Showing posts with label arias. Show all posts
Showing posts with label arias. Show all posts

Sunday, May 14, 2023

Asylum Earth Board Game Prototype

New Prototype Box for 2024


Here's the new prototype box I plan to print in September. As you know, anything goes as far as how this game will look for its big debut next year if all goes well. I'm taking the rest of this year to finish it and re-test it with the same group. 

As I've said before, the themes haven't changed at all and all the Avatars and books remain intact. What has changed a bit is the monochrome sepia tone, which I'm fond of and I've used it here to good effect. I'm not a fan of a lot of color, especially when it comes to the apocalypse so I think this works, even though the actual color is a bit more muted and not as warm as you see it here.

I also fixed Andrea's hand and found a much better android-looking hand so this cover is as close to the final image as I'll get for the next prototype. Yes, there are many changes and additional card decks but only because they have improved the playability of the game and enhanced its look and feel overall.


You just can't pass up something better if it comes along, you've got to go with it even if it sets you back several months. The game will always improve even after its publication, as all products do, but the goal is to release it at its best with as many improvements as you can. First impressions count.

The biggest change was the board itself. I'll never regret changing it because it not only simplify's the gameplay but I think it just works and looks more interesting. And it was a feature I already had in play from the beginning but starting the game in New York City makes more sense and focuses the game in a more engaging way. Originally, the game ended in NYC, but now it begins there because that's where everything important ultimately winds up and takes place.

I'm looking forward to printing this new and improved game, especially the box because it's going to have a cool effect with a matte finish with shiny text. And so the name and other key elements will really stand out.

Another good feature is the two QR Codes on the back of the box. That works nicely and takes you right to the Rulebook (PDF file) or the ebook on Amazon. I'll most likely include another code for the collectible hardcover book.

A lot going on, as usual, so I'll get back into it and forge ahead. Plenty to still do but it's getting there, slowly but surely.

Play on, folks.







Monday, October 25, 2021

CYBERPUNK Board Game Box Packaging - It's All About Hooks

 

REMNANTS BOX BOTTOM
Remnants Box Bottom

Okay folks, here's the back of the new box, as promised. Lots to unpack here so let's get into it.

The most important thing is the copy on the left column. Similar to the back of a book, this is all about sales copy that takes you right to the sales page on the manufacturer's website, for example.

That actual link has yet to be determined because the game is unfinished and not for sale yet, but, you get the idea. I tried my best in this limited space to cover all the important points that make this game unique and sales-worthy.

Let's face it, I'd need to write an entire book about this to be thorough but I'll have to keep it short here. As you can see, I've packed the back of this box with lots of good stuff. All that good stuff translates into many different hooks that should lead prospects to the buy button. That's the short of it and that's the result you're after, obviously. 

HOOKS

I've also stuffed 2 promos for the books on the bottom right. These are important because upselling, so to speak is part of the deal. I've included a promo for the first book in the series plus a peek at the collectible hardcover. 

What makes the hardcover collectible? Its unique design plus the fact that it includes all three stories in one book and also includes awesome photos. In a perfect world, the title should be blind-embossed or have some sort of metallic embellishing, etc. But for now, this jacket is good enough as is.

The characters up top are also hooks because they are what make the story meaningful and exciting. An example for an odd video link follows (another hook).

That's followed by a short summary of the game in the gray box. This is a crucial hook and the equivalent of a strong headline and sub-headline.

HOOKS

That's followed by another hook stating the theme of the game that provides a visual tone and what players can expect with this extraordinary game. Take a read and see if it works for you.

On the right column, you see the game board and below it, many of the components and card decks included in the game. These are all additional hooks that intrigue players.

The bottom line is simple. The back of your box must entice, inspire, and motivate prospects, your audience to find out more about the game and eventually buy it. The goal is for curious gamers to get into the theme and imagine themselves playing the game and having a great time.

AND MORE HOOKS

You want to create a burning desire in your audience that leads to a sale, hopefully, now rather than later. That's why you need more than one hook. You need as many hooks as you can configure and fit into a small space without over-crowding the box. Not an easy task, but it's always possible with a bit of planning.

Let me know what you think in the comments. I've also finished a short promo video that I'll post here soon. It's just a teaser so it doesn't include gameplay instructions. But instead, it's designed to intrigue gamers so they can find out more details about the game on the blog. Your blog should be the equivalent of a long and never-ending advertisement, but without looking or sounding like one. 

Welcome to the world of marketing, my friends.


Tuesday, October 13, 2020

New Post-Apocalyptic Board Games, Movies & Books

 


Here's an unfinished preview of a promotional video for Millennium. I still have quite a bit to add to it, mainly game-play snippets and an upbeat score to finish. I want to keep it under 2 minutes if possible. 

This video is primarily a short introduction so players get a feel and tone of the game so following these instructions, I'll feature players demonstrating several moves for starting the game.

Saturday, July 11, 2020

ARCHIVE: A New Sci-Fi Movie - A Rothery VOD Film




Directed by Gavin Rothery. With Rhona Mitra, Theo James, Toby Jones, Stacy Martin. 2038: George Almore is working on a true human-equivalent AI. His latest prototype is almost ready. This sensitive phase is also the riskiest. Especially as he has a goal that must be hidden at all costs: being reunited with his dead wife.


I'm watching this movie tonight so I'll post my review on Sunday. I've got my fingers crossed so I hope it's a good one. Happy watching.


Here's an update about my review of this movie:

Loved the concept and "special effects" or visuals. But unfortunately, this is one of those movies with very little tension or subtext to keep you riveted and keep you in suspense. Couldn't get into this film as much as I wanted to. Otherwise, it was interesting enough to watch until the end.


The ending for me fell short because I could hardly hear their soft-spoken voices but even when I got the words I'm not quite sure I got the ending.


I'll have to watch it again to see if this film gets any better.


SPOILER:

Okay, so after watching this movie again I can say that this film has a The Sixth Sense meets Ex Machina kind of feel. I think I loved it because it definitely had some good moments.

Friday, January 31, 2020

Epic Apocalypse - Surviving The Epicenter [The Edge of Time Series]

Epic Apocalypse - Book 2
Lovers of apocalyptic fiction, feast your eyes on Book 2 from The Edge of Time Series, Epic Apocalypse.

As usual, I had a blast laying down these words and banged out this second installment of the series in no time.

In full disclosure, I wrote the three books in about a month (about 300 pages).

Most of the time after that, several weeks, I spent editing and proofreading, tweaking the covers, etc.

All that work for me was minimal because I keep 95% of what I write and how I write it. It so happens that this series for me is easy to put down as is since it just flows effortlessly. Although, most of my writing goes that way, these days.

Including this blog. I rarely change a word of it and bang it out in about 20 minutes. I hope that doesn't show too much, but I am extremely busy otherwise and I have very little time for anything else. In a way, writing on this blog and others I tinker with, for the past 10 years has been a good discipline for me. And, truth be told, Grammerly helps a bit. Not that I'm promoting it but it is quite helpful, especially if you're in a hurry.

Good Lord, Ernest Hemingway had it made in the shade back when he was writing his first novel, The Sun Also Rises in Paris and Spain. Yes, it's no secret that EH is one of my favorite authors and I'm in no way comparing myself to a Pulitzer Prize-winning writer, but Hemingway had the luxury of banging out raw chapters early in the morning before he started his day of fishing and debauchery.

He'd then wire that text to his long-time editor and friend, Maxwell Perkins, circa 1925 and his writing chores were done for the day, usually before daylight. Perkins took care of everything else.

Most of us don't have that lifestyle these days even if we're published by one of the big agencies because we're still expected or required to help promote our books. And if we're self-published, we are most certainly in deep publishing shit.

"Life is full of Boo-Hoo Moments, So take it in, Tamp it down, And Suck it Up, Buttercup!"


I relish the day when I can bang out raw pages and send those bitches off to my editor and go fishing for the rest of my 20 hour day of leisure. What a racket that would be. I might just be the next Hemingway if that were indeed the case. Or maybe a better version of myself.

No, I did not just slight Hemingway. His head and brain were twice the sizes of mine so I know my place in the world. I'm a mutt of a writer by comparison but obsessed with all things related to Ernest Hemingway and his way of life. A man's man and a man's writer for sure (no disrespect, ladies). Toni Morrison was an outright genius and another of my favorite writers. And in many ways, I think women are by and large better writers than men. (Right, I'm not sexist at all.)

Edge of the Apocalypse - Book 1
But enough of that. I'm just rifting along while I have a bit of time.

I also want to mention that starting February 1, the first book of the series, Edge of the Apocalypse is available for free until the 5th. If you haven't had the chance to check it out, now is a good time because I made several important edits to expand (improve) the opening a bit. I'll include the link here when it's available for free download on Amazon.

I must say, that's one advantage we have these days, especially as self-published authors. We have total control of our content and I love that aspect of it the most. We can update our digital content at will and that's a Godsend.

Listen nobody cares how much we sweat. All the blood, sweat and tears mean nothing to the end-user. They just want to read a damn good story. That's it. Suffer all you want, and suffer you will just don't let it show.

In other words:

Life is full of Boo-Hoo Moments,
So take it in,
Tamp it down,
And Suck it Up, Buttercup!

Yes, there's a t-shirt in there somewhere. 
First one to feature on Merch, takes all!


Sunday, September 2, 2018

Blade Runner Movies - How They Inspired The Millennium Board Game

When Inspiration Strikes

Remember the scene in the movie Blade Runner 2049, when  K (chased by Deckard) wanders into a theater or casino and encounters the Elvis Presley hologram? (Check it out below!)

What a scene! It's as if both K and Deckard are reaching another side; another dimension at the same moment in time.

But, just as K takes in the Elvis hologram, Deckard fires a shot that misses K's head by inches. The best part is that the Elvis hologram keeps on playing and skipping in the background while K and Deckard fight for their lives among holograms of go-go dancers and showgirls.

What's magical about this scene is that the Elvis hologram starts as background information that takes you into that setting and subconsciously hooks you to it, but towards the end of the scene, the Elvis hologram becomes part of the dialogue.

The juxtaposition of these images and events is what makes it work. It is a brutal fight scene played against an unusual performance backdrop. It's almost as if Elvis was another character in this scene.


The best part and most brilliant moment in this unforgettable scene is when Deckard admits to liking the Elvis song, Can't Help Falling in Love, and the guys decide to have a drink together. Lots of good subtext here.
"Wow, what a love-fest moment."


Wow, what a love-fest moment. How cool was that scene?

How can one not be inspired by this movie? Must be the cinephile in me but either way, this is what makes movies like this so memorable.

Hologram Bonus Card
Hologram scenes like this and others throughout the movie, are what inspired me to add a bit of comic relief to the Millennium board game. Hey, even the apocalypse has to have a bit of fun thrown in every now and then for levity and contrast.

Without elements like this in a movie, a book, or a board game, you run the risk of presenting a flat and linear plot with little appeal to the masses. I mean, who doesn't like a little Elvis or Frank Sinatra?

Who doesn't like a little Elvis Presley or Frank Sinatra?

I would love to use a Sinatra clip or image in the Millennium game but because of copyright issues and costs, that's always prohibitive. But that doesn't mean I can't use images or audio that evokes the Sinatra sound. There are plenty of resources in the public domain for that.

Millennium continues to be a work in progress that seems to have no end in sight. Sometimes, the more I dig into it, the more I find to add or improve.

Keep in mind, that if you're developing a game, many of its features are not clear to you at the outset. As you research your themes and POV's, new ideas emerge. At that point you can decide either to include an idea or disregard it.

Recently, I thought of including a zombie card deck to the game. And by that I mean for the purposes of this prototype, about 9 cards and up to 18 cards in the deck because 18 is the minimum for a Bridge Deck of cards on The GameCrafter. The reason I had not considered zombies in the first place was because Millennium is based on the Apocalypse, which is of course an unfulfilled biblical prophesy.

"Millennium is based on the Apocalypse, 
which is, of course, an unfulfilled biblical prophecy."

Naturally, there are two camps of thought on this. One is literal and the other is based on fantasy fiction. And that depends on your religious point of view and beliefs. With a traditional background as a Roman Catholic, I'm inclined to believe the biblical account in the book of Revelation. However, I can understand why others favor a fictive POV based on the descriptions of this event in the bible.

Fair enough. I'm not here to debate or defend the book of Revelation and its authenticity.

My main goal is to develop a board game loosely based on the events mentioned in the book of Revelation. This is a game, after all and not a diatribe or a means to convert skeptics or to promote any religious agenda. That approach, in fact, would kill any chances of this game seeing the light of day.

Fair enough.
I'm not here to debate or defend 
the book of Revelation and its authenticity.

In the end, forgive the pun, I've kept in mind a bit of advice that I've gleaned from one of my favorite writer's and stuck by it. Ernest Hemingway always admonished to start with one true sentence and that everything will stem and flow from there.

I believe that entirely. And with that approach, I've set out to design and develop the best post-apocalyptic game with my personal spin and a game that I feel others will enjoy as well. A tall order for sure, but I also know that nothing worth while comes easy.

Event Chit
So far I'm in my second year of development with Millennium and nothing is set in stone as far as I'm concerned. The only sure thing is the main theme because everything grows and evolves from that. The nuances of the game and what makes it interesting and fun to play is all debatable. I've yet to figure all of that out but I think I'm getting close.

I'm not looking to set this game in a Dystopian future because that's too far from the events of the Apocalypse. Millennium is based on a post-apocalyptic setting, which in turn was triggered by the events of 2001 after 9/11. These are all minute but important differences.

Ironically, in this story,
the nuclear attacks are suspected to be home-grown.

The September 11 events in the new Millennium were the catalyst that unleashed a nuclear attack in 2157. Ironically, in this story, the nuclear attacks are suspected to be home-grown. A conspiracy unlike any other in American history. Now, there's an angle.

While I enjoy Dystopian stories, most of them deal with futuristic settings that are far removed from the initial conflict and the after-effects of nuclear war, which is when people will be the most vulnerable, shaken and confused. It is when total chaos reigns supreme and governments are in total disarray, and society is in scramble mode.

And a time when every man and woman and every child will have to fend for themselves. There's enough conflict right there to fill the entire game. Anything else I decide to add beyond that is icing on the cake.

I have a realistic deadline to finish this game.


That being said, I have given myself a realistic deadline to finish and publish this game. Shooting for mid to late 2019. Remember that nobody gives a flyin' you know what about the blood, sweat, and tears you've poured into your work. The end consumer only wants to know if your game, based on its main theme, is going to be fun and exciting to play (at least several times).

Any designer who thinks their precious game will be played over and over to rave reviews is kidding themselves because there are just too many game choices out there and too little time to play them all. These days, most gamers will play their favorite game several times at first until another offering catches their attention and they shelf your game indefinitely.

Meaning that the shelf life (in homes, not stores) can be a long one for many games. Brisk sales or the lack thereof in stores will certainly dictate the shelf life of any game or product. It's just that simple.

Impulse Buyers and Collectors


In reality, I'm designing this game for impulse buyers and collectors. Those are key consumers  because they can be your best and most loyal influencers. Attracting gamers of any other kind, be it hard-core gamers, casual gamers, new gamers, is all about trickle-down marketing, which grows exponentially from players who buy your game based on the thematic concept and maybe even the game components alone.

These types of consumers are sold on your packaging, the main theme, the game components, card decks, game mechanics, and above all, your unique take and POV about the world you've created.

In a nutshell, it's either love at first sight, or an emphatic pass.

What's it going to be for you?


That's hard to say but if you design a game that you'd love to play but you can't find, and you capture the look and feel of the era and the world you want to experience on a deep and meaningful level, and you are honest and devoted to the game's mechanics and its overall intention, and the art and characters appeal to the masses, I think you stand a good chance at succeeding in this business.

Other than that and you're just spinning the wheels and gears of a dream without any conviction or direction whatsoever.

In other words, it can be a total waste of everyone's valuable time, especially yours.

If you want to avoid that scenario,  all you have to do is put your mind, your heart and soul into everything you do and dedicate as much time as you can towards it and good things will happen.

That is hopefully the likely outcome.


So don't overthink it. Don't worry about how you will achieve it. Just dive into it and learn along the way until you see a way through and a way out to the other side.

I think Jim Morrison of The Doors, said it best:

"Break on through to the other side."

You gotta love that.

Here's the new Millennium teaser with that BladeRunner vibe. I was looking to evoke a feeling and immerse viewers into the world of the new Millennium, a bit Dystopian here, but nevertheless it works.


See more details and updates about the new
Millennium Board Game

Sunday, December 31, 2017

Board Game Evolution - The Making of Millennium

Millennium lives on!

Yes, it's been a while since I posted an update on any of my board games since the holidays tend to sidetrack me, but here's an image you haven't seen for the new Millennium box.

As much as I like this design, I'm not sure I'll actually use it because it seems a bit unusual compared to so many other boxes in this genre. Maybe a bit too serious in tone when the ultimate goal is to use a fun image, but you never know, I just might go with it.

You'll notice on the upper left it says, "A Cooperative Game." I think this category and the overall theme fits better as a co-op game where players unite and try to reach a specific goal and survive as a team. That means that most of the rules and cards will go through another revamp.

As much as that hurts, I just can't ignore an improvement like this. It's just part of the game, if you will. The thing is that when you start a game you don't always see the big picture and sometimes you get caught-up in all the details that you don't want to miss.

The fact is that a doomsday theme lends itself naturally to this mechanism so why fight it. I'll have to roll with this punch in the gut but the game will be better for it. Besides, nobody really cares how much I suffer during the design process. It's all about the game and the (fun) experience it delivers. Period. Cry me a river.


Proposed Box Design

The board has also gone through major changes. It's now a six-fold board 18" x 27" so I can use the entire U.S. map from coast-to-coast.

This is an unfinished board (below) but you get the idea how the rest will turn out based on this graphic. I still have quite a bit to add to it; mostly destination points and locations as you see on the east coast. I'm trying not to clutter it too much.

Unfinished Board
Right now, as it stands, players start on the east coast, at the Red Cross Headquarters in Washington, D.C. and disperse from there to one of three bomb shelters as a final destination. When all players reach a bomb shelter, they win the game. But getting to each shelter won't be easy and that's what makes this game a challenge.

..."even in its simplicity there is
always plenty of built-in chaos."

That's the general idea but I'm still working out all the obstacles and cards needed to make that all happen in a fun and interesting way. That's the hard part but I think I can pull it off. Hey, anyone can design a game. The trick is to design a great game without annoying mechanisms that slow down the game or don't make any sense thematically.

I'm working all that out as I go along because it's easier for me to see the work in Photoshop than on a notepad. Although, I've already filled two notebooks and counting.

Millennium has really taken a sharp turn for the better but it has a long way to go. It seems to grow by the day but I realize I must stick to the theme and keep it simple because even in its simplicity there is always plenty of built-in chaos.

Having stepped away from the board for several months gave me a chance to see something I had missed before. Namely, that I needed to design and build this game as a co-op game because that's the nature of a doomsday scenario. At first, I had thought that making a strategic and competitive game might be a good idea, but organically, a cooperative game is really the best way to go so why fight it.

I think cooperative games like Pandemic are quite popular and have global appeal so that's the new direction and a better choice for Millennium.

..."that's the new direction and
a better choice for Millennium."

I've also been working on an interesting backstory or backdrop that ties-in the End of Days scenario with the asteroid Bennu and it's near collision with Earth every so often. That's one of Andrea's (main character) biggest fears.

And so it goes, folks. There's so much to do and so little time to accomplish our goals but we must press on and keep moving forward at all costs.

I preach this to my kids as often as I can. Life is all about the glory. You must endure the blood, sweat, and tears. Nobody cares about all that.

People only care about the glory and so that's your main focus; the final outcome. And it better be good.

I hope the new year brings you closer to your goals, my friends.

There's simply no time to look back.

Amen!


Sunday, November 5, 2017

Board Game Heaven - The New Millennium Challenge



West Coast / East Coast Game Box
We all knew it was coming. So after months of designing an East Coast game board, I've decided to add a West Coast board to Millennium, which in my opinion was not only necessary, but inevitable.

After all, who wants to play only half a game? As cool as the East Coast board is, adding a game board that starts in San Francisco, CA, makes it much more complete and satisfying to play. Especially if the board is set in another era (1800's and 1900's).

The East Coast board is about 95% done and the new board is about 50% done, so I have quite a bit of work before finishing up this game.

I can release the East coast version this month (November) as I had planned all along but I rather not rush into anything. I want too take my time and finish this entire game as I know it will work best so that means two 18" x 18" boards side-by-side, which makes the game board a full 18" x 36" inches of awesome game play.


"It's quite a contrast of events..."

I'm still debating on splitting these games in half and selling separate boards. As it stands now, I plan on offering the East Coast board by itself and offering the West Coast/East Coast board game separately. This way gamers have two options at different price points.

While the main theme to the East Coast board is survival, the theme of the West Coast board is historical exploration, namely, the Wild West and Wyatt Earp, and moving on into the 20th Century and the Disco era of the 70's and beyond. I think it will be lots of fun, which eventually leads up to a time-warp transporting you into the year 2158 and into the East Coast. It's quite a contrast of events that I think works really nice and builds up to a full, well-rounded game.

Who knows? Only time will tell how it all plays out, but it feels like I'm on the right track. I'm also refining the four characters with multiple roles and ideally I would like to include a set of custom dice that allows special moves for each player. Both are good mechanisms that add depth to the game. Although, including custom dice all depends on how much it will add to the final price. Margins with The Game Crafter are already low enough so we'll see.
West Coast Wild West Card

Lots to think about and even more to do but I know it'll be worth it because it's going to make a much better game overall.

"I'm going full throttle
with Millennium..."

I do have four other games in various stages of completion, but I'm only one guy with limited time so right now I'm going full throttle with Millennium while I have good momentum on my side so I can finish it and move onto to other things on the design and production side as Millennium hits the market and I tweak that end of it.

It's nothing short of a full time endeavor, but that's what I do. For years I've had all these ideas and finally I'm putting them out there and giving board games a shot for whatever it's worth. Everything I've learned about design and marketing over the years has led me to this and it feels like the right time to try something different.

As it turns out, or maybe it just feels that way, everyone is getting in on the board game bandwagon these days. So competition is fierce but the market knows what it wants and champions what it likes the most so that's really the challenge; to figure out what's popular and put a new spin on it because let's face it, most of it has all been done before.

West Coast Card
"One person's favorite game
might be another's nightmare."

So while Post Apocalyptic games are not new, my spin and flavor is, so all I can hope for is that gamers identify and embrace it with fair reviews. That's always the hard part because like anything else, games are subjective. One person's favorite game might be another's nightmare.

That being said, if you design games you would like to see but can't really find out there, maybe that adds something to the gaming world. You never know until you put it out there and that takes a good investment mostly in time.

And as we all know, time is precious and in short supply, especially the older you get so you have to make the most of every day.

I think that by the spring of 2018 I'll be ready to release both editions of Millennium after several (hopefully favorable) reviews. 

Successfully marketing a game is really an uphill battle unless it has a viral element that key influencers can relate and latch on to. Big companies rely on bestselling books to base their games on and that always helps because they have a built-in audience to work with. And that makes marketing almost effortless.

East Coast Illness Card
If you don't have the luxury of basing your games on bestselling books or video games, stick with universal concepts that are already familiar to gamers and try presenting your games in the most unique way possible. Everything counts in gaming, even great and consistent artwork is a plus because there are plenty of collectors who appreciate that kind of stuff.

Okay, that's for another post. Meanwhile I've got to get back to work on my games. It's a bit overwhelming with so much to do but I take it one day at a time and keep on going until there's nothing left to do.

And then of course, there's always something else to do until it all bottoms out and then you move on.

For my next post I'm going to finally post my easy Photoshop tips for making product boxes like the one above. It's not perfect yet, but it's getting there.

Till next time, keep on gaming!

Your move.

Monday, September 25, 2017

Terra Nova's Next Move - Ask The Godfather?

New Millennium Game Board
Okay, I'm the first to admit that this blog is by no means a play-by-play documentary of the machinations Terra Nova has in mind for Millennium and beyond. That would take an encyclopedia of information and every minute of my time to document it in every minute detail.

As it stands now, Millennium is moving forward at a steady pace and scheduled to launch in November, as planned all along. A soft launch, because I can't go all out with multiple advertising and promotional outlets. Not that any of that will guarantee sales, which most likely it would not, but it's nice to dream that it could.

"Let's get real here."


Let's get real here. Advertising doesn't work that way. You have to win the trust of your potential customers first. And that comes about with great reviews, positive customer comments, influencers and key buyers who champion your product and help spread the word like wildfire, etc.

Besides, if you advertise without a good offer to back it up, you've got nothing really except a ton of money that goes into advertising with little results if any. In short, advertising is no magic bullet.

In reality, Millennium is now going through a developmental growth spurt and still in its second stage of prototyping, which means it's not ready for the consumer market, yet. And what is just as true, is that it must still undergo a good round of player testing before it reaches the point of putting it on store shelves.

"Advertising doesn't work that way."


That said, there's no reason why the game can't go on sale after another month of tweaking and more play testing (by family and friends). It will in November, but with very limited advertising and promotional support at that point in time. Anyone can buy the game if they find it either through The Game Crafter website, or this Millennium Blog. There is always a possibility that hard core gamers might take a chance on a game they've never heard of or know little about. Then again that depends on the landing page, for instance. And let's face it, proof of concept is everything.

I have to work it this way because I am only one person with limited resources. And inching Millennium along at this pace is all I can do right now. I have 6 other games I'm developing and in the middle of each of them. This stage of development takes time and patience to get through. Most of it is developing the artwork and game mechanics. Getting the core concept in place and tweaking it to the point of a working prototype with many details unresolved up to that point.


Back of Millennium Box
It would be so much easier with 2 or 3 people in the mix who could help me but I'm on my own and that's probably the hardest part. No regrets, though. Too many cooks can also be a nightmare. For now, I'm doing fine and plugging away at a steady pace with all the games in my queue.

Luckily, some of these games are much simpler card games, easier to design and play than Millennium. This game (Millennium) has grown and branched out even to the point of multiple expansions in the works because the concept and themes are far reaching.

The main difference in the current prototype is in the game's mechanic's, how it works and how it feels when you get to the end of the game. You want gamers to feel as if they are reaching another level and attaining their ultimate goal with a good sense of both tension and relief along the way.

Millennium in particular is a game of survival and sacrifice, so there is a sense of strategy and planning to achieve your goals as you journey from point A to B, on to C, and so on. You feel there is a sense that something bigger is at stake (besides your life) and you must go on against all odds.

It is this tension that must build to a climax and finally a resolution so that the game is successful at each level and beyond.

So far I've included many new playing cards, I solved the big problem I had with the train tokens because Game Crafter had discontinued some of the train tokens included in my game. My solution was simple enough. I found tokens that look like train cars (long rectangles) and included 5 in different colors to represent each of the train cars accordingly and assigned them each a score.

Engine Train Card
I think this works better than having the train in one color and still uses tokens that you can run on the train track north. It's a visual thing and by adding more cards (18) I can include some of the cards that were missing from the first prototype.

These new train cards are a bit of fun with hobo hitchhikers, dogs, and other sorts of strange humanity you might come across in an Apocalyptic setting such as this.

Levity is important, as you know in life and in gaming so I made sure to add a good mix of lighthearted happenings in the midst of all the turmoil. Not unlike real life, whereas Texas, Florida, Mexico, and Puerto Rico are experiencing their share of hardships even as we speak.

These events are certainly heart-breaking to say the least and hopefully each of us who has been more fortunate thus far can help in some way those in dire need. Please contribute to the Red Cross if you can. Every dollar counts.

If anything, events such as the devastating earthquakes and storms this month have been a wake-up call for so many who were already living in duress. Here in northern Florida, we had our own concerns and storm damages, but nothing like we've seen elsewhere.

We need to be prepared at all times and that's not always possible. Sometimes, carrying on is hard to do when loved ones and other families are in trouble. Our prayers are with the afflicted.

Please Help The RED CROSS

Speaking of the Red Cross, here is another one of the new cards I added to the deck. It's a mercy of sorts card if you can help a friend in need out of the rubble and help nurse them back to health before you continue your journey northbound.
Red Cross Token Card

This is not a coincidence, but thematic of the game and so I had included these cards originally. There are many other cards along these lines and as I have said, this Millennium game will only get better as time goes by because its themes are indeed a sign of the times ahead.

The Red Cross link above is real, however. Please visit their site and help however you can. I plan to give again soon and wish I could do more.

At any rate, I am pleased with the evolution of Millennium and I think it will be a great success. For me that means that the game itself works as intended and that a fair amount of interest will accompany its journey among other collectible board games you enjoy.
There is so much more to say but I realize I must keep these posts short. Since I showed an update to the bottom of the box, maybe I'll talk about how I went about designing it and my reasoning behind each element.


You'll notice, there is a fair amount of tried and true sales techniques (gimmicks) used here. Namely, the free gifts, although they are a good quality and desirable. Remember, they are part of an offer that's been around since Cracker Jacks, for example.

You have to throw in the kitchen sink if you can. Take no chances and always make them an offer, as The Godfather said in a strained voice, "make them an offer they can't refuse."

More about offers next time.

Till then, stay safe and keep on gaming!



Friday, July 14, 2017

Video Teaser Secrets - A Crash Course

Video teasers for your board games are important because you need to bring viewers and players into the world you have created. Once we put gamers inside the this new world, we must give them an emotional reason to stay there and an end goal to accomplish.

Think of board games or video games just like a movie or a good novel. We need to immerse viewers, readers, gamers into an unfamiliar world and we must strive to give them something or someone to root for.

Millennium Promo made with Filmora
Teasers are all about teasing viewers or in other words, enticing them with a scenario they want to be in and take part of or a character they would like to play or pretend to be.

It's a tall order for a short 30 second teaser, but it is precisely the teaser's brevity that really helps hook viewers because when a teaser is done right, it leaves them wanting more.

How do viewers get more? They visit the game website, they become curious, intrigued, and inspired to buy the game to see how it all plays out. The bottom line is simple. They know something about the beginning of this game and after seeing the teaser (or a longer video) they become more curious and consequently they need to experience the ending of the game. It's like an itch they need to scratch.

Let's break down the process of
creating an effective
30 second video teaser.

1. Your opening image or text should provoke questions or make viewers curious to find out more.
2. Follow with images that build your story.
3. Introduce your hero and his or her quest.
4. End your video in a fresh or unexpected way.
5. Don't give away the ending.
6. If possible include a free promo offer.

Like I said, this list is a tall order to fit into a 30 second teaser but it can be done, of course. First gather all the images you're going to use (about 15 to 20) and upload them to your favorite video editor. I recommend either iMovie, Windows Movie Maker, or Wondershare's Filmora.



Get your images in sequence and set the timing of each image accordingly. Give viewers enough time to process an image (about 1 or 2 seconds). Based on these time limits, 30 images would run for about 30 seconds. Although, most images should run for less than a second.

Make sure that your sequence of images tell a story or part of your story to be exact. Your story line can be linear or random. The point is that by the end of the video, viewers are intrigued enough and inspired enough to click for more because you have teased them just long enough for them to want to know the rest of the story or the end of the story.

Keep in mind that it's all about emotions. Your video should strive to evoke emotions and to provoke questions. You must keep your story a mystery. Reveal too much at your own risk. Remember this video is just a tease. It must raise questions, not provide answers.

Too many details will ruin your video. Keep it vague with a sense of mystery. Provoke thought and inspire viewers to click for more because they need closure.

For an in depth overview about producing effective videos, visit
Book Teasers Pub for much more.

Wednesday, June 14, 2017

New FORUM for Board Game Nerd Alert!

I just wanted to share the debut of my brand new Forum for this blog. Funny thing is that I look like the King of Nerds in that photo I just posted. Check out the FORUM link below or on the right and jump right in and start a topic or just say hello.

Board Game Nerd Alert! Forum

I look forward to meeting you and many fellow board game developers and designers. It's going to be a blast!

I've never thought of myself as a nerd or a geek but my photo begs to differ. Who knew? Hey, it's all in good fun. Nerds and board game geeks rule!

Just a little background as a designer, I've been interested in graphic design most of my life and started my own graphics and advertising business back in 1995.

I had just started getting good clients in my home office when my divorce decree came into my life and hit me right between the eyes.

The details are probably typical of all divorces and it turns out my ex-wife and I have been back together for some time now.

Last Christmas my 2 boys got classic board games and we played Clue and Life, and all along I was thinking, "These games are pretty lame and not how I remember them when I was a kid."

So the light bulb went off and here I am a year later, deep into developing three board games. I have to say that I'm having the time of my life. I barely get any sleep and I look forward to working on my games every day, all day long. Yes, retirement does have some privileges.

For me it's not work. It's fun and a heck of a challenge trying to figure out the best game mechanics and graphics for each game. I really think I was born to do this because out of all the many design and copywriting jobs I've had over the years, this is by far my favorite.

I hope you will join me and together we can learn about this unique business and help each other along the way to making the best games in the world.

I'm committed to game development in a way I cannot explain. It's fun and it's addictive just as much as gaming is. And there's nothing else I'd rather do.

Join me today and together let's change Board Gaming for the better!

Play on!

I'm back to my game, Millennium. Working on my last tokens and a few of the cards.

A.R. Arias

BTW, I'm looking to interview on this blog any designer or developer who wants to talk about their games. Email me and let's have some fun with this!

starshipgrafix@outlook.com