Promotion

One of the takeaways from our first Gen Con was – finish the thing. But with that very powerful order they added the advice that our first thing should be an easier and more simple thing to manufacture.  We’re doing that.  We’re starting with Fight Card! (which has only cards, a box and rules – which may be printed on cards).  It’s a simple to manufacture game, but there are lots of parts to finishing the thing.  One part of finishing the thing is building an audience.

This is the hard part for us.  The hard part of self-promotion.  The hard part of building an audience.  The game idea and the prototype came easy (reality it was bouncing around my head for over a year and then months in development and way to much playtesting but we’ll call it easy).  The hours and hours of playtesting and developing other decks to flesh out the game where also fairly easy.  Easy in the sense that we could do it in isolation all on our own.  The hard part is the part that requires promoting ourselves to other people.  It requires that we convince and sell other people on ourselves and our game – make them interested in the game we’re making and in us as people.  That’s a much harder thing.

For the first thing (probably many things) that we finish; we’re trying to keep everything simple.  Simple to manufacture and simple to explain to gamers and non-gamers.  We’re going to try to do the promotion with a level of simplicity as well.  We’re not sure how that will work or how long we’ll be able to stick with it but we’ll try.  So how are we hoping to pull this off?  No idea.  For me – I’d like to sit down and play the game with everyone.  Have a conversation.  How long will it take us to travel to enough conventions to build an audience big enough to get the game made?   If you could only do one thing – what simple thing would you do to promote yourself that doesn’t fall too far into the sales pitch?  Or should I just ask – when can we meet for a game?

PS – we’ll be at Gen Con this year and would love to meet and sit down for a game or two.

PJ

Testing/Prototyping Course Part 2 Test Cards

First start at part one

We talked about test cards – cards that spell out what you are testing and how it will show as a success or not –

We believe that….

To verify that we will do ……

We will measure……

We are right if ……..

These could be useful in the game deign – for example –

We believe that this game does a really good job of letting players experience the buildup (hoarding) of cash in banking and real estate

To verify that we will keep track of the amount of cash they collect and keep at the end of the game

We will measure how much cash they spend vs. how much they keep

We are right if they have saved up the most (and brag about it).

This idea can help clarify if the game is doing what you want it to do or what you think it does.

 

As a designer, do you check to see what the game does?

Do you check to see how well it does that?

Comment on this and then go read part three

PJ

Testing/Prototyping Course Part 1 Early Description Not Matching the Final Product?

In my day job I get to go on training – when a course came up on testing and prototyping I signed up.  There was lots of great material.  I’ve broken it into different parts but the first:

Does the description of the early product (possibly in a blog post) create an expectation that’s met by your playtest prototype?  For games – you want to change the game as you develop it – because of that your initial description might no longer fit.  Do you go back and change your original description?  Do you leave it and risk the issue of someone buying the game based not on what it is but on how it was originally described?  Has this happened to anyone? (If so let us know in the comments below)  What do people think?  I’m tempted to leave the initial description but to add a note to it to say the game has changed/evolved and it’s now more like (whatever it’s now like …..)

What do you guys think – is it a nonissue?

Link to Part 2: here

PJ

Card and Board Game Prototyping – Quick and Cheap!

“Prototypes are built so that designers can think about their solutions in a different way (tangible product rather than abstract ideas), as well as to fail quickly and cheaply, so that less time and money is invested in an idea that turns out to be a bad one.” (https://www.interaction-design.org/literature/article/stage-4-in-the-design-thinking-process-prototype )

Get it on the table quickly. Don’t take it from me – listen to any podcast on game design or go to any seminar at a convention and you’ll hear this over and over.  Test your idea quickly to see if it’s any good.

Here’s an article that that talks about it – get it on the table quickly: (http://www.popularmechanics.com/culture/gaming/a11376/stop-reading-this-and-go-build-your-own-board-game-17314604/ ) (and check out the game here – http://www.collapsecards.com/ )

To be able to do this without fear (and without real risk) it needs to be inexpensive – Cheap!

You are going to work on several prototypes – the goal is to evaluate an idea quickly and make sure it fits the game experience you want for your players.  If it’s a card game you will go through lots of iterations and lots of cards. Keep it simple to make sure you can do it quickly and cheap so you don’t go broke testing a bad idea.

Your first (and second and third) ideas might not be that good.  So you need to be able to toss them out (or save them for the next game) and keep the mechanics and ideas that work without breaking the bank.

For cards start with this video – https://www.youtube.com/watch?v=l0t6PBypahI from James Ernest of Cheapass Games.  I originally bought blank cards off amazon and I thought 500 would last me a few games – nope.  I went through 200 in the first prototype of Fight Card!  I used the blank cards and markers to create the initial idea of the cards just writing down the effect I wanted the card to have.  The picture here is the prototype of Fight Card! – glass beads (from the dollar store) for counting life and markers to create new or rapidly edit cards as we go.

If you need physical components then a 3d printer is a great option to look into – if you don’t have access to one try these guys – https://www.3dsystems.com/ or look to your local library to see if they have one.  If you have one and like it – mention it in the comments below and if you’ve used an online print service do the same so people know what’s out there and what’s good.

Make changes and get it back on the table …quickly.  Rapid is the idea – each time you take out the crap or add in the greatness play it again but do it as quickly as possible.  When we were (and still are) developing Fight Card! we had limited time to play-test so we ended up taking longer than we wanted to get it released.

Once you find yourself playing it through and not changing it then you might be close to a product – on to the next steps!

This is the first step in getting to the end product; but not the only one – the message we heard repeatedly at Gencon – release the thing! Get it published.

Tell us what you’re working on – this is the great spot to do so ….. no one’s looking here anyway – go for it – let us know and tell us how you’re prototyping it and what you are using to do this quickly and cheaply!

PJ

Gencon Seminar – Prepping Your Files for Mass Production (Panda Prepress)

This was a great seminar with lots of technical content.  You’ll want to go to their website (www.pandagm.com) and get it from there and not from me!  (download the Design Guidebook – pandagm.com/resources/). The other great news is that they now have a rep in Montreal.

They talked about the process and how at the start – you as a game designer and your graphic artist will get on Skype with Panda and talk through the process.  This is done in the beginning before you finalise all the design work.  And you’ll use Dropbox to share files back and forth.  

Communicate With Panda – often and more…..

Best giveaway/swag/promo piece ever!

They gave a list of top ten issues –

  1. Card inventory needed – they have a download for this on their website – make sure you include something that tells them how many cards and what’s on the fronts and backs
  2. RGB vs. CMYK – they use CMYK so make sure you do too
  3. CE and child safety marks – don’t change the size of these (you get them off the net)
  4. Rich black for the UPC code – nope – you want it in pure black (Photoshop will change it)
  5. Overprint issues – use InDesign and set the text to overprint
  6. Low resolution images – use 300 dpi or higher
  7. Die lines in the art files or missing – turn this layer off when you go to finalise things
  8. Bleed and margin issues – things drift – don’t go tight to the edges (again Panda has templates – use them)
  9. Contract issues – see the bold text above and communicate with Panda – especially if things change
  10. Text in rich black – not sure if that’s good or bad but they mention using InDesign for text and not Photoshop

So the swag game box was the best thing ever.  I picked up an extra and gave it to the Twins from Alaska (their official title).

So my question to game designers is – how are you getting your art and design work done?  Are you an artist or graphic designer – are you using one from the industry or are you finding one locally?   Let us know in the comments!

Gencon Seminar – So You’re Making Your First Game

We started Thursday morning first thing at 10 with this seminar.  On the way there HK and I asked a guy if we were headed in the right direction and he was headed to the same seminar.  We had just met half of the twins from Alaska (shout-out to Mika and Coady!).  They would show up in most of the seminars we attended.  We also met Tyson Gajewski (https://www.playwithsoap.com/) and now – https://boardgamegeek.com/thread/1836466/wip-sop-2017-mint-tin-design-contest-components-re as well!  Go check it out and let him know what you think.

The seminar covered a lot of material, some of it (but not all of it):

    • Go where your strengths are
    • Ask yourself “Why are you doing this?”
    • Games should do one thing really well; a few things OK; and the rest …meh
    • Finish it! – release the thing

 

 

They also mentioned some items of note –

Metatopia – The game design festival (https://www.dexposure.com/m2017.html), and

Game Chef – The Game design competition (http://www.game-chef.com/) , and

Before you come to Gencon make sure you have a business name, a great logo, business cards, a twitter account and google plus….. none of which we had at 10 AM Thursday morning…..<sigh>

They then got into the steps or phases to your first game:

#1 – Idea – You want to make a thing that does this one thing really well – now tell people this.

Ideas are plentiful – follow through is rare. (again they stressed – Finish it! – release the thing)

#2 – Start Writing – Not in order, not all perfect – just down on paper.  Prototype – get a version out and start getting rid of stuff that doesn’t fit in (keep this stuff for the next game).  Talk to people about what you are trying to do – what and who it’s for.  Write/Develop – share the success online and grow an audience.  

#3 – Editing – If it’s just a small rule sheet for a game or a lengthy book for RPG it still has to be edited – hire someone.  You can start editing before it’s complete – developmental editing.

#4 – Playtest – Start with small groups and look for the emotions people experience playing the game.  Ask people about the mechanics – if people don’t mention the one thing you wanted to do really well…..

#5 – Production and Marketing – If kickstating then set the amount needed to the lowest possible amount to get it published (again Finish it! – release the thing).  don’t try to recover sunk costs – just get it published.  Work together with your backers to have a good time.

Overall a great seminar that really opened our eyes to lots of things we weren’t doing right or weren’t doing at all.  It was given by Mark Richardson who does gaming cartography and there’s a good video of him describing it here – https://www.canadiangeographic.ca/article/board-game-cartography

and an editor (hint… hint) – John Adamus who is the http://writernextdoor.com/

So the question for you is – what do you think is the most important thing when building a company/game/rule-set?