Today we talk about how randomness affects our enjoyment of games. It’s slanted towards game design, but also has some crunchy publisher/indie creator perspectives as well. Topics:
Is randomness in games good or bad?
How does it affect your target audience?
Harnessing the power of randomness
This is the Golden Age of Tabletop Gaming Panel from Wondercon 2018 organized by High Voltage. It covers industry trends, game design basics, and how to find events and gamers in your area. The panelists are:
Will Pasquin (Gaming Guru, High Voltage)
Becca Scott (Host, Geek & Sundry’s Game The Game)
Ross Thompson (Games Marketing & Events Manager, IDW Games)
John D Clair (Game Designer, Mystic Vale, Edge of Darkness)
Brian Henk (President, Overworld Games)
Peter Vaughan (Director of Development at Breaking Games)
We talk generally about publishing licensed games and specifically about the unsuccessful Total Recall Kickstarter campaign.
Why didn’t it fund?
What did you do differently?
Likeness rights 101
Timing releases in a line of games
Hidden costs of doing a licensed game
The costs of agreeing to release dates
Should you create a licensed game?
Publishing outside of Kickstarter
Podcast Audio: http://traffic.libsyn.com/theforbiddenlimb/BGBP062.mp3
Total Recall Kickstarter Campaign – https://www.kickstarter.com/projects/overworldgames/total-recall-the-official-tabletop-game
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.
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 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?
Here are our top 7 ways to improve your playtest feedback quality. If you want a spoiler, here’s the list!
Ask negative leading questions. Trash/talk down your own game.
Stay focused and interested in every word play testers say. Don’t defend anything. Don’t break their flow.
Focus on problems and steer away from solutions.
Ask about feelings.
Explain what type of feedback you’re looking to get.
Get anonymous feedback at least once and late in the process.
Audio/Podcast Version: http://traffic.libsyn.com/theforbiddenlimb/BGBP055.mp3 Resources