This is a panel organized by High Voltage about how awesome games are and how to grow and build an inclusive gaming community. This took place on 10/28/2017 at Stan Lee’s Los Angeles Comic Con, hosted by Will Pasquin with these panelists:
- John Clair – Mystic Vale, Downfall
- David Zuckman – Obscure Reference Games
- Ross Thompson – IDW and Kingdom Con
- Chris O’Neil – Brotherwise Games
- Brian Henk – Overworld Games
- Will Pasquin – High Voltage
Audio/Podcast Version: http://traffic.libsyn.com/theforbiddenlimb/cleannormalizedaudio.mp3
We have another mailbag episode! These topics were suggested by listeners:
- Are environmental concerns a factor for publishers, manufacturers, and designers?
- How can I make my game more accessible and inclusive?
- What kind of support should publishers donate to charity?
The Overworld Games policy on charities.
If you’re listening to this podcast, there’s a good chance you know someone personally who has launched a Kickstarter campaign. Did you feel obligated to back it? We try to break down this social etiquette around the subject in this episode.
Audio Link: http://traffic.libsyn.com/theforbiddenlimb/BGBP060.mp3
Today we discuss how to use Amazon to sell your board game.
– Fulfillment by Amazon
– Amazon Marketplace
– Vendor Express
– Amazon Launchpad
– Getting Burned Stories
– Amazon Marketing Services
– Improving your search rankings
– Sales on Amazon
– Pricing on Amazon
– A+ Content
– VINE Reviews
– Ads on Amazon
Audio/Podcast Version: http://traffic.libsyn.com/theforbiddenlimb/BGBP059.mp3
Today we talk about social media and how we should use this in the board game industry. Specifically, here are some of the questions and topics:
- How should a game designer use social media?
- Which social media platforms should a game designer be using?
- How should a game publisher use social media?
- Which platforms should they use?
- Using social media as a phone book or for ease of contacting.
- What’s the wrong way to use social media?
- Are there other less traditional social media platforms we should be using?
- Are there any tools that help you more easily manage your social media accounts?
Today we attempt to define what a reference card is, which isn’t as easy as you may think, and then we pull them apart and figure out which games need them and how to design them clearly. Then we end with a Top 5 list of tips to make your reference card better. Here are some questions and topics we discuss:
- Which games do we wish had them that do not?
- Which games have them but don’t need them?
- Do we need one for each player?
- The psychological effect of having a reference card.
- Can a game be too simple to have a reference card?
- The cost of a reference card.
Top 5 Tips for Designing a Reference Card:
#5) No Walls of Text
#4) Use 1 Double-Sided Reference Card
#3) White Space is Your Friend
#2) Make Them Visually Distinct
#1) Use Symbols
Podcast/Audio Version: http://traffic.libsyn.com/theforbiddenlimb/BGBP057.mp3
Today we talk about designing and publishing games for a particular market. Here are some of the topics/questions we cover:
- What’s a target market?
- Which markets are commonly considered in the board game industry?
- Identifying the market that’s right for your game.
- Should I use elements to my game to fit a particular group of consumers?
- Do publishers have a specific market in mind when they are scouting games?
- How do things like ease of play and length of play factor into a market segment?
- Should I design a game for a specific market?
- Should designers put their target market on their sell sheet?
- Are there specific conventions where you’ll find publishers for specific markets?