Here's what we have confirmed through experience. Ideas are easy, good ideas are moderately difficult, and taking a good idea and making a great game is insanely difficult.
There you have it, some ideas to help bring the idea whose time has come, to the top of your list. Use them in a way that works best for you. You can give all these metrics equal weight, or give one or more of them a boost. You might even change how you use them at different times in your journey.
Given this information, how do you pick the idea that will eventually get you to the destination of a great game that you will be proud to present to the world?
Well, if any of you have figured out the formula for picking the perfect idea, please do share. While you're at it, could you also share your stock picking formula? :-)
Needless to say, this is not a science. Picking an idea up front that will turn into a winner is not easy or guaranteed. But, we have found some metrics that will help you to narrow down your search.
Take each of the following metrics and score your ideas on a 1-10 scale for them. Then add up the scores and see which one comes out on top.
1. Production
Well before you get into any metric, or any detail of an idea, we recommend that you look at the issues related to production. This might seem completely backward to the creative right side of your brain, but let the left-brain prevail for a brief period of time before letting your right-brain take flight. Consider the following: what kind of components are required for your game, how much art will you need to commission, where will you get all the bits produced, what are the options for the bits (wood, plastic, cardboard, cards, etc.), how big will the box be, what will it cost to get art, what will it cost to get the game produced, what will it cost to ship the box to all your buyers. Additionally think about things like do we have or can we find an artist that will be able to deliver on the vision for the look of the game, do we know, or can we get information about where to get the production done, once we have a 1000-5000 copies of the game produced how much space will it need to hold those copies till they are sold. Finally try to put together a ball park for your total costs, potential profits, break even points, then see if you can raise that much money and if you can manage to keep going until you reach your break even point. Also consider the implications of not meeting that break even point. If any part of this equation does not add up score this idea lower. This does not mean that you need to totally abandon an amazing idea. It might just mean that it's not yet time for that idea to take flight.
2. Uniqueness
A truly unique idea is truly once in a blue moon. And something completely unique has a good chance of success. At the same time something completely new has the danger of being rejected for its novelty and unfamiliarity. If you have something people can relate to, feels familiar, and has a unique twist we would recommend that you give it a higher score.
3. Fun
Fun is difficult to measure, at the same time, fun is also quite easy to measure. Unfortunately, this metric will only come into play after you have done some work on your idea. Once the core of your game has solidified, and you have put together a prototype you can start to measure the fun that people are having while playing the game. This is where you need to play-test the game with as many and as varied a group of people that you can get around the table. You won't need to ask them if they are having fun at this point, it will be very apparent. If the fun rating in your game is on the lower side, ask questions of the player to see if there is something easily fixable that is getting in the way. At this point you can assign a score and let the full battery of metrics determine if this is the idea you want to put at the top of your list.
4. Completeness
Let's face it, sometimes a bird in hand is definitely better than two in the bush. If you have a game that is near completion, and people are having fun playing it, then push through get it done. Finalizing/finishing any task is a tedious job. It means that you have to put some other things that are fresh and new aside. It also means that you have to deal with the rigors of marketing, Kickstarter or some other form of financing, production, and shipping. But hey, that's what brings in the dough that allows you to keep baking.
5. Passion
Warning cliche ahead; last but not least, is an interesting metric. That's because it has nothing to do with your game at all. It measures how passionate you are about the idea, the theme, the mechanics of the game idea. All of us making boardgames except a very lucky few do this in our spare time after we have paid our dues to family and work; for most of us this is a passion project. So the more passionate you are about some aspect of the idea the more you are likely to spend that last bit of time at the end of the day getting it done.
If you have your own metrics that are not listed here, feel free to share them in the comments. If you use our metrics, do let us know how they worked for you.
Game on...