Richard interviews Juliana Patel and Ariel Rubin who created the extremely successful Escape Room in a Box: The Werewolf Experiment that is now being published by Mattel. He learns all their secrets from their 2,000+ backer debut campaign! Some specific topics:
- Partnering with Mattel
- Escape room game opportunities
- Replaying escape room games
- Playtesting an escape room game
- Creating the puzzles
- Lessons learned from the Kickstarter campaign
- Finding your audience
Audio/Podcast Version: http://traffic.libsyn.com/theforbiddenlimb/BGBP064.mp3
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 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?
How-to-play videos are used more and more for designers to show potential publishers or playtesters their game and publishers after a game has been released to teach customers how to play them. This satirical episode gives tips on how NOT to make a how-to-play video. Here’s the gist of the tips we cover:
- Prepare so you can keep it concise.
- Keep it short. You don’t need to say every corner case, but make sure to cover any confusing ones.
- Use consistent terminology.
- Use at least two camera angles so it’s not just a talking head.
- Layer in photos to help make your point and show examples.
- Lighting is important! Light up your face with multiple lights at different angles so there are no shadows. (3-point lighting)
- Light up your components to show them too, but with not glare. Don’t use sleeves if they add glare.
- Use a microphone close to you for clear and consistent audio. Clean the audio afterwards.
- Make it easy to find the video online.
Audio Version: http://traffic.libsyn.com/theforbiddenlimb/BGBP054.mp3
Tips for running your Kickstarter campaign in this condensed version of a Gen Con 2016 panel!
Panelists: JT Smith, Zachary Strebeck, Jeremy Commandeur, and Brian Henk
– #1 Mistakes
– Kickstarter as a Business
– Stretch Goals
– Crowd Building
– Page Layout
– Reward Levels
– Naming Something vs. Image in Game
– Rules on Page
– Setting Goals
In this episode, we discuss the life of a game, particularly with a crowd-funded game. We go through the schedule from start to finish and a high-level of everything in between! Specifically, we hit on these points:
- Make sure design is finished
- The major steps include:
- Manufacturing and Proofing
- Kickstarter Prep
- Review Copies
- Informing Retailers
- Shipping and Fulfillment
- Art takes longer than expected
- Break down EVERY task and element
- The order of the tasks matters
- Run aspects by outside eyes
- Where can we find an in-depth description of the process?
- What task management tools are available?
- What is the overall timeline?
Audio/Podcast Version: http://traffic.libsyn.com/theforbiddenlimb/BGBP040.mp3
Why should a prospective crowd-funding backer contribute to a campaign? Why not wait for the game to come out? We talk about our experience and lessons learned as
we cover these topics:
- Get a lower price
- Make a better game/exclusives
- Be a part of the process
- Get the game early
- Inside information
- Back before you make your own campaign