> General questions about submissions
What is my benefit in sending my proposal to PROJEKT SPIEL, considering the fees involved?
Christian Beiersdorf has over 25 years of profound experience in the games and toy business as an editor and product manager for various publishers. This experience will benefit you: in the form of criticism and – if feasible and necessary – in the form of advice or suggestions for optimization before the game is presented to a publisher.
Is my game proposal protected? Will it be treated in confidence?
Every submission will be treated confidentially, of course. A nondisclosure declaration is part of the acknowledgement of receipt, as well. We don’t sign special nondisclosure agree- ments (NDA). All parties involved, including possible test groups are obliged to handle the game concept in confidence. There is no method to ensure absolute protection of your game concept, however this code of honour in the games business is kept strictly adhered to in the game business and any publisher who flaunts this principle would soon be identified and isolated. Support is given by the Game Designer Association (SAZ), as well. Christian Beiersdorf is an active member of this association.
Can I present my idea to PROJEKT SPIEL personally instead of sending it?
Sorry, he answer is a clear NO! A personal appointment is unfortunately not possible to avoid unnecessary expenditure of time for both sides.
Email, letter, parcel: What is the best way to send my game proposal to PROJEKT SPIEL?
Usually, the game instructions and a photo of the game are sufficient for a first look. These documents can be send in by email or in an envelope by ordinary mail. If the game materials fit into a large envelope, you can also enclose the prototype. Send complete prototypes (that need to be shipped by parcel) only on request, please! The box should not exceed the size of a normal game box. So please do not send giant wooden boards or similar oversized items!
What should I include when sending in my idea?
Enclose your complete ordinary post mailing address, the indication “Ravensburger” or “Licensing Agency”, the text of the rules of the game, a photo of the game materials in a playing situation, and additional information, such as reports of testing playing sessions, average duration, number of players, Recommended age group. If you send the prototype, it should contain all the materials needed for testing
How can I best send data by email?
All Microsoft Office file formats, such DOC(X), XLS(X) and PPT(X). For images, it is best to send as JPG or GIF. If you like, you may convert any format into PDF format – free converter programmes like FreePDF can be found on the internet, a good software is the “PDF-Converter Professional” from ScanSoft. The size of data attachments should not exceed 5 MB all together.
What about the costs for the evaluation of my game or product concept?
The best way is to transfer the fee on the same day as you send your game concept to PROJEKT SPIEL. This will ensure that your submission will be proceeded without delay. The evaluation of your game proposal can only follow after receipt of the fee. If the charge is not paid, you will be kindly asked to do so, but there is no right of return of the materials submitted if you do not pay. In the case of payment from abroad, please ensure that all bank charges, including charges made by the receiving bank, are borne by you, the submitter, so that the account of PROJEKT SPIEL is credited with the full amount.
What do I do if I wish to send several proposals at the same time?
Basically this does not pose a problem. Please note, though, that the charge is payable for each individual game proposal. Submitters from England sending three different prototypes by parcel, for example, must make a payment of 3 x EUR 100.00 = EUR 300.00.
Do I have to pay again when I send in the rules of the game first and then receive the request to send a complete prototype of the game?
There is no additional charge payable for this for submitters from Germany. For submitters from the rest of Europe, payment is due for the difference between the basic charge of EUR 65.00 and the parcel charge of EUR 100.00 = EUR 35.00. For submissions from outside Europe this difference is EUR 85.00. These additional charges are high, but are due to the high charges for the safe dispatch by DHL or other courier services.
How much processing time can be expected after I have submitted a game proposal to PROJEKT SPIEL?
All submitters will receive an acknowledgement of receipt a and nondisclosure declaration within a week after the arrival of the game proposal and payment. During fairs, holidays and vacations, it might take a little bit longer. Examination of the game proposal normally takes up to a maximum of eight weeks. You will certainly receive word from us within this time.
What happens if PROJEKT SPIEL’s evaluation of my game turns to be very positive?
We will then present your game to the selected publisher, or the Licensing Agency will contact you and offer to enter into an Agency Agreement.
How long does the evaluation by the chosen publisher take?
This testing can take up to several months to complete. We will inform you on the progress in any case.
What happens if the evaluation by the chosen publisher or by PROJEKT SPIEL rates the game as unsuitable?
You will then receive a evaluation report, using a checklist and explaining individually the reasons for the rejection. This is done in more or less detail depending on the substance of the submission. Here we try to draw out your attention to specific points or even – if possible – give you tips on optimization. All in all, these notes are meant to help you in developing games that are more innovative and more appropriate for the market. You also get back all your documents, of course, if these were sent in a form other than email.
What is the difference between my selecting RAVENSBURGER or LICENSING AGENCY for my submission?
The difference is relevant if your game has been evaluated positively by us. If you choose RAVENSBURGER, you have the advantage that the chosen publisher has the right of first acceptance; in case of publication you get the full royalty as agreed upon with the publisher. If this publisher has no interest in your game, the Licensing Agency may offering you subsequently to enter into an Agency Agreement.
If you choose LICENSING AGENCY, we will offer you directly an Agency Agreement after a positive evaluation. This entitles us to present your game to all suitable publishers and to negotiate License Agreements. In case of publication, the license revenues (royalties) will be shared 60% for you and 40% for the agency.
RAVENSBURGER: Why can I not send game proposals directly to this publisher?
Ravensburger’s expenses became disproportionate to their benefits. Because of tremendous brand recognition, the number of unsolicited submissions got out of hand. The Ravensburger company follows now international standards by commissioning professional agencies to conduct the testing, pre-selection and presentation of the unsolicited submissions. RAVENSBURGER has this service exclusively outsourced to Christian Beiersdorf and his agency PROJEKT SPIEL.
RAVENSBURGER: What type of game is this publisher particularly looking for and what are they not interested in?
That's the hardest question of all. Basically, their product line covers all target groups, from infants to seniors. Card games and dice games can be found there as well as board games, 3D action games, games with wooden, cardboard or plastic accessories – also more and more games with electronic elements – but no pure computer games. Abstract strategy games or sports games have only few chances. Games with violent content or absolute gamers games of more than two hours of playing time, as well as variations of known games or new design pro- posals for Memory®. As for educational games, you should consider whether it is as well fun game (self control for the educational content required), or rather an accompanying classroom teaching tool. In the last case it would fit better with a schoolbook publisher. Both nationally and internationally, Ravensburger has a very broad audience in view; therefore, very complex games with a high initial hurdle and games with a playing time of more than 90 minutes do not fit the Ravensburger brand. As a general rule, one can say: A really good idea, a game where you spontaneously say WOW! or SUPER!, always has a chance.
How can I test in advance whether my game is worth to submit?
Test your game several times in the family, with friends or with children in the relevant age group and with regard to the criteria set out in the next section. Try especially with unbiased persons. Observe the game and do not inter- vene; this way, you can find out whether the players understand your rules. Write down all questions and problems and then optimize the text of the instructions step by step. If the game is always been fun after several test sessions with different people, you should send it. Try to get an overview of what games are already on the market. A "Pachesi" reverse or other versions of existing games like “Monopoly®” usually have no chance at commercialization. The more original your game is, the better!
What are the requirements for a new game?
It must be fun, it should be captivating and challenging, it should trigger emotions, have a good arc of suspense until the end. It should also stimulate the communication among the players. Sometimes, it can provide learning content. And it should have a high replay appeal. Of course, it should also be a really new creation in terms of the combination of game elements and well as the theme. The form is important, too. Do not think just of cards, flat boards and tiles. 3D elements can also trigger both optical and tactile incentives to play a game. Picture your game being advertised on TV – the first visual impression of the materials, and emotions elicited are crucial. Be bold, go in new directions! Try to get competent partners for such an undertaking.
Does it make sense to submit a game proposal on Star Wars, Harry Potter, Yu-Gi-Oh!, Disney or other licensed themes that are currently hot?
Not so much! Most games to such licensed themes are ordered and developed to coincide with the start of the series on TV or in film. Later developments are rare due to the short life cycle of these products. Consider also that the rights for such themes are mostly marketed by a particular company that bought the license. Find out on the websites of relevant publishers, which licenses are marketed.
How should I structure the rules of the game?
Give your rules a clear structure: Title, the number of players, age group, playing time, a detailed list of all components (small pictures can be helpful), the object of the game, set-up, step-by-step how to play, end of the game and how to determine the winner. Give examples if necessary. Test the content with players who are not familiar with the game, and observe what questions come up. Go through them step by step.
How good does the design of the prototype have to be ?
In principle, a so-called functional design suffices, so you do not have to engage a professional graphic artist or illustrator.. What’s important, is the innovative content, not the design. If the game is accepted, then the publisher will certainly have his own ideas about the theme, the design, the format etc. Nevertheless, you may take some effort in developing the prototype because test players and editors also prefer to play with nice material. It is really important, though, that all functions of the prototype are clear and – if possible – can be handled intuitively.
What share of the proceeds will the game inventor receive?
Publishers conclude an Licensing Agreement with the inventor or agent. This Agreement primarily sets the assignment of the rights of use for marketing, e.g. in which countries the company intends to sell the game, but also the financial aspects. Games designers generally receive a standard royalty rate of 3% to 5% of the net proceeds (net turnover / whole sale price) from the company. An example: EUR 20.00 retail = EUR 10.00 net proceed, 5% of this = EUR 0.50 per copy. The exact level of the royalty rate depends on different factors which are determined and negotiated individually. Most companies pay license fees on a six-month basis, but a few also pay per quarter or once a year.
Gametest Report – the form helps to record and evaluate test results
Easy production of a folded game board – important for shipment and smaller boxes!
Links:
USA / Int: BoardGameGeek
USA / Int.: Inventors.About.com
USA / Int.: The Board Game Designers Forum
Italy: Inventori di Giochi
France: Eludique / Actualites des jeux de societe
Germany: Spielbox – All Information about the German games scene
Germany: Deutsches Spielearchiv in Nürnberg
Germany; Bayerisches Spiele-Archiv in Haar
Literary references:
Richard C. Levy and Ronald O. Weingartner,
The Toy and Game Inventor’s Handbook,
$ 19.95
Keith A. Meyers,
Paid to Play, The Business of Game Design,
$ 14.95
Game Designer and Inventor Meetings:
Game Designer’s Convention in Göttingen / Germany in June
International Game Inventor’s Fair in Haar near Munich / Germany in November
IDEAG in Torino / Italy in January
Swiss Game Designer’s Meeting in La Tour-de-Peilz / Switzerland in May
The Game Designer Association
(Spiele-Autoren-Zunft - SAZ)
The SAZ represents game designers' rights and interests. It promotes new game designers and advocates the strengthening of the cultural assets of games in society.
Membership in the SAZ is worthwhile for anyone to deal seriously with the development of games and wants to benefit from the experiences of others. On the website of the SAZ also find a wealth of useful information and links, eg sources for play materials and for the construction of prototypes. The internal publication series SAZ Signs includes the compressed basic knowledge for every game designer.
The Game and Inventor Agency