Tuesday, 27 June 2017

Publishing Advice #28: Retail Margins and Kickstarter


Kickstarter is the beginning of the sales chain. After your campaign finishes, you got traditional distribution. A healthy relationship with distributors and retailers is crucial. If you do not look after the post-Kickstarter tail, your product most likely will die, and you will lose a great opportunity to expand.

So why the post-KS tail is more important than Kickstarter campaign itself? Simply because KS is just a small part of your market. The biggest market is waiting for you!

Wednesday, 21 June 2017

Publishing Advice #27: How to Get People to Talk About Your Game?


How can you stand out with your "best game" in the world when there are more than 1000 new games published every year? Competition is horrendous. There are loads of incredibly good games out there. Everyone knows that to succeed as a publisher, you need an outstanding game, not just very good but outstanding. But can this guaranty your success? Not really - there is much more in it! You need to do your homework, but now I'll write about something different! About something which will help you to stand out!

Thursday, 8 June 2017

Publishing Advice #26: Facing Haters part 2 - Open Letter to Fans


Constructive criticism, again, is a very helpful and healthy thing. All professionals always appreciate honest opinions as they're extremely useful. But now and again we have "privilege" to hear rude opinions regarding our games without any reason or explanation. Or experience cruel behaviours towards our personas.

A while ago I wrote about facing trolls and dealing with hate as a designer. And the best thing you can do is to ignore them and give your time to your fans - people who deserve it! Read Publishing Advice #10: Facing Haters.

But now I will talk how fans can help us: designers and publishers in facing haters.

Wednesday, 31 May 2017

Publishing Advice #25: Playing vs Playtesting


As you probably noticed, quite often I'm writing about being efficient and productive. As a father of six plus one on the way with a "normal" job, my time resources are very limited. All that forced me to think more about time management!

And as you probably already know (especially if you are reading my blog), playtesting is one of the aspects where you can waste a lot of time.

And I'm often seeing that some designers and publishers are advertising their games as playtested 100 times or even 1000 times. But that can be quite misleading as not everyone understands what playtesting means.

Did you ever think that playing a prototype doesn't mean playtesting it? Are you really playtesting your prototype? Actually, it's critical to distinguish these two things. Let's then have a better look on this!

Tuesday, 9 May 2017

Publishing Advice #24: Four Types of Playtesters


About two weeks ago I had a privilege of taking part in Ignacy Trzewiczek's conference about board game design. Having a chance to listen to one of the most experienced and respectful board game designers is the best way to learn new things and avoid mistakes! A significant part of the speech was dedicated to playtesting prototypes. And a big part of it about categorising playtesters. I never thought that different types of playtesters are helpful in various stages of the game development. And sometimes certain kinds of playtesters can be even harmful. Here's what I learned: