We get lots of questions about the process of making games. “What goes into editing a game? How do you choose what to publish? How are games developed? How are they made? How do you decide on a retail price?”
We decided it was high time to relate the complete development of a game, from first contact with a prototype to the final sale in a store.
The Diamond in the Junk PileA game’s story can begin in a few different ways. For our example, we’ll discuss Oracle, which was brought to Croc’s attention by Fernando of Asmodee Spain (yes, we are worldwide, with Speedo Jungle and Tiempo Upo!, also known as Caramba!).
Croc, being a consummate professional, was quick to read the rules of the game, because he’s always working that hard. They looked good, at least, good enough to join his “Prototypes to be Tested” file, which is parked just to the right of the “Throw Back to the Author” file.
Croc, a professional from head to toe, then showed the game around internally. First he showed a few people close to him, who said, ‘oh yeah, that’s cool!’ Then he showed it to someone with a little more clout, in this case G. Picard, who said, ‘oh yeah, that’s cool!’ Finally he showed it to the sales department, who said, ‘oh yeah, that’s 25 bucks!’
A Long Way from the Home StretchBrimming with confidence, with the steely gaze of the warrior, Croc takes up the box containing Oracle on a rainy August day and heads to the director’s office. Once a month, this office is home to The Meeting. This place is where dreams are made – or broken. This place is why several employees don’t sleep well.
So, there’s Croc, a few prototypes in hand, knocking at the office door. Inside, the army of twelve monkeys are waiting – uh, we mean the business people, project managers, marketing, and most important, Management. Honestly, these are all fine people (except the sale manager, with whom nature has not been generous).
Oracle is the second selection Croc presents this month. Oh, he tells the assembled congregation, these games have been played and tested and played again. He is certain of their full potential. It only remains to be seen if they can be integrated into a range or a global strategy (or if Marc is going to like it). This is the goal of the meeting. This is why they are all here. After each presentation (which Croc presents as neutrally as possible), the whole assembly offers a timid opinion and turns quietly to the Directorate. To prove the unity found at Asmodee, to show off the collective genius of the corporate powers, the opinion of The Meeting is always the same as that of the Directorate. Because, you understand, he gives his opinion first.
First Glimpse of the Raw GemIt is time for Oracle to make an appearance. Croc opens the delicately taped carboard box. He takes the parts out of the box and explains the rules, and that Oracle is a clever prediction game. We play, and then there is silence. Everyone is waiting and watching. We could hear a pin drop. Finally, Marc breaks the silence.
“That’s great, let’s do it.”
And just like that, the pressure is off. Opinions begin to bounce around the room – and they’re all the same.
“This is absolutely great,” says Philippe, the project manager.
“I like it. No, I love it!” says B Nicolas, in marketing.
In other words, the game is adoped. Development is placed in the capable hands of Philippe, the project manager. He contacts the author, who is understandably pleased. The contract is written, sent out, signed and countersigned. And now, development can begin.
To Be Continued…Note all artworks on this page are not definitive.