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Post-mortems

I am struck by the difference between the video game industry and tabletop game industry with respect to game "post-mortems". I don't recall ever seeing a post-mortem for a tabletop game. I suppose the reason "why" is obvious.

Lewis Pulsipher, Blogger

October 3, 2010

2 Min Read

I am struck by the difference between the video game industry and tabletop game industry with respect to game "post-mortems". A postmortem examining what went right and what went wrong in the production of a video game is very common. I don't recall ever seeing something called a post-mortem for a tabletop game, and rarely see anything like one.


Why the difference? Is it because for tabletop games you keep testing it until you've got it right? Whereas in video games usually constrained by a deadline and almost never have enough time to "get it right". But that doesn't prevent us from producing a lot of weak and sometimes just plain awful tabletop games. Maybe the difference in production budgets has a lot more to do with it. Publishing a small or even medium-sized tabletop game is a matter of five or low six figures of dollars. Only Hasbro or a collectible card game publisher is likely to spend as much as $1 million to produce a tabletop game. Well-known video games now cost in the tens of millions. When that much money is being spent, a postmortem can save a lot of money on the next game. Further, video games are usually the work of a group of people, whereas the design of a tabletop game is usually the work of one person with the assistance of playtesters, and the entire production only involves a few artists and perhaps an editor as well.

It is likely that the major topic for a postmortem of a tabletop game would be production errors or ways that the publisher change the game for better or worse. Designers would say, usually worse.

In fact, I suppose this reflects the difference that the video game industry manufactures complicated software, while the tabletop industry manufactures (mostly) simple games.

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