Episode #82: Top 5 Ways to Build a Crowd for Your Game

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

Audio Direct Link: http://traffic.libsyn.com/theforbiddenlimb/BGBP082.mp3

Episode #77: Getting Your Prototype Played at Smaller Conventions

(link for direct download of podcast episode)

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.

Getting More Prototype Plays

Podcast Link: http://traffic.libsyn.com/theforbiddenlimb/BGBP069.mp3

Today we talk about ways to get people to play your ugly prototype! Some topics:

  • Imaginary friends
  • Design partners or other trusted designers
  • Protospiel/Unpub
  • Designer groups
  • General playtesting groups
  • Fostering an inviting community
  • Print-and-plays
  • Conventions at a free table
  • Conventions as an event
  • Other convention options
  • Digital simulations
  • Paid playtesting

Resources

 

Trapped in a Room with Juliana Patel and Ariel Rubin

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

 

References

Balancing Your Game

We sprinkle in these game balancing topics, among others, into our discussion:

  • Easy to Balance Games
  • Hard to Balance Games
  • How many playtests?
  • How to Make Adjustments
  • Cutting to Balance
  • Balancing and Adding
  • Types of Players
  • Length of Game
  • Keeping Scores Close

Audio Version: http://traffic.libsyn.com/theforbiddenlimb/BGBP039.mp3

Top 10 Mistakes New Designers Make (Designer Perspective)

We continue with our top 10 mistakes new designers make with a list from the designer perspective, led by Jeremy Commandeur. Learn what you can avoid and tell us if we missed any big ones in the comments!

 

Audio/Podcast: http://traffic.libsyn.com/theforbiddenlimb/BGBP037.mp3

Protospiel San Jose – Part 2

Get some more insights from the organizer of the San Jose Protospiel, Jeremy Commandeur, on what went well and what he will improve at the next Protospiel he ran, such as:
– the game design contest
– pitching your game
– food for the Protospiel
– ideas for improvement
– how to start your own Protospiel
– networking opportunities

Resources:
Main Protospiel Website
Protospield San Jose

Audio/Podcast: http://traffic.libsyn.com/theforbiddenlimb/FLP021.mp3

Resources

Protospiel website: http://www.protospiel.org/

Unpub website: http://unpub.net/