Image from Can Stock Photo |
But as you can see on the current cover, I opted for a butt shot with a weapon in hand. Not bad because it is provocative but I might give this image a try someday. With a bit of Photoshop magic, you'd be surprised how good it can work. She has the right stare in place so that's a plus.
Yes, my friends, it's all about sex appeal regardless of what you're trying to sell and you'll have to add a good dose of curiosity along with it. A dead-end image won't work. Your cover image must tell part of the story without solving or giving away too much. At its best, a cover image should feature the star of the game engaged in some interesting way. But you must also include a bit of world-building in the background to set the stage and present the main theme in a believable way.
Come to think of it, I'll work on that image and post it here to see what you make of it. You never know, I might wind up using it after all.
Right now the latest update is the QR Code I added so you can download the Rulebook onto your phone. I think this is a much better option than having only one printed rulebook that everyone needs to share. Besides, the online Rulebook will have hyperlinks so you can navigate the rules easier and faster and every player gets their own copy. Try the QR Code on the upper right and see for yourself. The rulebook is not finished yet but it's a good start.
New Asylum Earth game board sample |
Above, you can get a peek at the new game board I'm working on. I've also added several card decks that really take this game to the next level. If anything, the new cards will add another layer of interesting options that players can branch off into in search of a winning strategy.
If I've learned one thing about designing a board game it's that you never really know where it's going. And I suspect that even after this game hits the market, I'll be coming up with better ideas all the time. Of course, there comes a time when you leave it alone but if on the road to developing your game, you come across a far better idea than what you have, by all means, shake things up and add that great idea to your game. So far, I've changed the name and the entire board several times and I don't regret it because the game is much better for it.
And you can't argue with better ideas. Sometimes original ideas lack depth and visual appeal so I always opt to improve even at the expense of delaying the game. Let's face it, if you publish a weak game you're going to get weak results overall. You've got to hit a grand slam or nothing at all. Product development is all about presenting not just your best but the best your product wants to be. That's not always evident from the start but as you move along with it you'll find better ways to achieve the ultimate design, which is to produce an interesting, provocative game that players fall in love with and will want to go along for the ride, wherever it takes them.
Come on back next week for the new box cover based on the image above to see which one is best.
Your comments or questions are always welcome.
Play on, players!