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18 of 20 people found the following review helpful:
5.0 out of 5 stars
Very inspirational,
By
This review is from: The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-Playing Games, & Everything in Between! (Paperback)
My wife and I invented a card game several months ago and, after having shared the game with friends, realized we were onto something. Shortly thereafter, my wife purchased Brian's book to read. It was entertaining and well-written, so much so that I couldn't put it down. It is full of a lot of good advice, but more than anything else, it is inspirational without filling one's head with dreams of outrageous fortune. It's very down-to-earth and realistic.
That being said, my wife and I just got word from a publisher that they'd like to develop and produce our game. I guess I'll have to go back and read Brian's chapter on "What to do if they say 'Yes!'" Thanks for a great book, Brian!
14 of 16 people found the following review helpful:
3.0 out of 5 stars
Interesting read but little else...,
By Owen Sloan (North America) - See all my reviews
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This review is from: The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-Playing Games, & Everything in Between! (Paperback)
When I purchased this book I was expecting it to go into a good amount of detail about the design process. In short, the book primarily goes: okay, here's an example of what kind of games sell, here's how this guy sold it, now he's rich, chances are you won't be like him, now understand what makes a game good is that you make it fun, etc. etc.
I feel that the book is less of a guide and more of a showcase. The author does provide plenty of resources though so that if you design a game you can contact people through what he provides but that is really about it. Otherwise the book simply goes through success stories and only touches the surface of game design and when in this stage of the book the advice is simple common sense. Then, after the short amount dedicated to design it goes into legal protection, etc. Perhaps I simply expected more than I what I was getting into. Again, this book is by no means bad, it is an enjoyable read for a person who is interested in the field but don't expect to learn too much pertaining to designing your game.
3 of 3 people found the following review helpful:
4.0 out of 5 stars
Insight into the game publishing industry,
By PDOwen3 (Lorton, VA) - See all my reviews
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This review is from: The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-Playing Games, & Everything in Between! (Paperback)
I read this book on the recommendation of game designer Lewis Pulsipher. Tinsman, game design manager for new business at Wizards of the Coast, describes the book's target audience as "really just for one person...the lucky person destined to create the next category-defining blockbuster game." In fact, though, his book addresses anyone who seeks to have a game published, one way or another, with valuable advice and insight toward making a game concept into a reality.
Tinsman opens with a series of anecdotes about four of the wildly successful games of our time - Trivial Pursuit, Magic: The Gathering, Dungeons and Dragons, and Pokemon. These stories of blockbuster proportions are exciting to read, inspiring to imagine, and yet a little daunting to the hopeful designer. What are the odds of coming up with the next Monopoly? Is that too crazy to consider? Perhaps, but Tinsman offers much more than just a review of the peak games of the age. He follows with chapters on the nature of the industry, the considerations that publishers have when they consider a new design, and the motivations behind designing (or as he likes to say, "inventing") games. I found especially interesting his description of the inner workings of a game company and the internal considerations that weigh on whether a game is published. Tinsman spells out four "markets" for games, and here I could quibble with his taxonomy, but really, his classification works for the purposes of his book, which come down to the different ways to approach design, publication, and marketing. He categorizes games among the following markets: - Mass market (what you'd find in a big box retailer like Target or WalMart) - Hobby games (roleplaying, miniatures, and trading card games) - American specialty games (a "catch-all" category for small print-run games like strategy games and "how to host a mystery") - European market (German boardgames, largely) - Others (unique market type games, such as sports games that might sell in sports-related retail outlets, etc) Okay, that's really five, but he spends little meaningful text on the "Other" category except as an out for the types of games that he doesn't cover otherwise. Although the average gamer might not break down games into these categories, they work for purposes of addressing the different ways that a designer would approach a publisher with a prototype and the different ways that a game would be published and marketed. Tinsman provides considerable detail on specific games and companies that he feels the reader should become familiar with. Many are familiar to the regular gamer, but a few gems emerge that are worth investigation. Self-publishing had always struck me as a last great act of desperation, but that's not so much the case with the resources available to today's self-publisher. Tinsman spends some time discussing the special considerations that have to be taken into account to try to bring a game to market yourself. The upside potential and the downside risk are both staggering. A nice aspect of Tinsman's format is that he intersperses the book with interviews of key figures in the game industry and "Insider's Views" on publishers, information that he is in a unique position to provide as a longtime member of the industry himself. He provides remarkably insightful perspective on what designers and industry figures consider in bringing a game from concept to market. These vignettes make clear that there is more than one way to skin the boardgame cat, and different people have different priorities and visions on what they hope to bring to the gaming world. With all of this background, Tinsman walks the reader step-by-step through the process of conceiving and scoping a design, developing it, all the way through getting it on contract. This final walk-through brings all the elements of the book together into a soup-to-nuts accounting of all the steps that a designer will need to follow to make a game concept into something that people can buy, take home, and play. Appendices include considerable resources - contact information for game companies, brokers, conventions, as well as sample forms for letters and agreements that the designer will find handy in conducting business with potential publishers. Brian Tinsman's Guidebook came well recommended by Lewis Pulsipher, and I am not disappointed. I hope my readers find it as valuable for gaining insight into the workings of the gaming industry as I have.
5 of 6 people found the following review helpful:
5.0 out of 5 stars
Informative, Easy-to-Read Book,
By
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This review is from: The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-Playing Games, & Everything in Between! (Paperback)
Brian has a clear and entertaining writing style that makes it easy to learn a lot about how the game industry operates and find additional resources to go deeper when necessary. It only took me about 3 hours to get through the book and I finished with a good sense of what I am up against and what it takes to get through the "hairball" to be successful.
2 of 2 people found the following review helpful:
5.0 out of 5 stars
Authoritative,
By
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This review is from: The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-Playing Games, & Everything in Between! (Paperback)
This excellent, highly readable guide to the practice and business of tabletop (board, card or miniature) games. Its chapters are interspersed with several enjoyable, brief interviews with successful game designers. Every practical question you might have about breaking into the industry is answered here: How to playtest; how to write a pitch; whether you need an agent; what the standard contract is; which markets you should target. If you're considering self-publishing, there's a chapter on that, too. An appendix contains lists of companies and brokers, along with their contact information.
Whether you're trying to launch a family-friendly game for mass-market consumption or a geek-fest for a handful of comic shops, this fine reference will serve you well.
2 of 2 people found the following review helpful:
5.0 out of 5 stars
more focused in marketing than in desing,
By ARKX res (Colombia) - See all my reviews
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This review is from: The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-Playing Games, & Everything in Between! (Paperback)
It is a easy reading book. full of interesting game industri stories.
It is more focused in marketing than in desing. If You are thinking in create o publish a board/role/card game, read it first. and think twice.
2 of 3 people found the following review helpful:
5.0 out of 5 stars
Valuable Investment Indeed!,
By
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This review is from: The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-Playing Games, & Everything in Between! (Paperback)
I have an idea for a game... I needed some kind of direction and an action plan with steps to help me take my game from idea to shelf. I have a few books on inventing, but the game & toy industry seems to be a little different. I was afraid I was wasting my money on this book but as soon as I started to read it I couldn't put it down. Brian did a great job at giving his readers an inside look at the game industry. IF YOU HAVE AN IDEA FOR A GAME... THIS BOOK WILL PROVE TO BE A VALUABLE INVESTMENT.
5.0 out of 5 stars
CLASSIC,
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This review is from: The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-Playing Games, & Everything in Between! (Paperback)
If you are into the world of Boardgames, this is definitely the book. IT is the rulebook for game designing beginners.
4.0 out of 5 stars
Very Good,
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This review is from: The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-Playing Games, & Everything in Between! (Paperback)
This book though not detailed was a great overview. I really enjoyed the interview sections and real life stories of other game inventors, and how they progressed from Idea to Publication. A quick read, that is informative and fun.
4.0 out of 5 stars
Light and enjoyable,
This review is from: The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-Playing Games, & Everything in Between! (Paperback)
A light to read and entertainment book that gives some insight of the market and industry of tabletop, trading cards and role playing games. I have found specially interestign the "inside the industry" interviews and history. A recommended lecture for that friend that everyone of us have, that is always inventing new games over notebooks or at evening meetings with friends.
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The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-Playing Games, & Everything in Between! by Brian Tinsman (Paperback - November 1, 2008)
$16.95 $12.37
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