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Publisher Perspective

Design & Publishing Discussion from Designer / Publisher Byron Collins, owner of Collins Epic Wargames, LLC.
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Roles of the Publisher Part 2 - Setting the Price

Byron Collins
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In part 1 of a look at Publisher Roles, admittedly a bit old now (has it been 3 months?), we took a high level look at some evaluation factors for publishers choosing among designs to bring to the market.

In part 2 of a look at Publisher Roles, I'll talk a bit about that gray (and a bit scary) area of setting a game's price. What exactly goes into a Manufacturer's Suggested Retail Price (MSRP)? Is there some magic formula that makes it all work? Does the price depend on how you sell the game (i.e. through distribution or otherwise)? Are there hidden costs you’re not accounting for associated with selling that game? Read on to learn how I made my first major mistake as a publisher and how I now approach this tricky and delicate role of setting a game’s price.

Some factors that affect cost.

There are many factors that affect a game’s cost, referred to here as Cost of Goods Sold (COGS). Some of these factors are tangible and some are intangible- some are obvious- some are hidden. Let’s list out a few and then briefly talk about each.

* Components (the obvious one).
* Artwork and Artist Royalties or licensing fees if applicable
* Designer Royalties if applicable
* Registered Copyright and/or Trademark Fees
* Barcode
* ISBN Number
* Other costs

Components are the meat of the tangible costs associated with a print run. In this day of fierce competition, skimping on component quality is just out of the question in my opinion. Gamers have come to expect nice quality everything when they pay for a game and open it up to dive in. You can certainly choose to include substandard components, but why? The value added by including better components is far worth the few extra dollars. Just beware of price expectations and keep the component quantity in check to keep the price in line with what gamers expect to pay for that type of game. Components include anything physically produced that becomes a part of the final product – Dice, Bits, Boards, Rule books, Pre-painted Miniatures, Pieces, Boxes, Box Inserts, Storage Bags, Rubber Bands, Cards, Tiles, Counters, etc. The sum of the Components Cost is the single biggest factor (usually) affecting COGS.

Artwork. Artists get paid (generally) to do a professional job with a game’s artwork. Commissioning that art is a very rewarding process for the publisher and designer. Fees for artists can be one-time or royalty-based. I prefer one-time fees since they are easier to track and disperse. I also prefer one-time fees when working with artists so that the artist is always taken care of and compensated for his work regardless of the game’s sales performance. These fees are generally spread out across the initial print run of say, 2000 units. So if all of the game’s art totaled $2000 in cost, that cost would actually be $1 per game if you’re printing 2000 copies.

Designer Royalties. Designers also get paid (generally) to complete the game’s design. Fees for designers are usually royalties-based and dependant on game sales. Some publishers would not consider this part of COGS, and treat COGS as strictly manufacturing costs- but I disagree. Anything that contributes to the cost to make a game (in this case, design it), is fair for inclusion into COGS.

Registered Copyright and/or Trademark Fees. A registered copyright is a no-brainer. It costs $35. I generally don’t consider this part of COGS, since the cost is so minor. However, did you spend a lot of time on your game’s brand or logo? Want to protect it? Consider filing for a registered trademark. That process is more expensive and one I usually avoid, preferring to simply use the TM designation next to any logos to designate them as a trademark (unregistered).

Barcode and ISBN number. A block of Barcodes is not cheap through the major organization that provides them. Similarly, a block of ISBN numbers is also somewhat expensive. Consider these costs on a per game basis and use judgment when adding them into COGS. I generally pay for them out of publisher funds to keep the game’s MSRP a bit lower.

Other Costs. I included this because you may incur costs above and beyond what is already mentioned. Re-proofing fees from manufacturers, shipping the games from the manufacturer to you (or to your distributor), a lift gate fee for delivery of games to your garage because you don’t have a loading dock, palletizing and assembly fees, etc.

A rule of thumb for setting MSRP.

Consider all of the costs you want to include in your game’s COGS and adjust as necessary if things seem too high. That value will then be multiplied by some factor you choose (choose wisely) in order to set MSRP. My rule of thumb (which is also used by other publishing mentors of mine) is COGS X 5 = MSRP. There are several reasons for this formula, but don’t consider it magic by any means. It works for me, but it may be different for you.

My first big mistake as a Publisher- Under-pricing my first game.

When I priced out my first game, Frontline General: Italian Campaign Introduction, the cost was extraordinarily high due to a low production run, a massive quantity of components, and honestly, not having the right sources to begin with. I didn’t know what to set it at so I set the MSRP based on what I thought I’d pay for the game. Not a bad guess, but it was a guess- and not very scientific. The end result- I priced that game right out of distribution. I didn’t have distributors at the time, so when I priced the game at $84.99 and it cost $55 to produce, I thought it was a good margin. However, without knowing what distributors require (their cut) in advance and planning for that, the MSRP was set too low to support distribution terms (see below). So to this day, I’m forced to sell the few remaining copies of my first game direct only- which is challenging. The golden lining is- producing a game, showing that I’d take a risk- landed me my first distribution deal.

Who takes a cut?

First and foremost, the printer must be paid for the production run. You now have a physical game. The printer gets paid for the unit cost they quoted times the quantity produced.

If you sell through distribution, distributors usually require 60% off MSRP and free shipping to their warehouse(s).

They then sell your game to retailers who place an order through the distributor (not you). The retailer gets the game at roughly 40% off MSRP or even more off depending on what the distributor works out with the retailer.

The retailer has a store to pay for (unless online-based) and other expenses- so they may sell the game at the MSRP you set and end up making 40% of the MSRP. That is not to be confused with the retailer’s margins. Believe me, they are slim. Lease a building, pay utilities, pay clerks, and that cut dwindles down quickly per game. With that cut, they do have some wiggle room to discount the game a bit if it is not selling.

You as the publisher get a cut as well- using the rule of thumb- it may be up to 20% of the game’s MSRP.

An Example.

Let’s say you publish a game called Bits of Bits. That game’s total COGS for a 2000 unit run was $8. Let’s say you printed 2000 copies feeling ambitious about your ability to sell the game through distributors and at some upcoming conventions. Remember the rule of thumb? Multiply COGS X 5 and you get $40. That’s your MSRP.

Now the cuts. The printer is paid the cost to produce the boxed game (the bulk of COGS is this value). They get 20% or 1/5 of the game’s MSRP.

The distributor buys Bits of Bits in case quantities at a price of $16 per game (60% off MSRP per their terms with you). Their cut would seem like 3/5, but it’s not.

The retailer buys Bits of Bits from the distributor at a price of $24 per game (40% off MSRP).

The gamer buys Bits of Bits from the retailer at MSRP or slightly below- let’s say the retailer has in on sale for 20% off. The retailer is still making 20% in this example, or 1/5.

That leaves you with 20%, or 1/5 of the game’s MSRP.

Final Cuts:
Printer/Manufacturer: 1/5 (20%)
Distributor: 1/5 (20%)
Retailer: 2/5 (40%) - may be discounted to 1/5 or so
Publisher: 1/5 (20%)

A word on Profit

In general, the price you sell a game for minus COGS is your profit on a per game basis. Please don’t think of "profit" as a bad word. Publishers need a small profit in order to keep producing and supporting games and pay for all of the costs associated with marketing, support, convention attendance, etc.

Profit will be the highest if you sell direct only (something that’s incredibly challenging and time-consuming, and honestly counterproductive to getting your game out there in stores). Profit will be the lowest if you sell only through distribution- but it may be enough for you- and you can focus on making more games instead of constant fulfillment. For me, a mix of direct and indirect sales works best. I can make direct sales at conventions and shows where I demonstrate games and connect with gamers, and I can make indirect sales through distributors to broaden my reach into other areas and other countries I normally would not reach.

Size the Production Run accordingly.

Should you produce 200 units, 2000, or 10,000? Know that sources will estimate based on quantity and this is the largest factor affecting unit price. Request quotes in multiple quantities just to see how the size of the print run affects the cost per game of the major driver- the components. Produce enough to keep the game actively selling and available for at least two years if possible (as a rule of thumb)- longer if you can. But don’t make the mistake of over-producing your game. You’ll end up selling 100 and storing 1900 in your garage for about 10 years, stuck with excessive inventory tying up your storage space and your funds. Remember, you can always re-print a game if you need to.

I hope this post was informative. I know my blog quantity is not high, but hopefully the quality is what you are looking for as an aspiring publisher, designer, retailer, or just anyone generally interested in the industry.

Best--
BJC
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11 Comments
Subscribe sub options Mon Aug 8, 2011 11:46 pm
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Christina Ng
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说了又不听,听了又不懂,不懂又不问,问了又不做,做了又做错,错了又不认,认了又不改,改了又不服,不服又不说,那你要我怎麽办?
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Thanks for sharing your experience with us
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  • Posted Tue Aug 9, 2011 2:06 am
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Ivan Tulovskiy
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Very interesting. Thank you.

I have been publishing board games in Russia and we have about the same situation.
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  • Posted Tue Aug 9, 2011 6:38 am
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eric hanuise
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Nice to see you back posting. You might want to post a notice on the old blog so people can update their RSS readers to point here cool
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  • Edited Tue Aug 9, 2011 7:47 am
  • Posted Tue Aug 9, 2011 7:46 am
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Dominic Crapuchettes
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This overtext is brought to you by the abstract strategy game Battle of LITS and the number 20.
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Is this your full-time job?
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  • Posted Tue Aug 9, 2011 3:36 pm
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Byron Collins
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domcrap wrote:
Is this your full-time job?


Dominic, No, not yet

Here's a book a just finished that I read about that very thing- it's about bridging the gap between your day job and your dream job. Very good book with a lot of good things to think about before giving up that day job, something that I may do in the future, but not right now.

Quitter by Jon Acuff

You're doing North Star Games, LLC full-time, right?
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  • Posted Tue Aug 9, 2011 3:45 pm
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Kevin B. Smith
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Another cost that has come up in a couple discussions lately is safety testing/certification. Apparently it can get pretty expensive in some cases.

Nice article.
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  • Posted Wed Aug 10, 2011 2:47 pm
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Doug Bass
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This article is very helpful to know where to price your game based on COGS, artwork, etc. but how do you know if the quotes you've gotten are feasible in terms of what people will actually pay for your game?

For example, if the COGS + artist royalties + etc equals $12000 and you're wanting to print 1,000 games, then your formula would yield a suggested MSRP of $60. People will pay $60 for a game, but there would be certain expectations about what they'd get for that price. You could increase your print run to say 2,000 copies for $18000, yielding an MSRP of $45. There would be an expectation there, too.

How do you quantify that or know when you're hit the "sweet spot"? Do you just use your gut to know how much you think your game would sell for and then back into what you should pay for everything? The gut check, and polling play testers, are the only ideas I've come up with. Are there other approaches I'm not thinking of?
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  • Posted Thu Aug 11, 2011 3:10 pm
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Dominic Crapuchettes
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This overtext is brought to you by the abstract strategy game Battle of LITS and the number 20.
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frontlinegeneral wrote:
domcrap wrote:
Is this your full-time job?


Dominic, No, not yet

You're doing North Star Games, LLC full-time, right?


We've been full-time since May 2004. We are at 8 employees now and hiring another.

One thing I'd caution against is the x5 markup for the MSRP as a rule of thumb. If you want to be able to make enough money to go full-time with this venture, you'll want better margins. The x5 rule of thumb is the ABSOLUTE LEAST that you should go.

Our first few print runs had a mark-up of x4.4 and x4.7 and we were losing money. We changed the components and increased the print-run sizes and now we are getting x6. And it would still be hard to make ends meet if we weren't printing 200,000+ copies a year. Our company is barely profitable as it is (last year was the first year we turned a slight profit, but we still haven't made back all of the money we lost during the first 5 years of operations).

We also try not to keep too much inventory. It ties up your cash and there are warehouse costs. So on the supply chain side, we are always balancing between saving on print run costs, and saving on inventory costs. (though once you start printing over 25k units at a time, your per unit price does not go much lower).
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  • Posted Thu Aug 11, 2011 3:23 pm
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Kevin B. Smith
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I remember reading about a professor teaching a business class, where the topic was picking a price for the product. He gave students a sample case for homework, with extensive information about fixed costs, variable costs, discounts on materials at various quantity levels, etc, etc.

The students came back, and presented various cases for why the price should be $X or $Y. After a lengthy and heated debate, the professor told them they were all wrong. He then gave the real answer, which was:

The price should be determined by demand and competition, not by what it cost you to produce the item.

If a game costs you $30 to make, the correct answer is not (necessarily) to price it at $150. The correct answer might be to not produce it at all, because people will only pay $60 for it.

If a game costs you $3, the correct answer is not (necessarily) to price it at $15. The correct answer might be to price it at $30, because people might perceive that to be a reasonable price, and you can take the profits and apply them to your next great game.
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  • Posted Thu Aug 11, 2011 3:55 pm
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Doug Bass
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peakhope wrote:
The price should be determined by demand and competition, not by what it cost you to produce the item.

Exactly, but when publishing a game you need to establish a MSRP ahead of time. How do you determine this if you don't know what the demand will be? i.e. How do you go about the market research if you're very inexperienced (new to publishing)? Would a poll here in the designer forums be a good start? What else would you recommend?
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  • Posted Thu Aug 11, 2011 4:06 pm
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Byron Collins
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All good points and discussion. And as Dominic stated, it's well said that the rule of thumb mentioned should be considered the absolute minimum. It's no magic formula, but if you go any higher, be sure the demand and willingness to pay that amount is actually there.

One way you can figure that out is by doing a bit of market research. It's easy- look at similar games and what they are generally selling for. For example, if you're selling a new card game, look at all the card games you can find that are relatively recent releases and have a similar mix of components. What are their MSRPs? Look at games you feel may be overpriced. Are they showing up deeply-discounted in retail stores? That's a potential indicator that the MSRP was too high.

Ultimately the price people are willing to pay for a similar game may be your best indicator of whether or not you're on target. If you can't meet a similar price with your current component mix and quality, as a publisher, you have to look at ways to reduce costs or prove that your game offers more value in some way.

Another thing you can do is talk to your distributors. They can provide valuable insight on how well they think a game of the type and theme you're working on will do at a particular price point.

It's a tough make-or-break balancing act that's unfortunately easier to get wrong than it is to get right.
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  • Posted Thu Aug 11, 2011 10:37 pm
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