GenCon report
Last week I returned from GenCon 50, my annual pilgrimage to Indianapolis, which started about 7 years ago when TMG was a fledgling publisher.
I fondly remember our improbable endcap booth... here's an excerpt from my blog post after he fact:
Michael, Erin and I went to Gen Con a few weeks ago. I have never been, I've always thought of it as more of a commercial event. I don't like he idea of going to (and paying for) a gaming convention and then having to pay extra to play in events, or simply to get into the Open Gaming room! However, this year I didn't attend the con in the capacity I normally attend game cons - We attended as Tasty Minstrel Games. We had a booth, and brought 6 different games to sell, including Eminent Domain, Belfort, Martian Dice, Train of Thought, Jab: Realtime Boxing, and Homesteaders 2nd Edition. Our booth was rather busy all 4 days of the con, and we did many, many demos. Looking up and down our booth at all 6 of our offerings I noted that, while no game is for everybody... within their target demographic, each of our games is really very good. They are the highest quality game, and the art and production (now that we've moved to Panda) are also the highest quality. I felt proud to stand behind each and every one of them! Even Martian Dice, which is the type of game that generally doesn't interest me at all, is really very good for what it is - I heard people saying it was better than Zombie Dice (a similar quick filler).
One of the best feelings was when someone who had bought EmDo or Belfort the day before would stop by and tell us how much fun it was or how much they liked it when they played it that evening! Another high point for me was when 2 different people stopped by our booth with a copy of Terra Prime asking me to sign it, and telling me how much they like the game! We also had a number of EmDo Kickstarter supporters stop by tell us they were anxious to get their copy of the game.
That was 2011. Fast forward to 2017, the 50th anniversary of the convention, and the first time in history that they sold out badges. First, the 4-day badges sold out. Then, in the weeks leading up to the convention, even the 1-day badges started selling out. For a long time now GenCon attendees have had trouble getting hotel rooms in the byzantine lottery system they use, but now it seems tickets to the show themselves will start to be a hot commodity as well.
To be honest though, I didn't feel like the dealer room was any more crowded than usual. I didn't spend much time outside the dealer room, but the halls and the little food court area nearby didn't feel more crowded to me either. I've long since sworn off trying to go to a group outing at a restaurant at mealtime, but the Noodles place, and the food court at the nearby mall, both had short lines when I went (which was often at normal mealtime). Only Steak & Shake seemed to be slow, but I think that's not unusual for them anyway -- as Michael said, GenCon seems to take them by surprise every year!
This year TMG has utilized the services of Envoy, who provides demo staff to help in the booth. That's been pretty great, though it's possible we underestimated the number of staff needed for GenCon. I spent a little time in the booth, giving demos of Okey Dokey and Joraku, two new small box imports from Michael's trips to Tokyo Game Market.
Most years at GenCon, Andy and I end up with meetings with designers, back-to-back-to-back every 30 minutes. This time our schedule was a little more relaxed. I'm not sure if that's because we did a better job of pre-screening, if we scheduled in 1 hour blocks instead of 30 minutes, or if fewer designers tried to schedule appointments with us. I got smart and as soon as Andy had set up our youcanbook.me page, I scheduled up the 12:00 hour each day for lunch :)
Even still, we did end up with a fair number of meetings with designers, and listened to a fair number of pitches. Some were not for us, some were submissions we'd already seen and had made suggestions for changes. Some were even from the two Designer Speed Dating events (one Thursday night and one Saturday night). I've been pretty down on Publisher Speed Dating lately. I like the idea of the event, but the signal to noise ratio has been so low for me that I was starting to feel like it was a waste of time. However, Andy and I have economized the effort by splitting up and each sitting through 1/2 of the pitches, then if we see anything we think the other should check out, we revisit that pitch. It seemed to me that the average level of designs in these particular speed dating events were higher than usual, and indeed, we asked several of the designers if they'd like to meet with us and show us more about their game. One we even took home with us!
In fact, we brought home a number of prototypes to evaluate -- 6 or 7 I think. That's a huge number, usually it's 1 or 2. Of the four I took home with me, one was from speed dating, one was from a designer we knew, and two were games we'd seen before and had asked for change before resubmitting. Another submission we played in our hotel Sunday night, and a few others Andy took back to Utah with him.
I got a chance to play 3 of those last weekend, and one was very well received by the players. It may be one of the rare "accept and publish as-is" types of submissions!
This year, Andy and I were able to take some of our meetings in our booth, which was very nice. I hope we can find a way to make that a standard. A few years ago we actually had a demo room, which was great -- I'd love to gt back to that!
So that was basically GenCon. I got to see some industry friends -- my brother-in-law volunteered with my friend Sara over at Renegade, and my friends over at Iello traded me a copy of Bunny Kingdom (which Michelle and I are enjoying so far, but I think we'll both like it better with more than 2 players). I got one of my prototypes played (but only 1), and I played a couple of other prototypes after hours by the blue noodle (unofficial unpub area). I played a couple of published games (Photosynthesis and Jump Drive) there with some of my game designer friends as well.
And then, just like that... 5 days, 20 hours of sleep, 3 trips each to the Noodle place and Steak & Shake, and 1 dead car battery later, I was back home. Sadly, I won't be attending Essen this year, but I will return in the future. Which means my convention trips for the rest of the year will be RinCon at the end of September (Friday only, then I'm off to a wedding in California), Sasquatch at the beginning of November, and BGGcon around Thanksgiving time. See you there!
One of the best feelings was when someone who had bought EmDo or Belfort the day before would stop by and tell us how much fun it was or how much they liked it when they played it that evening! Another high point for me was when 2 different people stopped by our booth with a copy of Terra Prime asking me to sign it, and telling me how much they like the game! We also had a number of EmDo Kickstarter supporters stop by tell us they were anxious to get their copy of the game.
That was 2011. Fast forward to 2017, the 50th anniversary of the convention, and the first time in history that they sold out badges. First, the 4-day badges sold out. Then, in the weeks leading up to the convention, even the 1-day badges started selling out. For a long time now GenCon attendees have had trouble getting hotel rooms in the byzantine lottery system they use, but now it seems tickets to the show themselves will start to be a hot commodity as well.
To be honest though, I didn't feel like the dealer room was any more crowded than usual. I didn't spend much time outside the dealer room, but the halls and the little food court area nearby didn't feel more crowded to me either. I've long since sworn off trying to go to a group outing at a restaurant at mealtime, but the Noodles place, and the food court at the nearby mall, both had short lines when I went (which was often at normal mealtime). Only Steak & Shake seemed to be slow, but I think that's not unusual for them anyway -- as Michael said, GenCon seems to take them by surprise every year!
This year TMG has utilized the services of Envoy, who provides demo staff to help in the booth. That's been pretty great, though it's possible we underestimated the number of staff needed for GenCon. I spent a little time in the booth, giving demos of Okey Dokey and Joraku, two new small box imports from Michael's trips to Tokyo Game Market.
Most years at GenCon, Andy and I end up with meetings with designers, back-to-back-to-back every 30 minutes. This time our schedule was a little more relaxed. I'm not sure if that's because we did a better job of pre-screening, if we scheduled in 1 hour blocks instead of 30 minutes, or if fewer designers tried to schedule appointments with us. I got smart and as soon as Andy had set up our youcanbook.me page, I scheduled up the 12:00 hour each day for lunch :)
Even still, we did end up with a fair number of meetings with designers, and listened to a fair number of pitches. Some were not for us, some were submissions we'd already seen and had made suggestions for changes. Some were even from the two Designer Speed Dating events (one Thursday night and one Saturday night). I've been pretty down on Publisher Speed Dating lately. I like the idea of the event, but the signal to noise ratio has been so low for me that I was starting to feel like it was a waste of time. However, Andy and I have economized the effort by splitting up and each sitting through 1/2 of the pitches, then if we see anything we think the other should check out, we revisit that pitch. It seemed to me that the average level of designs in these particular speed dating events were higher than usual, and indeed, we asked several of the designers if they'd like to meet with us and show us more about their game. One we even took home with us!
In fact, we brought home a number of prototypes to evaluate -- 6 or 7 I think. That's a huge number, usually it's 1 or 2. Of the four I took home with me, one was from speed dating, one was from a designer we knew, and two were games we'd seen before and had asked for change before resubmitting. Another submission we played in our hotel Sunday night, and a few others Andy took back to Utah with him.
I got a chance to play 3 of those last weekend, and one was very well received by the players. It may be one of the rare "accept and publish as-is" types of submissions!
This year, Andy and I were able to take some of our meetings in our booth, which was very nice. I hope we can find a way to make that a standard. A few years ago we actually had a demo room, which was great -- I'd love to gt back to that!
So that was basically GenCon. I got to see some industry friends -- my brother-in-law volunteered with my friend Sara over at Renegade, and my friends over at Iello traded me a copy of Bunny Kingdom (which Michelle and I are enjoying so far, but I think we'll both like it better with more than 2 players). I got one of my prototypes played (but only 1), and I played a couple of other prototypes after hours by the blue noodle (unofficial unpub area). I played a couple of published games (Photosynthesis and Jump Drive) there with some of my game designer friends as well.
And then, just like that... 5 days, 20 hours of sleep, 3 trips each to the Noodle place and Steak & Shake, and 1 dead car battery later, I was back home. Sadly, I won't be attending Essen this year, but I will return in the future. Which means my convention trips for the rest of the year will be RinCon at the end of September (Friday only, then I'm off to a wedding in California), Sasquatch at the beginning of November, and BGGcon around Thanksgiving time. See you there!
2 comments:
So... What is this cool new game you found? Are you able to reveal any info about it? I'd love to hear more about it!
Until we sign a game, I don't think it's right for me to talk about submissions...
That said, I have now played all of the submissions I brought home from GenCon (as well as one I knew was coming that I finally got files for), and I like a lot of them!
Post a Comment