Monday, June 26, 2023

A Better Way to Speed Pitch

I am going to take a critical look at speed pitching in this post. I want to be fully understood that I have nothing against the concept of speed pitching. I am not saying we should do away with it. However, I do think that for something that comprises the majority of formal events that connect publishers with designers, it has some glaring failures. I think that's worth discussing. Also, I have a suggestion for a type of event could work alongside (or in some cases, replace) speed pitching. 

If you aren't familiar, speed pitching or publisher speed dating is an event held at cons for select designers to pitch to a number of publishers over the course of an evening. The designers set up their games and the publishers rotate from table to table. Because there is an irreducible minimum in the amount of time this takes, the events are upwards of two hours long. Even then, the number of designers and publishers that can be involved is very limited. 

In my experience with speed pitching, the designers were selected to offer a variety of games to the publishers present so that they were more likely to see a game that fit their line. But that also meant that every publisher was taking pitches for games they could never publish. The fact that the designs are adjudicated is supposed to make up for this inefficiency. On the design side, designers are supposed to benefit from pitching practice and face time with publishers. 

It is my opinion that in trying to accomplish so many things, speed pitching does none of them very well. That does not mean it is not enjoyable, or that it hasn't resulted in contracts, or that it should be stopped entirely. But it has grown to be a default event that designers vie for placement in, when other types of events might serve better. 

When it comes to pitch practice, that could easily be an event unto itself. I'm not sure I love the shark tank approach (because not every designer wants to be publicly criticized), but a pitch workshop would be easy to organize, especially among just the designers. 

When it comes to networking, I admit I would prefer a come and go mixer, and I imagine some publishers would prefer that too. Ok, I am aware that mixers exist at conventions. I'm pointing out access to networking events exists beyond speed pitching, but also that networking events for new designers could certainly stand to be expanded. 

Both of the above suggestions could cast a wider net while not asking publishers to add much to their packed schedules. But I haven't yet addressed pitching. There are a few important aspects that need to be included in any sort of mass pitching event at cons. One is that publishers need to feel that the event can be added to their schedule without any sacrifice on their part. The other is that they need to feel that the games involved will be worth their time. Succinct and high quality. 

The structure that has been bouncing around in my head for weeks now is the one I participated in when I attended a grad school fair connected to URTA, the University/Resident Theatre Association. Grad school applicants were screened/sponsored then created displays. Those displays were set up at the event, then the school representatives toured those displays while the applicants were out of the room. The representatives signed up for slots to interview the various applicants and in the afternoon the interviews occurred. 

Of course that is much too long an event, but I think a modified version could work for cons. First, designs would need to be adjudicated, much like they are with speed pitching. However, more designers could be accommodated. Then, a room could be set aside for sell sheets, rulebooks, business cards, etc to be perused by publishers. For example, designers could bring their materials the night before or morning of and set up in a playtesting space. Then publishers could wander through before the vendor hall opens, during which time designers would not be allowed in the room. They could leave their booth number indicating they would welcome a chat with a designer, or take a sell sheet, or what have you. Then, pitches could occur at or after the con at the publishers' discretion. 

Obviously, the major drawback here is that publishers would have to be willing to do this on top of scheduling pitches before the con. Adjudicated sell sheets are probably not enough to lure publishers away from their morning coffee and con prep. Which is why I think this event should be either multiple days or multiple spaces (even if it is just multiple tables) based on the type of game. That way publishers could know before entering that there are six party games, eight euros, and twelve fillers on offer. I am positive that if you tell a party game publisher you have a stack of adjudicated party game sell sheets that they will take a look. And if there was a requirement around the types of materials provided, it would have the minimum positive effect for designers of a hard deadline to complete a pitch package. The real hurdle would be adjudication, but that could be done by multiple people. 

I know that leaving out sell sheets has been tried before, but I hope I have made it clear that my proposal is more than that. Speed pitching is inefficient and feels like it exists to be fun more than professional. If the goal is connecting quality games with publishers while lowering the barrier for entry to designers, there are better ways. I'd like to see more opportunities for designers who need to make the most of one or two cons a year, but don't have many contacts in the industry. That can look like many different things. We don't need to do away with speed pitching. I could see an event like what I've outlined occurring at GAMA, which needs more designer focused events anyway. 

There is currently a gap between playtesting events and booking pitches where a lot of professional development and support for designers could be happening. It doesn't need to look like what I've described. I would be happy to help organize that support, if you are someone looking for volunteers. 

ShippBoard Games will return to a more frequent post schedule in August 2023.


Monday, June 5, 2023

Announcement and Summer Schedule

Since I already have slacked off on writing posts in May, I think I need to admit that I need a break.... to work on something else that I hope will be exciting for readers of this blog. On that note, I may post here occasionally in the next two months, but if I don't it's because I am applying the effort that normally goes here somewhere else. 

In the meantime, I have joined Ludology as a segment contributor, so you can listen to my voice instead. (I mean, I don't blame you if you don't. I don't like listening to me.) The segment is called Thinking Beyond Mechanisms, and it is similar but different to what I write about here. Generally, I will try to cover other people's theories and perspectives a bit more over there. (This blog is the incubator for my original ideas about board game theory.) Look for my first segment in two weeks. 

Once August hits, I hope to be able to resume blogging while producing the podcast segments, but I can't say for sure when the other thing will give me back enough brain space because I don't know for sure when it will be done for real. (If you're reading this and worried about some other commitments I have made to you, I'd only be worried if it's writing related. Seriously, three writing projects is a lot of words that need to sound smart and I am running out of them.) 

Anyway, I hate posts like this, but I know that all six of my regular readers will wonder where I've gone if I just go radio silent. 

ShippBoard Games will return in August 2023.