An Open Letter to Non-Gamer Journalists Researching Modern Tabletop Games – Stonemaier Games

An Open Letter to Non-Gamer Journalists Researching Modern Tabletop Games

Dear Journalists,

Welcome! First and foremost, I want to thank you for considering modern tabletop games as a topic for your platform. There’s a lot to know about this industry, so today I’m hoping to make your job a little easier (and as accurate as possible) by sharing a primer of terminology.

Second, before I launch into this list, a quick introduction: I’m Jamey Stegmaier, and I run a tabletop game publishing company called Stonemaier Games out of my home office in St. Louis in conjunction with 2 other full-time coworkers. In recent years, Stonemaier Games is best known for a game designed by Elizabeth Hargrave, Wingspan (which recently eclipsed 1 million units sold worldwide), as well as two games I designed, Scythe and Viticulture.

Third, the popularity of tabletop games has been growing exponentially for well over a decade. Hobby game sales exceeded $1 billion per year for at least the last 6 years (icv2), the games category on Kickstarter has raised over $1.6 billion since their launch in 2009 (though they don’t separate tabletop from video games), and the social media hub BoardGameGeek is among the 5,000 most-visited websites in the world. Yes, there are far bigger industries, and the board game community is ready to welcome anyone and everyone, but this isn’t a case of overnight popularity.

Okay, let’s jump right into the process of creating a tabletop game featuring the term for each entity, roughly in chronological order.

The Process

  1. Designer: Most games start with a designer who has an idea and decides to pursue that idea through the act of creation. This involves brainstorming, prototyping, local playtesting, iterating, more local playtesting, writing the rules, and ideally having at least one or two groups learn and playtest the game from the rules instead of having the designer teach them. The design process can take anywhere between a few months to a few years. A designer solely takes care of the game’s mechanisms and gameplay; that is, they are not adding polished art or graphic design to the game. Here’s a video I made about the design process.
  2. Developer: This term is used differently in other industries, but for tabletop games, this is someone who takes a fully designed game and makes it more fun, balanced, and intuitive. Sometimes this person is hired by the designer, but usually the developer is someone at a publisher or hired by a publisher. My experience as the lead developer at Stonemaier Games is that game development is a significant portion of the process that involves an ongoing collaboration between the developer and the designer.
  3. Publisher: A publisher is a company that coordinates and pays for the creation of the product (project management, marketing/advertising, customer service, communications, etc). They enter the picture either when a designer submits their game for consideration (unlike in the book industry, there are no literary agents to serve as intermediaries), when a publisher’s internal designer has a new game (e.g., I’m a publisher, but I also design for Stonemaier Games), or when a designer decides that they also want run a company and become their own publisher. The vast majority of game publishers are 1-person operations (and not their full-time job); at 3 full-time employees, Stonemaier Games is considered a “mid-sized” publisher. The biggest modern tabletop game company is Asmodee (though you could arguably say that Hasbro is also a modern tabletop game company). One particularly pleasant aspect of the industry is that publishers aren’t competitive against each other–we view each other as friends and peers, not rivals.
  4. A Few More Notes About Designers and Publishers: If a designer submits their game to a publisher and the publisher decides the game is a good fit for them, they will acquire the rights to publish the game. Contracts vary from one publisher to the next, but a somewhat standard approach is for the publisher to offer an advance against royalties (e.g., at Stonemaier Games, we offer a $10,000 advance) and an ongoing royalty on revenue received (e.g., if a designer earns a 7% royalty and a game sells to a distributor for $20, the designer makes $1.40). All expenses related to creating, printing, and selling the game are solely incurred by the publisher, not the designer. Most designers have a full-time job, but some with evergreen games (either multiple games or a bestselling game) are able to make a career of it.
  5. Solo Designer: At this stage in the process, many publishers will bring in a designer whose expertise is creating solo modes; that is, a way a single player to enjoy the game. Our data shows that around 10% of people greatly prefer to play games solo; there are even games designed to only play solo. There are a number of reasons that people might prefer to play a tabletop game solo, but I think the easiest way to think about it if that’s a foreign concept is: How often do you play mobile or digital games in real time with other players instead of playing alone against the AI? Probably not all that often, right? You’re a solo gamer and you didn’t even know it! :)
  6. Blind Playtesters: As part of the development process, publishers coordinate an important step called “blind playtesting” in which they share digital prototype files with people around the world who learn the game on their own, play it, and offer their feedback. In a sentiment echoed by Stardew Valley designer Cole Medeiros, I personally prefer the results revealed by playtesting printed prototypes, but many publishers and designers also use physics-driven online platforms like Tabletopia and Tabletop Simulator for blind playtesting. At Stonemaier Games, we pay our lead blind playtesters for the responsibility of playtesting a game 3 times over a 2-3 week period and sharing their feedback; each game typically requires 3-5 waves of blind playtesting.
  7. Artist and Graphic Designer: Typically when a game is nearing completion, a publisher commissions one or several artists to create the illustrations (and sometimes the iconology) for the game. Sometimes, however, the artist is engaged much earlier and plays an active role in the worldbuilding for the game. Meanwhile–or soon after–a graphic designer creates the layout for the various printed components (cards, boards, rulebooks, etc), crafts the user interface, and prepares the files per the manufacturer’s specifications. Both artists and graphic designers are typically paid a flat fee, not an ongoing royalty.
  8. Proofreaders: Like with any media, games need editors and proofreaders who can help to ensure that every aspect of the game is as clear, consistent, and correct as possible. This is much more than running a rulebook through a spellchecker; I’ve detailed what the process looks like in this article.
  9. Crowdfunding Platforms: I’m inserting this here even though it can be placed at earlier steps of the process, and despite the rise of platforms like Kickstarter, Gamefound, and Game on Tabletop, many games are still published without any crowdfunding at all. The main reasons a publisher might crowdfund a game are to gauge demand, improve the product, build community, increase awareness, raise funds, and optimize region-specific shipping. Kickstarter alone has featured over 28,000 successfully funded game projects over the last 12 years. There is life after crowdfunding, though; after raising $3.2 million over 7 Kickstarter campaigns through 2015, Stonemaier Games has earned over $72 million in revenue from a combination of sales to distributors, localization partners, and consumers.
  10. Manufacturer: This is the company that coordinates, prints, creates, and assembles the product; at Stonemaier Games, we work with a Canadian company with their primary factory in China, Panda Game Manufacturing. Most manufacturers do some amount of printing in house, but they often outsource the creation of specific components to a variety of different factories. This results in a key parts of their job being the vetting of those different factories and the final quality check and assembly. Manufacturing requires a minimum of 3 months, usually 4-5 months. While there are game manufacturers in other regions, China has become the go-to area largely because many of the components used in modern games are very difficult to source at scale anywhere else. The typical MOQ (minimum order quantity) is 1000-1500 games.
  11. Localization Partner: Most publishers focus on producing games in a single language, opting to work with localization partners (other publishers) for other languages. For any new product, we gauge interest from our 36 localization partners, then we send them the source files for translation. When the localized files are printer ready, the partners upload them to our manufacturer, with whom we coordinate for a consolidated print run (saving partners the higher costs they’d incur if they printed alone and ensuring consistency across all products). Localization partners pay us directly for the manufacturing costs plus a royalty, which typically amounts to around a 70% discount on MSRP.
  12. Freight Shipper: They coordinate the shipment of the product using boats, trains, and trucks (e.g., ARC Global). Freight shipping companies typically don’t own vehicles; rather, they coordinate that logistics of getting a container from one place to another. Ocean freight shipping from China takes around 4-6 weeks (or significantly longer during the current shipping crisis), plus time for the shipment to get through customs and travel via truck/train to the final destination.
  13. Distribution Broker: This is a company (or someone with a publishing company) that coordinates the storage, sale, and shipping of games to distributors. Larger companies have their own warehouses and sell directly to distributors. Kickstarter-driven and direct-to-consumer companies have most of their inventory shipped to third-party fulfillment centers that package and ship their rewards to backers (we work with Greater Than Games for warehousing and fulfillment). A distribution broker acts on behalf of a publisher to handle transactions with distributors, especially if the publisher wants to sell to many distributors around the world.
  14. Distributor: A distributor is a company that buys games in bulk from a publisher–usually at a 60% discount–and sells and ships games to retailers. They have specialized inventory systems to deal with an array of orders from hundreds or thousands of retailers each week, as well as sales and warehousing staff. Why don’t publishers sell directly to retailers? Stonemaier Games and some other publishers do, but retailers often just want a few copies of products from a variety of publishers, and distributors are good at making this process more efficient for both publishers and retailers. It’s also the involvement of distributors that often dictates the MSRP publishers select for games: A $50 game is sold to a distributor for $20, so the cost of manufacturing and freight shipping that game needs to be in the $8-$10 range for a publisher to make enough money to reprint that game (at scale).
  15. Retailer: Retailers sell games to consumers. Other than the publisher itself, retailers are the only entity in the supply chain that sell games directly to consumers. Retailers can be online, local (FLGS = friendly local game store), or both, and some serve other purposes (board game cafes also focus on food and drinks, and bookstores often carry games too). Unlike some other industries, if a retailer stocks a game that doesn’t sell, they’re stuck with it–they can’t return it to the distributor or publisher. The biggest retailer for board games is Amazon, which I’m specifically mentioning here because 99% of the time when you see a game on Amazon, it’s either because Amazon has purchased that game from a distributor and is selling it as a retailer or a retailer is selling the game as a third-party vendor on Amazon. There are some publishers who sell their games on Amazon, but it’s quite rare (I tried it years ago for Stonemaier Games and soon gave up on it, as it’s a complicated and impersonal process). Our 2021 data indicates that 46% of people use online retailers as their primary source for buying games, followed by local stores (24%), crowdfunding (16%), and directly from the publisher (9%).
  16. Consumer (aka game enthusiast or gamer): This is the person who buys the product: Even though the consumer is at the very end of the supply chain, they actually have the most power. If a consumer wants a product, all they have to do is tell their preferred retailer. A good retailer will try to buy the product from a distributor. If the distributor doesn’t have it, they’ll often tell the distribution broker or publisher that there’s a demand for the product, which can be the catalyst for a new print run.
  17. Digital Developers (and a note about video games): There are an increasing number of games available on digital platforms, with the reasoning being that if a person plays a beautiful, fun digital port, they may also buy the tabletop version. A few publishers have in-house digital developers, but mostly publishers are licensing the digital rights for a game to a specific developer (or company). These full-AI digital versions end up available on some combination of Steam, iOS, Android, Board Game Arena, and other platforms. Also, if you’re just now learning about the popularity of modern tabletop games, you might wonder why they still exist in a world of fancy video games and addictive mobile games. I’d say that they’re simply different types of entertainment that serve different purposes, just like how the invention of microwaves didn’t eradicate ovens. Plus, many people spend all day in front of screens; tabletop games provide a refuge from screens, which video games do not.
  18. Trademarks, Patents, and Copyright: Trademarking game names is common practice in the game industry; beyond that, very little is protectible (though it varies slightly by country). That is, you can use a mechanism in your game that you discovered in another game–that’s a good thing! I’ve only seen a few instances of patents in the game industry, and they’re always related to a specific component.
  19. Conventions: Tabletop game conventions have grown exponentially both in quantity and size over the last decade. There are the huge conventions (50,000+ attendees) like Gen Con, Essen Spiel, and PAX, but also hundreds (perhaps thousands) of smaller events around the world (like my favorite, Geekway to the West in St. Louis). Some of these conventions overlap into general nerd culture–cosplay makes for great photos–but they’re often either much more about demoing/selling games or simply playing games for several days.
  20. Reviewers & Media: Since you’re probably reading this as a non-tabletop journalist, I wanted to share that the board game media is incredibly important to the gaming industry and community. There are thousands of gaming blogs, podcasts, and channels, including several YouTube channels with hundreds of thousands of subscribers (e.g., Watch It Played, The Dice Tower, and Shut Up & Sit Down). If you’re working on a piece about games to buy for the holidays, I highly recommend checking out at least a few of the reviewers on this list and this list.

I’m sure I’m missing something here, but this is a start. If you’re a gamer or creator, please let me know what I should add to this list to help non-gaming journalists improve the accuracy of their content. And if you’re a non-gaming journalist with a question about modern tabletop games, feel free to ask in the comments. If you have a question for a specific designer or publisher, I promise you that we are very accessible–we know that every opportunity to explain our wonderful hobby accurately and inclusively in non-gaming media is a precious opportunity.

If you gain value from the 100 articles Jamey publishes on this blog each year, please consider championing this content!

34 Comments on “An Open Letter to Non-Gamer Journalists Researching Modern Tabletop Games

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  1. Roles in the board game industry and the steps involved in making a game - The Board Game Design Course says:

    […] You can read the article here. […]

  2. […] Slate article and advances: We were blessed with a feature article in Slate magazine about Elizabeth Hargrave and Wingspan. The article provided some great food for thought about designer advances (which we then increased to $10,000) and about the accuracy with which non-tabletop journalists talk about the tabletop creation process (leading to this article). […]

  3. If it’s wrong to want to make my personal mission to help get Scythe and Viticulture to a million sold each….then I don’t want to be right!

  4. Fantastic breakdown and really appreciated. Just one minor formatting comment:

    You may want to put a break/line space between each point on the list. Having bold headings helps but it does, at first glance, read as a massive ‘wall of text.’

    Sorry, I tend to only comment on nitpicky typographic details :)

  5. Thorough and accurate description, Jamey. However, I have the feeling that if a journalist learns about boardgames and their currently increasing popularity, your description only tells one part of the story – that of creators and publishers or, in other words, the industry point of view.

    In my opinion, what still constitutes the idiosyncratic feature of the boardgame industry is that it is not fully professional (please, do not misunderstand my words: you do a truly professional work, and it is appreciated as such). What I mean by this is that what leads both boardgamers and creators towards their gaming tables is still the pure passion for the gaming experience. That’s why full-time work in the industry is more the exception than the rule. Your text only indirectly hints at it, but for me the most relevant feature of modern boardgaming is that it is still articulated through a bottom-up community, rather than conceived as a top-down cultural industry – the pattern that most leisure activities seem to follow nowadays.

    The consequence is that everybody in the community, as player, playtester, commentator in your blog or in BGG, as a designer, creator, distributor or publisher, is inspired by the work of others and shares the joy of spending time with each other, establishing bonds based on a non-profit activity (gaming). This is why I think this side of boardgaming is still more defining of what is going on in our hobby than the industrial side. And this, it goes without saying, acknowledging and appreciating the fascinating evolution that the industry has made in the last decade (thanks for that!).

    1. Thank you so much for sharing this, Fernando! I completely agree with what you’re saying about the tabletop world as a bottom-up community.

    2. Thanks Jamey for the overview. Yes, agree Fernando with your ‘analysis’ and in that sense looking forward to the future of board games!

  6. Thank you, Jamey. I read “breakdown” articles like this one and never fail to marvel at all the moving parts necessary to create a product. And even more so, the pricing management all along the line. Then to hear it’s mostly done by just three full-timers! It all seems miraculous that a game goes from someone’s thoughts to my table. Thank you for enriching us through play and through great games!

  7. I often comment to people who are shocked about the rise of board games to think about the rise of video games. When someone mentions video games you don’t think of Pac-Man and Space Invaders, so why when someone mentions board games do you think of Monopoly and Clue? Board games have come pretty far, just like video games have.

    Just like video games, the board game scene has had a huge growth. There are games for casual, hobbyist, indie, experimental, and more.

    1. People still think of Monopoly and Clue because many more people have been exposed to those games as children, the technology is fundamentally the same, and they are still on retail shelves. Monopoly in particular comes in 100 flavours. Pac-man and Space Invaders are historical curiosities.

      Monopoly and Risk are like Coke and Pepsi in the modern world that features a wide variety of beverages. No one has forgotten Coke and Pepsi.

      1. I understand why they think that, which is why I try to educate them on the huge world of modern designer board games. As for another analogy, I think it is more like people who think “beer” means “Bud Light” as opposed to the thousands of microbreweries out there now. And the thousands of styles of beer from sours, stouts, smoked, and more as opposed to just “beer.”

      2. “Monopoly in particular comes in 100 flavours.”
        Unfortunately, there are other game publishers who are following that same idea.

  8. Perhaps a note about conventions and how quickly they are growing in both number and size, from large scale industry conventions like GenCon, PAX U, Essen, etc, to the many, many small local conventions run by locals who just love games.

  9. This is a well written and very helpful post! The Viticulture picture made me think of Pendulum with the multiple hands in the photo making me think of more of a real time game. 😄 Speediculture!

  10. Terrific article, Jamey, a superb ambassadorial offering!

    In the not too distant future, I hope to communicate with you about board games for the classroom—i.e., games that are fun to play and are designed with the classroom specifically in mind. (I remember your post in which you mentioned outreach to get more board games into classrooms.)

    1. Thanks Dorothy! I must admit it isn’t a topic I think much about (though I’ve sent quite a few games to board game clubs in poorer communities this year), but feel free to share your thoughts in the comments if I have an article about that. Genius Games–another St. Louis company–is really focused on the goal of bringing their games to classrooms.

    2. My store has actually started doing that. We just donated $10,000+ of games to local elementary schools and will continue doing that going forward. We also created video tutorials specifically designed to allow 8-10 year olds to learn while playing.

      Ibgcafe.com/videos

      1. Great read Jamie! You are number one on my list of celebrities I want to do a board game session with (if you are ever in Melbourne, Australia, please let me host you!). In terms of the article I think mentioning that there are a lot of supplementary companies that have spawned from the hobby: Board game shelf companies, or board game table companies, or I just saw a company specialising in card sleeves ok Kickstarter. In Essen there is a stall just for plastic bits baggies. On Etsy I get 3D printed bits trays. There is also a movement towards the industry being more sustainable (as admirable as this is, unless it’s a legacy game people don’t throw away games – I feel it’s the food industry that needs to look into sustainable packaging). Also there is a huge movement on second hand board games on places like Facebook market place (people are trading out their games that didn’t tick their boxes and doing so at almost the same cost they bought it for!). I guess as streamlined as this article is about board game development is, the heart of the industry is the community. My favourite is the BGG secret Santa! My target is in the Netherlands, the retailer said they live near my target and was going to deliver it by hand. I asked him to pretend he was an elf for me. Anyways cheers, and happy gaming!

        1. Thanks Morgan! I’m not a celebrity, but I appreciate you saying that, and hopefully we’ll get to play a game someday! You know, I thought about adding something about third-party accessory companies, but I wasn’t sure if non-gaming journalist would need that information. Could you see that coming up in an article?

          1. Hahaha, you are totes a celeb, at least in my books. Yeah shoot me a message if you are ever on my side of the globe! (Username GrovePrince on bgg)

            Yup agreed, not sure if a non-gaming journalist needs that extra info just yet. 😜

  11. This is great. It would also be helpful to define some common game mechanisms. I often come across articles misunderstanding these terms, saying things like “if you like the deck building in Race for the Galaxy…” or “_ is a worker placement game like Scythe”.

    1. Thanks Erik! I thought about going into that (like, explaining what we mean when we talk about “weight”), though I thought that might be a bit overwhelming for someone who’s had little to no exposure to modern tabletop games.

  12. Great article Jamey and its really interesting to properly understand how much effort goes in to getting games to our tables.

    Firstly, I’d rather be referred to as a board game enthusiast (addict) rather consumer, but I get that journalists will understand the latter much better.

    Some people buy and play board games but seem to frequently sell games on and buy new ones and others are both players and collectors.

    I know a few people with several hundred games and one person with well over 2000, which is as many as our local board game cafe in Oxfordshire called Thirsty Meeples.

    Here in the UK we have a lot of Board Game Cafes that combine letting you play games and serving you tea and cake etc…

    I got back into the board game scene 6 years ago as I was an enthusiast at an early age, but then life got in the way.

    I now run a table top games group in Thame in Oxfordshire and we have over 140 members and are growing. We are attracting a wide age range of people and from all genders who thoroughly enjoy taking time out to play all sorts of board games.

    Jamey there’s an idea perhaps for another article 🤔

    All the best John

    1. Thanks for sharing, John–it sounds like you have a wonderful gaming group. And you’re right, “consumer” is too dry of a term, so I’ve added some other ways of saying it. :)

      1. Thank you Jamey

        I must admit even though I have been playing games for the last 6 years I still get lost sometimes in the wide variety and combinations of types of games on offer.

        My latest purchase is Embarcadero, about the San Francisco gold rush, which is a combination of card drafting, collecting and area control.

        All the best John

        1. Great article as always. I wish the Illustrator and Graphic Designer parts were separated. I wear both hats in the industry, and they’re very different jobs.

          An Illustrator makes the imagery, sometimes even helps with world building. It’s almost 100% creative. But a Graphic Designer has to also be technically minded taking UI (User Interface) design into consideration, as well as marketing concerns. We do more than just punchboard layouts and print readying files.

          BGG just added Graphic Designers as a category on credits. I’m happy they finally separated them from artists.

          1. Actually, the change you have now is very nice. In my head I separate the two even more than most probably just because I am aware of putting on the other hat. :)

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