Bruno Faidutti’s answers to some of the most common questions from new game designers:

How can I protect my idea and be sure some dishonest game publisher won’t steal it?

Is it useful to pay a professional artist to make a nice looking mock-up of my game?

How can I get in touch with publishers?

Can I submit the same game to more than one publisher?

The publisher wants to give me XX% of his gross sales price. Is it fair?

The publisher wants to change everything, it’s not may game anymore… What can I do?

http://www.faidutti.com/index.php?Module=divers&id=539

“No matter how “finished” you think your game is, feedback from a publisher can lead to important improvements even if they ultimately take a pass.”
— Philip duBarry (@pdubarry)
“Make the prototype quickly from anything you can find. Once you have a game, improve the prototype enough to interest playtesters. Once you get a finely-tuned game, make it shine.”
— Philip duBarry (@pdubarry)
“You may have a great track record of quality games, but if you are a pain to deal with, future publishers may pass on your submissions and accept games from less difficult designers.”
— Chevee Dodd (@cheveedodd)
“There’s a lot of information out there, but the best advice that tends to get repeated over and over is this: Design a game you’d like to play.”
— Seth Jaffee (@sedjtroll)
“Your first game will not be your best, so if you have a favorite idea that you’d love to make a game out of, then you might want to save it for after you’ve got the hang of things.”
— Seth Jaffee (@sedjtroll)
“As board game designers, we have to make our own magic. But it also means we’re free to.”
— Paul Saxberg, quoted by Gavan Brown (@roosterjuice)
“Never give up. Rejection is part of the process.”
— Chevee Dodd (@cheveedodd)
“Failing to trim your game into a lean mean fun machine will almost invariably cost you publication because extra parts make the game more expensive, extra rules make the game less accessible, and the combination makes a game no one wants to take a chance on.”
— Jay Treat (@jtreat3)
“If you are going to design a successful game, you may need to cut one of your favorite aspects of the game, in the interest of flow, pacing, and fun.”
— Clint Herron