{"id":2899,"date":"2017-02-07T12:01:03","date_gmt":"2017-02-07T20:01:03","guid":{"rendered":"https:\/\/www.backerkit.com\/blog\/?p=2899"},"modified":"2017-10-11T18:06:47","modified_gmt":"2017-10-12T01:06:47","slug":"landing-a-game-review-advice-from-an-editor-and-a-game-designer","status":"publish","type":"post","link":"https:\/\/www.backerkit.com\/blog\/landing-a-game-review-advice-from-an-editor-and-a-game-designer\/","title":{"rendered":"Landing a Game Review: Advice From an Editor and a Game Designer"},"content":{"rendered":"<span class=\"cb-itemprop\" itemprop=\"reviewBody\"><p><b><br \/>\n<\/b>David Fooden\u2019s <a href=\"https:\/\/www.kickstarter.com\/projects\/davidfooden\/yukon-salon-a-beary-hairy-game\">Yukon Salon<\/a> is an unconventional card game. Its cast of characters include lumberjacks, grizzly bears, and duelling hairstylists. Presently, with over two weeks to go before its Kickstarter campaign\u2019s completion, the project has met its funding target and unlocked one stretch goal. It has also managed to net plenty of blog coverage in the process, with mentions in gaming podcasts <a href=\"http:\/\/forall.libsyn.com\/\">For All Intents and Purposes<\/a> and <a href=\"http:\/\/goinglast.net\/2017\/01\/24\/episode-194\/\">Going Last<\/a>, and reviews in blogs such as <a href=\"http:\/\/junkspiritgames.com\/yukon-salon-styling-lumberjacks-and-their-pet-bears\/\">Junk Spirit Games<\/a>, <a href=\"https:\/\/geekdad.com\/2017\/01\/yukon-salon\/\">GeekDad<\/a>, <a href=\"http:\/\/www.theindiegamereport.com\/yukon-salon-preview\/\">Indie Game Report<\/a>, the <a href=\"https:\/\/www.youtube.com\/watch?v=p8jfzc6tL_0\">Board Game Vault<\/a>, among many others.<b><br \/>\n<\/b><\/p>\n<p>Securing reviews boost a project creator\u2019s credibility, and are a handy way to generate publicity and expose the game to a wider audience and new backers. However, getting your game in front of a blogger or games publication can be challenging for first-time creators. Fooden and GeekDad senior editor Jonathan Liu share some wisdom from both sides of the divide.<\/p>\n<h2>Priming Your Game For Reviews<\/h2>\n<p>Liu\u2019s inbox is inundated with pitches and requests for GeekDad reviews on a daily basis. He chooses which games to feature by considering its suitability for the GeekDad readership. \u201cEven if it\u2019s a game that I don\u2019t personally think I would like, we do circulate the pitches among our team of writers to see if anyone else is interested,\u201d he says.<\/p>\n<p>Taste is subjective; what appeals to one reviewer might revile the next. Nevertheless, there are some general ideas on what constitutes an engaging game-playing experience. \u201cGenerally what I\u2019m looking for in a prototype is the gameplay,\u201d Liu says. \u201cAre there interesting mechanics at work? Is there an interesting story? Is it fun to play?\u201d<\/p>\n<p>&nbsp;<\/p>\n<figure class=\"tmblr-embed tmblr-full\" data-provider=\"youtube\" data-orig-width=\"540\" data-orig-height=\"304\" data-url=\"https%3A%2F%2Fwww.youtube.com%2Fembed%2Fp8jfzc6tL_0\"><iframe loading=\"lazy\" id=\"youtube_iframe\" src=\"https:\/\/www.youtube.com\/embed\/p8jfzc6tL_0?feature=oembed&amp;enablejsapi=1&amp;origin=https:\/\/safe.txmblr.com&amp;wmode=opaque\" width=\"540\" height=\"304\" frameborder=\"0\" allowfullscreen=\"allowfullscreen\"><\/iframe><\/figure>\n<p>&nbsp;<\/p>\n<p>For game creators, extensive playtesting can provide invaluable feedback and ensure the game is ready for public consumption. Yukon Salon underwent many revisions in the leadup to its launch. \u201cThe first prototype had a rule set and went through many rounds of playtesting and iteration. I would playtest it and find out what worked and what didn\u2019t and make changes,\u201d Fooden says. \u201cRefining the graphic design and the look of it was very important as well.\u201d<\/p>\n<p>Fooden asked for playtesting feedback from his friends in the gaming community as well as creators he\u2019d met through events like the PAX South Indie Showcase, where was able to demo his game and generate buzz for his crowdfunding campaign. He also took it to Mox Boarding House for <a href=\"http:\/\/playtestnw.com\/events\/\">Playtest NW<\/a>, where prototypes from Seattle game designers are playtested by the gaming community and the general public.<\/p>\n<h2>The Best Way to Approach Bloggers<\/h2>\n<p>Getting reviewed on an industry-specific blog can help generate publicity and momentum, but timing is of the essence. Sending a press release about your game well ahead of your launch date (and following up via email) can increase the likelihood that it will be reviewed. Liu recommends that game creators get in touch with publications well in advance of their launch to give them a chance to playtest their prototype. \u201cWe get a lot of pitches where the project has already launched,\u201d he says. \u201cOr maybe it has launched a week ago or it\u2019s launching tomorrow.\u201d By that time, he says, it\u2019s too late.<\/p>\n<p>Liu urges game creators to budget enough time to make their prototype and send them to reviewers ahead of the campaign. \u201cArrange for a prototype about a month in advance of the launch if possible,\u201d Liu says. \u201cWe typically say we want to arrange enough time for us to receive the prototype, be able to understand the rules in case there are any questions, play it a couple of times, and have time to write a review by the time the project launches.\u201d He doesn\u2019t expect to get a firm grasp of component quality from a prototype, although he says more games appear to have finished artwork by the time of launch. In any case, Liu says, he\u2019s willing to overlook artwork or components if the gameplay is compelling.<\/p>\n<p>&nbsp;<\/p>\n<figure class=\"tmblr-full\" data-orig-width=\"1280\" data-orig-height=\"720\"><img decoding=\"async\" src=\"https:\/\/www.backerkit.com\/blog\/wp-content\/uploads\/2017\/02\/tumblr_inline_ol0sy0Sm8t1ra7u74_540.jpg\" alt=\"image\" data-orig-width=\"1280\" data-orig-height=\"720\" \/><\/figure>\n<p><i>David Fooden (right) interviewed by Ryan from Hyper RPG at the Evergreen Tabletop Expo, 2016. Source: Hyper RPG.\u00a0<\/i><\/p>\n<p>Fooden sent out review copies of Yukon Salon two weeks before its Kickstarter launch, although he says games with more complexity should be sent out farther in advance. Card games are typically easier to playtest. \u201cBefore I launched the Kickstarter, I was mostly reaching people at conventions and going to events at local games stores,\u201d Fooden says. \u201cI reached out to other gamers and blogs, and secured some game reviews from bloggers of various levels of followings online.\u201d<\/p>\n<p>Fooden drafted a form letter that he sent to prospective game reviewers and kept track of his outreach via a \u201csizable spreadsheet\u201d, and cast the net pretty wide. \u201cI sent out press releases to any place that seemed like it might possibly cover it,\u201d he says. A lot of local news outlets, blogs \u2014 anyone with anything to do with board games or card games, or websites that covered funny, quirky stuff.\u201d Fooden reached out to approximately 22 reviewers, most of whom responded; he ended up getting 16 reviews. He notes that \u201cit helped to have a how-to-play video to send them featuring the game artwork\u201d.<\/p>\n<p>Liu concurs, adding that it\u2019s important to keep a blog\u2019s readership in mind. \u201cI always have to pay attention to whether or not it is something people are going to be able to play with their kids. It\u2019s not our primary criteria \u2026 but that\u2019s a bonus for our readers.\u201d Suitability should be front of mind for game creators when they\u2019re pitching publications \u2014 for instance, don\u2019t pitch an adults-only game to a family-friendly website. He urges aspiring game creators to read GeekDad\u2019s <a href=\"https:\/\/geekdad.com\/about-geekdad-geekmom\/crowdfunding-review-guidelines\/\">comprehensive guidelines<\/a> on how to pitch the publication.<\/p>\n<p>Liu encourages creators to contact GeekDad via email. \u201cWe don\u2019t do as much \u2018discovery\u2019, where we look for a game on Kickstarter and say, \u2018Oh, this looks good \u2014 I would like to review it,\u2019\u201d he says. This puts the onus on game creators to be proactive in their outreach strategies. \u201cFor new creators or first-time projects, we wouldn\u2019t know about them unless they contact us. Once they\u2019ve launched, it\u2019s too late.\u201d<\/p>\n<h2>Building Networks<\/h2>\n<p>Doing the rounds at conferences and game stores can help spread the word about a project and build support networks within the gaming community, makes your game and crowdfunding efforts more visible to the press. When it comes to garnering press mentions or blog reviews, it\u2019s often not what you know, but who you know. Reaching out to other gamers is a great way for newer and inexperienced crowdfunders to learn the tips of the trade. What\u2019s more, supporting and playtesting other games can help make a game the best it can be, and also generates goodwill.<\/p>\n<\/span>","protected":false},"excerpt":{"rendered":"<p>Get your game reviewed by the press by taking these simple steps. <\/p>\n","protected":false},"author":4,"featured_media":2903,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"footnotes":""},"categories":[8],"tags":[],"class_list":["post-2899","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-case-studies"],"acf":[],"yoast_head":"\n<title>Landing a Game Review: Advice From an Editor and a Game Designer | BackerKit<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/www.backerkit.com\/blog\/166-landing-a-game-review-advice-from-an-editor-and-game-designer\/\" \/>\n<meta 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