you
know, assigned an artist from the
publisher? Are you finding your own
artist, please? Or
it's always through the publisher. Um,
I've never really had a suggestion for
an artist. Um, usually they have
somebody they work with factoring in,
you know, art styles for the game. You
know, it it can be more involved. Um,
other times it could be, you know, I'm
I'm just on the side. they give me
access to the the the files and I can
see them as they come in and then and
then I'll periodically make some notes
and say hey you know I think for a trail
story there was uh it's a little thing
but they had there's a squirrel in the
game and they had drawn a European
squirrel uh and because they have pointy
ears and uh I was like oh this is a
trail story America so it needs to be an
American squirrel it's a little thing
but I'm like yeah I feel like I you know
we should we should fix it up and they
did uh little things like that sometime
Challenges of Getting a Game Published Today?
looking at your, you know, next games
coming out. Trail Story America just
came out.
You got another one, uh, in process,
Xenology.
Yeah.
What are the biggest differences in
getting these two out today versus
Monkey Live back in 2009?
To me, what feels like the biggest
difference is that the number of
designers out there has grown. The
number of games that comes out each year
has grown so much. the tools and uh for
game designers and starting game
designers has has grown. There's
countless YouTube videos, countless
resources, groups, play test
methodologies, uh all that stuff exists
today that didn't exist back in the day.
Um so the competition has has risen. So
you're not competing just with what your
game is, you're competing with everybody
else. And I've been told many times uh
that, you know, this is a great solid
game, but we're seeing hundreds and
hundreds of games. We we we're not just
picking a good game. We're picking a,
you know, we have to pick a great game
because we they've got the choice. Uh
and they have, I guess, the luxury to to
pick amongst the the best. So, uh so I
have to step up my game. Sometimes
there's a lot of time commitment going
to conventions and and whatnot. And it's
almost like a for me it feels like it's,
you know, it's definitely a requirement
to to be at all these places, but it can
wear thin on the wallet and and the
family and just kind of going to all
these different things. and if nothing
comes of it, then doesn't feel as worth
it. In the meantime, you're also trying
to develop the next game. So, you're
you're you're doing all this at kind of
at the same time. And uh it's nice to be
able to put effort in and get results.
Sometimes that doesn't always happen.
I'd say I was lucky because live in the
Austin area and board game was is in
Dallas and I'd go up there every year
and at at the time I would say it's not
that way today, but all the publishers
would would go there. So I had like a
yearly access to to go and uh do that.
They also had designer publisher events
where you could pitch your games to to
publishers. So I had many different ways
of of interacting. Uh I think after I
think packs unplugged started which
happened at the same weekend as DGCON.
They all split and went over there.
There's still some left, but uh it it's
not as convenient and uh I'd say that
hinders things a bit because Texas isn't
necessarily really close to anywhere
else. So, it's just a lot of uh plane
tickets all over the place.
How has Kickstarter Changed?
The impact of Kickstarter, you know, I
know you're not necessarily putting your
games on Kickstarter, but some of your
publishers are as a strategy to get out
there. Have you seen an impact or do you
have a thought on how that has changed
either how with you or
I know that early on um my game Venture
Forest and Island Siege were both on
Kickstarter and Burgu as well and this
was back in the experimental early
phases of Kickstarter where people were
trying different things and what do you
set your goal at you know what all these
different factors and and they you made
enough to to get out the door and and
and you know be published, but there's a
lot of things that go into those
Kickstarter. Like there's so much more
elaborate now today than than they were
back then. Like where you scroll down
the bottom of Kickstarter and there's
like a you know 15 person team that's a
part of this company that's doing all
this stuff and uh that's not you know
not necessarily the case. um they know
they sell a lot and they get a lot of
attention, but uh back in the day
Kickstarter was just about used as an
advertising tool and and over time
people realized that you can't use it
for advertising. You got to advertise to
get people to look at Kickstarter to to
get it out. But it's kind of it feeds
itself. Uh it's cyclical. Um, as far as
Kickstarters today, um, I to me they
don't feel as, I guess, special, uh,
because there's so many of them and
there's so many games out there that I'm
not like a fear of missing out type
person. So, I'll let I'll let things go
and I'll miss it because I'm never short
for a game that I have not played that I
get a chance to play. So, like I'm I'm
not starving for new content. like uh
some you know people might want to be on
Kickstarter because they want to be part
of that experience of that development
process and and all that stuff but I'm
as a designer I do that all the time
anyway. It's definitely changed since
since it first started.
Yeah. Mentioned uh a couple times you're
a hobby game maker. What would it take
to maybe move from that hobby status to
being able to be a full-time game
designer
in order to make that leap? I would
still want to stick to design. For a
while, I toyed with the idea of
publishing my own uh my own games. So,
as a designer, you know, I I do, you
know, rule rule books and play testing
and and prototyping and that's kind of
my area of expertise. But with as a
publisher, you got to deal with, you
know, artists and contracts and printers
and shipping and logistics and
fulfillment and returns and advertising
and conventions and all these different
things. And
the designers I've seen kind of go
switch to that and try to do that. They
don't get enough time to do design. And
I I don't want to do all that other
stuff. I just want to design design
games. That avenue for doing a full-time
as a publisher. That would be one
avenue. The other avenue as a designer
is you know get a big hit and you know
and then the other avenue is well maybe
you know get enough out there and you
know supplement the income. you know,
that that might be another way, but I
would have to as someone with a family
and and other other goals, it's it's
kind of a well, I need that stability
and I enjoy having a steady paycheck and
health insurance and all these other
things. So, how I view it is that I want
to make enough to help fund itself, so
pay for trips to inventions and things
like that. or look at another way, just
I wanted to fund it making allowing me
to make more games and uh not be
concerned about the finan financial
aspects of it all. But if you know if I
did have a massive hit, then I would you
know definitely you know consider uh
that especially as I as I get older and
it's like well boy if I you know retire
one day it's like oh I can game design
all the time and I don't have to worry
about anything else.
Well, let's finish it off with advice to
your past self. you're getting ready to
publish your first game. What would you
go back and tell yourself?
That's a good question. Uh, I would tell
myself, well, one, I would say to relax.
Look, you know, I'm your future self.
I've got some games out the door. It,
you know, it'll it will come. Just do
what you like doing and continue to do
that. Put the effort in. Nothing's a
dead end. You know, if if you know, you
have something you believe in, if you
keep going with that. Uh, as far as
something I tell myself, tricks I might
know today that would be useful back
then, I'd probably say to to I guess
believe anything is possible. Talk to
publishers that you don't necessarily
would think that they would look at your
stuff. Like everybody's just, you know,
a person and you just do your best, do
your research, be persistent, and uh and
just yeah, keep keep designing.
Experts Advice on Getting Your Game Published
So, you've got uh a new one in process.
Xenology is on roadmap to come out soon.
You just released Trail Story of America
though. How is Trail Story of America
doing? How does that how's that game
play?
So that game is a game about depression
era American South and you're kind of
down in your luck and you're a young
person and you just want to go on an
adventure. So it's a different type of
adventure game. It's not like standard
fantasy adventure game, but you go out
and just explore the wilderness, run
into small towns and and you know,
random vagabonds and people on in box
cars and bears and wolves and you're
just trying to find your way through.
And you've got a journal in this game
and that the main mechanic of the game
is that you uh encounter different cards
and those essentially are stories that
you will later on write and you will put
in your journal and it will dictate how
you score at the end of the game. Uh but
there's a lot of character growth uh
exploration. I I like games with
exploration and it's always difficult to
do in a board game because you with a
board game you also want to have
strategy and exploration means that
you're going into the unknown and
strategy means you're planning for what
you you know what you have and uh one of
the systems I have in the game I really
proud of is uh the ability to see some
aspects of information about what's on
the board and which direction you should
move but you don't have all the
information so you can still plan ahead,
but you don't know the details until you
flip over that card. Uh, you know a lot
about the card, but you don't know the
fine details. So, you can make informed
decisions, but there's still that like
surprise of, oh, that's that's what I'm
encountering uh around the corner. And,
uh, so even today when I'm playing it, I
still like it's just it's an adventure
of like, oh, okay, you know, how do I
want to handle this situation? Every
card has uh some options and it's not
clear-cut how you handle uh you know how
you handle that. Uh how much you know
effort do you want to put into resolving
particular situation? Some bullies are
on on the street. How how bad do you
want to get away from them?
Took a long road to kind of get to uh
publishing, but I'm really happy with
the results and the the look of the art.
It's like all handdrawn art. Uh looks
like pages from a sketchbook. Yeah, it's
been doing well. It came out uh last
summer and uh yeah, I'm pleased with the
results.
Dan, thanks for taking the time today to
talk to us. Appreciate it.
Yeah, thank you, Josh.