Board Game Business Podcast

We give you our top 5 tips for advertising your board game and how to learn which sources are best for you and your game. This is a little more focused on ads for a Kickstarter campaign, but is applicable to any type of advertising for a board game.

References:

Direct download: BGBP086.mp3
Category:general -- posted at: 9:37am PDT

Today we dig into the Patreon mailbag and answer these questions:

  • How do you recover from being punched in the gut?
  • What is a unique enough selling point for a game?
  • What are some component cost considerations to take when
  • manufacturing your game?
  • Should I fulfill my Kickstarter campaign myself?
  • Is it possible to manufacture games in the US?

 

Thanks to Mark Edwards for editing this!

Direct download: BGBP085.mp3
Category:general -- posted at: 7:46am PDT

How has the board game industry changed in the last 5 years? Brian co-founded Overworld Games about 6 years before this was recorded so it's also a view of how things have changed between when he started publishing games and now.

Here is the top 5 list:
5) More games in big box retailers
4) It's easier to make games
3) Kickstarter explosion
2) Growth of games at conventions
1) Distribution is harder

 

Direct download: BGBP084.mp3
Category:general -- posted at: 2:00pm PDT

Patron Andrew van Ingen suggested this episode on how to deal with scope creep. Here's the list we go through!

5. If some people don’t hate it, you are doing it wrong.
4. Don't let experiments linger.
3. Determine the scale, audience (learning time), price point and play time of your game.
2. Have an "always pruning" mindset. Always be thinking about the parts that aren't SUPER DUPER fun.
1. Understands that hobby gamers (and many designers) will ALWAYS ask for more.

Direct download: BGBP083.mp3
Category:general -- posted at: 5:04pm PDT

When you're trying to build up a crowd for your game before Kickstarter or to build your resume for selling your game to a publisher, there are a lot of places to put your time and money, but some are better than others.

5. Create a Facebook page or group
4. Build/support your local gaming community
3. Use other's crowds by getting your game to reviewers and other influencers
2. Send infrequent newsletters
1. Create a landing page and funnel people to it through flyers, ads, social media, and everywhere

 

Direct download: BGBP082.mp3
Category:general -- posted at: 3:14pm PDT

Jeremy and Brian give some tips for how you can better manage your day job and hobby board game business.

Resources:

Edited by: Mark Edwards

 

Direct download: BGBP081.mp3
Category:general -- posted at: 11:16am PDT

Jeremy and Brian cover the top 5 things that are most commonly wrong with a pitch a game designer gives to a publisher. If you're a designer, you'll probably find something in here that you can use to improve your next pitch.

Direct download: BGBP080.mp3
Category:general -- posted at: 3:29pm PDT

When you've been working on a design for a while and you're not sure if there's enough there to keep going with it, we have some signs that it might be time to give up on it. If you want a spoiler, the signs are:

5) No market opportunity
4) Design colleagues don't ask about the status or encourage you to keep working on it
3) Too long to play/too long to explain the rules
2) Not fun enough (playtesters don't ask to play again)
1) No hook or the hook is not good enough

Direct download: BGBP079.mp3
Category:general -- posted at: 6:15am PDT

We go over the top 5 reasons to theme your prototype and some discussion around them. If you want to have them spoiled, here are some of our notes on each one:

5) Theme makes it easier to learn your game. It drives cohesion, direction, and rules comprehension.

4) Some publishers really care about theme (like Brian) so you'll get more opportunities if your game has one. You'll get in the door. Theme sells better than math. Games are an experience, and theme tells your story.

3) A themed games is more interesting to players so you'll get more playtesters. It shows your playtesters that you respect their time and level of enjoyment.

2) Save the publisher time by showing them it is complete. A game with no theme isn't done yet and they would usually not do that work if they can avoid it. Once you're in the door, you're more likely to stay there.

1) Theme is part of the design. Why are we even talking about them as if they are independent parts?

Direct download: BGBP078.mp3
Category:general -- posted at: 6:35am PDT

Top 5 Tips for Getting Your Prototype Played at Small Conventions

 

5) Teach games and then ask if they want to try your own game afterwards. (know your audience and be respectful of time)

4) Setup in open gaming and grab drive bys and/or have good signage.

3) Setup an event with local designers there through meetup/facebook so you can all play each other games. (then anyone who is interested can go out to lunch/dinner afterwards)

2) Setup official events and offer prizes/bribes. (make sure you have a way for people to be notified when they can get it and/or get their name in the rulebook)

1) Find or create your own prototype room.

Direct download: BGBP077.mp3
Category:general -- posted at: 9:42am PDT

Today Brian interviews Erik Dahlman of Albino Dragon about the convention services he offers where his team will demo your game at his booth at various conventions throughout the year. You can get the exposure that conventions offer without the million headaches of actually doing it. To get more information from Erik about working with him, email CONVENTIONS@ALBINODRAGON.COM.

Direct download: BGBP076.mp3
Category:general -- posted at: 10:26am PDT

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