Brian Tinsman knows what he’s talking about. That doesn’t mean that it always gets translated to the published page. The Game Inventor’s Guidebook has a lot of useful information and I will use it as a reference in several of the courses I teach. However, it could have been a textbook—it could have been a contender. Here are my, admittedly very personal, reservations about the book.
First, the format/layout of the book makes it feel like it was prepared in a hurry. I’m not sure what the rush would have been, but it feels like the double-spaced lines were selected as much to fill-out the page count as well as to make it seem easy-to-read. I’m sorry, it’s just hard for me to take seriously a 263 page book (complete with appendices) that can be read at a leisurely pace in one “L” train commute. Second, although the author uses his extensive first-person experience and access to professional resources (Wizards of the Coast/Hasbro marketing research and interviews with designers of his acquaintance), it is rather disappointing to see only four books cited in the appendix (There is no actual bibliography.). Perhaps, I am shocked by the lack of a reference to James Dunnigan’s The Complete Wargames Handbook: How to Play, Design, and Find Them and Lawrence Schick’s Heroic Worlds: A History and Guide to Role-Playing Games.
I suppose that I also can’t help finding minute faults such as the fact that Tinsman summarizes the history behind Cluedo/Clue on pp. 71-72, but identifies Clue as being picked up separately from the Parker Brothers/Tonka purchase when he discusses it on p. 87. I suppose I chafe at the idea that Avalon Hill is “best-known” for Axis & Allies (p. 116). Huh? Axis & Allies was originally a Milton Bradley game. Avalon Hill made serious war games from the 1950s until its acquisition by Hasbro in the late ‘90s. Most of the titles in Wizards of the Coast’s Avalon Hill division (with the exception of Diplomacy and Acquire) weren’t published by Avalon Hill prior to its acquisition by Hasbro. Ironically, however, both of the titles just mentioned were published by other publishers prior to being published by the original Avalon Hill.
Of course, war games are apparently not part of the games market since Tinsman ignores the contributions of SPI in the early years and the contributions of Multiman Publishing and GMT Games in the present day. They may not be high-volume products, but they should be mentioned. Finally, the note of Games Workshop demographics (p. 108) seemed poorly presented. It certainly doesn’t fit my anecdotal experience and it doesn’t fit the demographic represented in today’s podcasts related to miniatures that cover Games Workshop products. Tinsman appears to claim (probably from shoddy Hasbro research—something I saw plenty of during my tenure at WotC) that GW loses their customers at about the time they begin dating. I think he meant to say that they lose them then and gain them back in later years. At least, the hobbyists that I see playing in Warhammer 40K tournaments are considerably older than 15.
My happiest moments in reading the book came when reading interviews with designers I know (or knew). And, I could just see “Uncle” (actually Colonel) Lou Zocchi talking about storing that first thousand boxes of Battle of Britain in his living room and being able to tunnel to the television set after selling about one-fourth of that amount (p. 153) as well as pointing out how inventory could be destroyed by mildew if stored in a garage (or unheated warehouse). I also laughed out loud when I read Tinsman’s anecdote about the submission by a businessman who claimed that his designer was rated 25th in World Gamers (p. 139). Of course, there is no such rating body though there is presently a World Boardgamers Association that hosts tournaments in various games each year. And, if there is such a phenomenon as laughing and crying at the same time, I did so when reading his thinly disguised list of the worst game submissions of all time (particularly, the “Star Empires” game in which the high concept stated, “Players need only know a small amount of simple calculus in order to accurately plot their ships’ trajectories.” (p. 185) Are slide rules included?
And I couldn’t help but gloat during Tinsman’s interview with another designer who cavalierly dismissed Hasbro’s ability to produce an innovative game: “The problem is Hasbro doesn’t have the ability to launch innovative new products. They don’t have the patience to let a new concept take off. It takes time to create a big hit and they want to see big dollars immediately.” (pp. 119-20) Of course, one might note that Parker Brothers didn’t want Monopoly until it proved itself or even purchase the rights to Flinch until it had a sales record. The company turned down Cosmic Encounter and Trivial Pursuit when presented to them. So, it’s not the size of the company that counts; it’s the size of the vision.
The most valuable portion of the book comes in the latter portion of the volume where one is guided step-by-step through the process of getting a game from idea to market. He offers simple suggestions for doing market research (not committing tens of thousands of dollars on surveys, but reading boxes, talking to salespersons at local game stores, and identifying your market segment (p. 142). He also had some useful quick and dirty budgeting guidelines that I could easily resonate with (pp. 145-6) and I really appreciated his suggestion on doing game demonstrations in retail stores on a consignment basis (p. 154). Then, after this quick but valuable discussion, he condenses it all into eight easy-to-read but hard-to-master steps (pp. 163-4). I also resonated with his playtesting “Do’s and Don’ts” (pp. 182-3) and top ten list on reasons for rejections from a publisher (pp. 188-90).
To be honest, some of his advice seems so generic that I feel like it is common knowledge. Yet, I know that part of the reason it is common knowledge to me is because of covering the game industry as a “semi-informed” outsider in my journalist role and actually working inside the hallowed halls of Wizards of the Coast in a previous phase of my life. So, a total “outsider” might rate this book much higher than I did. I’m not convinced that it would make a good textbook for my Game Design students, but I will certainly have some of them look into it.