Book Giveaway - Asylum Earth: Age of the Apocalypse

Goodreads Book Giveaway

Asylum Earth by A. R. Arias

Asylum Earth

by A. R. Arias

Giveaway ends May 17, 2026.

See the giveaway details at Goodreads.

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Showing posts with label marketing. Show all posts
Showing posts with label marketing. Show all posts

Saturday, May 14, 2022

Board Games As Bright, Shiny Objects

 


Hunting For The Perfect Image

Hey folks, here we go on another wild adventure in design. And here's a great lesson for those of you who, like me, question everything.

Let's get right into this, which happens to be the opposite of the old design, meaning that it has gone from destruction and chaos to rebirth and renewal. Hence the new name, Asylum Earth.

The name Millennium was a tough act to follow. The name Remnants was maybe too specific, but Asylum Earth says it all with just two words. I think it has a nice ring to it and that's what you want in a name, and a big plus, it's an original name as far as I know.

old box
The goal is to shed the images of destruction and hint at the ending of the story, which has always been what you see here on this new cover so the story hasn't changed at all. I'm just focusing on the future result as opposed to the current state of world affairs. Besides, haven't we had enough of that in real life?
Sure we have and the world at large is over it. We've had enough of death and mayhem around the world and we're ready for something positive and hopeful for a change. Because not even fiction lives in a vacuum, especially themes of the end of days and the apocalypse.

Yes, I can proceed to mirror all the awful global events, but I really don't think anyone is in the mood for any more of it and therefore I've decided to focus on the brighter side. That's not to say that any of the story, Age of The Apocalypse, will change because it still begins with the fall of man, so to speak, and all his devices, and then follows a natural course of events that leads to a much more hopeful and desirable era on Earth.

These Are Different Cover Images

At first glance, these boxes look identical because of the bluish tint but on closer look, you can see a big difference. Rebirth vs. Chaos.

And yes, she is holding a gun because not even this new earth is perfect, but it's all in the spirit of protection as opposed to attack mode. Besides, you need to show some tension to balance the scene in a realistic way.

So with that in mind, I've added a futuristic city in the background while the foreground features a trail that leads the viewer into the story and through this "utopian" landscape. It's not a bright shining city paved with gold but it does represent an optimistic viewpoint that's refreshing in times like these.

This could be my masterpiece for all I know. If you've ever created anything for yourself, you know how difficult it can be, that is, looking from the inside out.

BTW, this is a composite image forged in Photoshop, two amazing free images I found on Pixabay. The image of the Android is from Shutterstock. And other cyberpunk images I've been lucky to find on Canstockphoto.com for the card decks. As you can see, imagery is always a wild hunt.

So we'll see if this hunting metaphor works. If you've hunted you know about attracting wild animals with shiny objects. A good device for humans but not so much for the unsuspecting creatures that fall prey to these tricks of the trade. I've learned this by watching shows like Mountain Men because I've never hunted myself, nor do I plan to hunt anytime soon.

At any rate, marketing can be similar to hunting and in this case, the bright shiny object is actually a bright, shiny city in the guise of a board game. Go figure. Yeah, there's a joke in there somewhere.

The point is that all roads lead to marketing and sales, otherwise known as attraction and persuasion. And let's not forget about the all-important, impulse purchase, that closes the sales funnel. That's another lesson for another time that I'd love to break down in short order in one of my future posts right here. Just keep in mind that as a graphic designer, you're always designing towards the optimum result, which is the elusive impulse purchase.

For now, compare these two box covers and see for yourself the shift in POV. The story never really changes because it's always about the apocalypse but this new cover shows a glimpse of what's to come after all the destruction and death have ravaged our beautiful earth.

Yes, unlike most of my stories, this one, Asylum Earth - Age of The Apocalypse has a happy ending. And so, the real story is about how we get there.

Imagine that.



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.


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.

Friday, August 25, 2017

Game Box Design - How to Give Your Game Box Sex Appeal

Current Millennium Game Box Design

When it comes to your game box cover, think of it as a house with great curb appeal. When you pass by that house, it catches your eye and stands out from the rest. Your box cover is no different. It needs shelf appeal or sex appeal, whatever you want to call it, the cover of your box has to knock 'em dead at first sight.

Each game, of course is different and I can only talk about how I went about designing the Millennium box cover. But here are the basics you need to know about any design.

Audience demographics are key in determining what potential buyers specifically look for in a product or a board game, what kind of books they read, movies they watch, etc.

Keep in mind that there are always variables, however, you are looking to highlight the main concept of your story so when prospects are shopping for new games and if they have not heard of yours yet, the story that your box cover tells, speaks to them on a deeper level.

"I'll admit up front, I designed Millennium, especially the box cover to appeal to women."


I'll admit up front, I designed the Millennium game, especially the box cover to appeal to women. My reasoning for this is simple. Most board games are bought and played by men but women love to play board games too (numbers increasing) and by featuring a woman as the game's protagonist, it gives the game another angle from a female POV that young Millennial women can identify with.

When it comes to board games, that is rare and hopefully my gamble will pay off by appealing to women who know they matter. Millennium is not the first game to focus on women, of course. But it is one of the few that feature a woman as a fierce fighter and survivor. Women, after all, do not enjoy being objectified. Pandemic features a woman on its cover and has attracted many new buyers this way and so have other games.

That's not to say that males will not identify with this game, but instead, both men and women can relate to Millennium on another level. Besides, once you start the game, it is evident that men play a large role in the game as well.

I think that's the best of both worlds, plus it makes playing Millennium with both genders more interesting and certainly more engaging.



"Sure she's hot, (said the male chauvinist in me) but more importantly, she's in control and she is powerful."


Okay. we need a woman on the cover. Not just any woman, but a woman with an Uzi sub-machine gun. Wow, she's in charge! Sure she's hot, (said the male chauvinist in me) but more importantly, she's in control and she is powerful.

Millennuim's Andrea Poster (Artwork from DeviantArt)
These are characteristics that appeal to modern women and let's not forget this story is set in the year 2158. If history is any indication of female power and influence, it is safe to assume that women have certainly come out of the dark ages and into positions of power and self reliance.

One look at the Millennium cover and it spells, future along with all its uncertainties. What will Earth be like 140 years from now? Its government? Its military? It's religious beliefs?
Society at large?

If you don't feature a woman on your game box, make sure to feature and focus on your protagonist, or the star of the game. It doesn't have to be large, (but can be) but it must be the center of attention. Include all the important elements (2 or 3) that tell an exciting story at first sight.

Don't clutter the front of the box with too many details. That's what the back of the box is for. Think of the front cover (top of box) as an advertisement with a primary focus on the star of the game. Keep it simple and use powerful images that enhance your story. Stick to theme and concept.

Right now this Millennium game box could change altogether, meaning I might try a close-up of Andrea in an action position with the bright cityscape in the background.

Anything goes and it's a matter of experimentation at this point. For this box, I opted to focus on the landscape and the futuristic world with Andrea as a secondary focus. I want to immerse gamers into this unknown world right away. But if I can find artwork of Andrea in action, I'll post the alternate box to compare. (More about DeviantArt later.)

To briefly summarize this cover, I was aiming for something hopeful. I wanted to say or to convey that Earth's future will be bright despite so many societal upheavals, wars, and racial tensions that (man)kind has wrought upon us throughout the generations.

Despite the evil misdeeds and all the destruction that comes with it, humans, both men and women have managed to survive and hope to thrive into this new Millennium. Now, and beyond the ages.

Amen to that.

First Prototype of Millennium Game Box
Here's a shot of the first prototype box. Notice the printing is a bit off and the word Millennium and the ribbon have to come down about half an inch. ( I think this was a mistake on the printing end. My specs seem ok).

It's not a good photo without flash and lost its contrast here. The actual box is printed a bit too dark but otherwise shows great contrast and sharp. The colors are quite good and vibrant.

I'm working on tweaking this entire box design for another try at a better prototype soon.

So far, I'm very pleased with the results from The Game Crafter. I'll post a full review of this first prototype next time. Overall I'm very happy with how the whole game looks at this point. Stay tuned for that article because if you make games of any kind on The Game Crafter, you're going to want to hear this.

If you're working on a new game and would like it featured here, please send me your photos and a brief article about how you went about your design and I'll post it here.

Next Time on Board Game Nerd Alert:

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Next Post, I want to show how easily I go about designing a 3-D looking box like the one above on Photoshop and all the cool tips and tricks to make it look like the real thing.

Saturday, July 8, 2017

The Secret To Branding Your Board Games

Okay, let's keep this simple and to the point.

Branding is Positioning. Period.

Positioning is how consumers perceive and relate to your product or service.

BAYER aspirin is known as, The good for your heart medicine.
TYLENOL is known as, The strongest and safest pain medicine.
TIDE is known as, The most effective stain remover.

Each of these products is known for something they do specifically. Getting specific is the secret to strong branding because narrowing your market is far more effective than trying to be all things to all people. (Write that down.)

Book publishers have mastered the art of branding and the use of trade names with imprints. Imprints are segments of a publishing company that focus on a particular consumer demographic.

For example, Viking is an imprint of Penguin Group. Viking's brand focuses on consumer demographics for those who prefer good non-fiction such as biographies, historical, and contemporary stories.

Great! So how do you apply branding to board games?


If you plan on being a board game publisher, you must develop a mission statement of sorts for your games. For example, in my case (since I cannot speak for other publishers) when I started planning for Starship Games, I was focused on branding futuristic games or board games with space themes.

My reasoning behind this was that I wanted to put a positive spin on the future of Earth. I think most of us are cynical by nature and pessimistic by habit, so I wanted to turn that around and market games that focus on good and positive things as opposed to just war and destruction for the sake of sensationalizing events on a battlefield.

In fact my first space themed game was Warpd! This is a time-travel game with a positive twist. While this game is still in the development stages, I believe it will be more popular than Millennium, my second space or future-themed game.

While I love the Starship Brand (which happens to be the name of my graphic design business) I thought it was not specific enough and the word STAR reminds consumers of Star Wars, which is totally way too fictional and far-fetched for my taste so I changed it to Terra Nova Board Games.

What I like about Terra Nova, which literally means New Earth (Latin) is its inherent positive message. So there it is. You can't get more positive and more hopeful than a new Earth.

Of course, during the Apocalypse there is widespread destruction. That's the nature of the End of Days theme but the outcome, the end game (if you will) is the re-building of Earth into something new and better than before.

Let's keep in mind that the Apocalypse or Revelation (revealing a mystery) is historically Biblical. Obviously this is a heavy topic and should not be toyed with in my opinion. My goal then is to present these events as accurately as possible without going into detail. Why? because the details are too frightening and off-putting.

New logo (unfinished)

These are games, after all, so I must keep them historically relevant but relevant on the light and bright side.

Millennium is all about surviving a nuclear war. The details about nuclear war or how we got to that point are not relevant to this story. They are a part of the story (background information) that is left off screen because in this case, less is more.

Notice the tag line for this new logo. The dawn of a new age in gaming.

The purpose of your tag line is to sum up the mission of your brand. In this case, the tagline plays off the image, the dawn of, or something new in gaming.

If your branding does its job, it should convey to consumers that you have something different and something new to add to the gaming industry. Otherwise why would consumers bother looking into your games if they don't offer something they have not seen before.

So branding with the name Terra Nova, now serves a more specific purpose. It's all about a New Earth. That's the end game and Millennium is a good place, a good name to start with because we are not far from the start of the new Millennium (2000). Seventeen years into the 21st Century.

As you can see, your branding must encompass a wide spectrum of ideas but it must focus on a small segment of the population so it is distinctive enough to stand out, seem meaningful, and get noticed for the right reasons.

***********************************************************************

I would love to write about your branding experiences here so if you have any questions about branding your games or other products, send me an email and I'll write a post about your branding idea and how to fine tune it for maximum effect.


Wednesday, January 4, 2017

Millennium Board Game - Build it Up. What's in it for You?

Unfinished Millennium Game Board

Several weeks ago I conducted an Art Test on The Game Crafter website and wound up with some pretty good scores, despite a few valid criticisms, which I've taken care of.

One of the complaints was that the game board was too chaotic and too dark. You can see the new and improved (unfinished) board here on the left and judge for yourself. It's basically the same board but much brighter.

It's a fairly simple design but I did brighten the colors a bit and tweaked the grid artwork to emphasize it. Other than that, this is the almost final board I'll print and play test the following weeks and months.

Who's to say how this game will be received but my main focus is to make the game a challenge by allowing strategic decisions with every move.

Every time you roll the dice or pick a card and land on a grid you have the option to keep your position or to venture into the unknown and select a Wild Card that might place you in a better location on the grid. Although, wildcard dangers can be daunting if you encounter a bear or a hungry croc instead, for example. That will set you back several spaces on the grid and cost you about 500 points.

The coordinates are straight forward and work like any coordinates grid system you learned in junior high school so it should be familiar to all players.

New Millennium Box Concept

This board also works with 4 main Quadrants which are similar to levels that get you closer to New York City where larger groups of people have survived the nuclear blast. The object of the game is to escape Ground Zero in New Orleans and hike to the East Coast where your pregnant wife, Mary and a small group of Preppers has managed to survive, at least for the time being.

Of course, there are plenty of obstacles along the way, including errant Cyborgs (the year is 2158 after all) hungry wolves, bears, and bands of marauders, just to mention a few.

I'm also thinking about including a hospital in the New York portion of the board with Game Crafter's Custom Medium Punch-outs for future games to make the experience more visual and more interactive. This 3D device works well towards the end of the game.

Medium Punchout
What's in it For You?

As a game enthusiast there's plenty of uncertainty and there are a lot of decisions for you to make along your long journey to the east coast. Leaving the Bayou is no easy task, as many of the main roads are blocked and reduced to swamps now infested with hungry crocs along the Mississippi River, which you must navigate to get out safely.

Millennium Card Deck
So as far as production there's lots to do after 6 months of steady and almost full time work. That's scary when you think about it but if it all works in the end there are plenty of accomplishments to appreciate after so much work. Especially if sales are good, which of course is the ultimate goal after personal satisfaction.

When a game fails I believe it's because of a weak concept. Let's remember that your concept is the foundation of your game. If you have a weak or fuzzy concept, anything you build upon that will not stand.

Millennium's concept (The Apocalypse) is rock solid because we have proof of concept after so many years of similar movies, books, and board games built on this same idea. So while the core concept is not original, the game's themes and motifs must be fresh and stand apart. A strong concept is never enough. You must also incorporate a strong central theme to go with it and sprinkle in a bit of this and that to play up the emotion of the game and then you stand a good chance at succeeding if your marketing is in place. Meaning exposing or presenting your product to the right audience at the right time.

Cry me a River - Okay

These days you have to think of viral emotional elements that can catapult your game from mediocre to extraordinary. Nothing less will do. Nobody cares how many midnight hours you burned getting there or how much blood, sweat and tears you poured into your game. Cry me a river, ok. Does this game excite me and give me a feeling of belonging to its world and the culture you've built around it?

Does this game challenge me and make me think in ways I haven't considered before. Does it move me? Because sometimes entertainment is not enough. That's my two cents and my take on board games, for what it's worth. I'm a big believer in innovating and not following the crowd so that also comes with plenty of risk by itself but as they say, no risk, no reward. Very true.



Many times successful businesses are built on layers of failures along the way, which are also known as learning curves. It's just the way things are. As long as you know the fundamentals of sales and marketing and you are mindful of integrating those principles in all your products, you should be in fairly good shape.

Everything counts, though. Your artwork must be also be intriguing and fresh if you can get it there. There is much to consider at every turn and each element builds and depends on the other if you want your game to be successful.

All Green Lights

At this stage of the game I think I've got everything under control so far. I'm about half way there because completing the game as far as production is only half the equation. Marketing, publicity and sales are something else altogether and it helps to be well-versed in each of these disciplines and the subset of disciplines each encompasses. Branding is a big part of marketing, for instance, and something you must be mindful of at the outset. This is all about positioning in the marketplace.

So all the pieces of this jigsaw puzzle must fit in order for things to work and run smoothly. All green lights, as I like to say. Everything must be in place and on time. If not, we then have to see where things broke down in the chain of sales events. What was the weak link that broke the chain? Figure that out and you'll have a second chance to try again and improve your sales next time around.

The good thing about marketing board games is that it doesn't take a lot of money to get started. If you're a designer, you should be able to bootstrap a marketing plan to launch your game in no time because artwork is probably the most expensive part of getting a product together into production runs that are affordable.

Folks, let's face it. It's a long and winding road and usually it's littered with small failures that lead up to a successful product in the long run but you must remember to build your game on a strong foundational concept or global view that players can relate to.

Everything else is just curtains and window treatments.

Play on.


Thursday, October 20, 2016

Board Game Nerd Alert! - Nerd Alert! - Nerd Alert!

I'll get you suckers!
The real story starts here. Way back in the darkest corners of my mind and the darkest corners of my dingy basement too.

When I opened my long forgotten idea box I expected heavenly angels to sing and those Italian opera ladies in the Shawshank Redemption to blow me away with a mighty rendition of The Marriage of Figaro?

Scratch the vinyl right here folks! All I got was a chorus of rats that had gnawed everything inside to kingdom come.

What was I thinking? Steel vaults are the only sure thing against mangy rats. But the genesis of this story is much more sinister than that.

It all started when I met my first wife. And yes, that's how it all came crashing down in Florida 10 years later. Somehow I've survived.

"Something good has to come of this, I thought."

This was not the plan. But it's all I've got so I have to run with it. I'll spare you the fascinating details. Well, sort of because that's where ToughLove! comes in and takes over where my unfortunate marriage left off.

So I took all the lessons and all the hate, and all the contempt and even some of the forgiveness (tear drop) I could muster and I boxed it in the form of this whacky new board game.

Really? Is that what it takes to finally find my mojo and get my life together? Uh, no, but it sure feels that way. What else do I have to show for it? Other than nothing at all. Except for my improving health. Thank you for the heart attacks my good Lord.

Okay, this is supposed to be funny. That's the point so I'll try my best to keep it that way. Three nervous breakdowns and two heart attacks later and I'm still here. Now that's a miracle to sing about. (Get a clue dumb-ass. This is real life. What did you expect the life of Caligula?)

Uh, yeah but I fell a little short. Right. Haven't we all? Get over it. (Didn't your daddy...!)

The Bottom of the box. (So far)
Okay... deep cleansing breath... flashbacks from Full Metal Jacket scene... count...1...2...3.

Where was I?

Oh, right. That reminds me I'm also thinking about a  military themed game.

Still tinkering out the kinks for the concept but I think it's going to work. Bare with me. I'm supposed to be working on it now but I decided to take a few minutes out of my 18 hour day to get something off my chest. Gotta mix it up a bit or go crazy, you know.

O...kay, I've enlarged this box so you can read the cards. I'm only about a third of the way with the deck. It's really the easiest part of the whole process for me but it does take some time. No rush. I'm only 10 years behind the times. Well, most of the time I'm ahead of the curve, which can be a double-edged sword, if you know what I mean. Timing is everything. And that's a cliché you can believe in when it comes to marketing.

"Everybody wants something for something."

Okay, marketing, that's a whole "nother" book right there. I won't unpack that right now but I've got volumes to say about that for another time. I just wanted to jot down a few ideas and get this blog rolling. I can't even put ads on here for another 6 months. What a gyp!

Right. Hard-knocks rule #1:

You gotta prove yourself first. Got it. There are no shortcuts. Well, there are some shortcuts but only so many. You always have to pay the piper. In this case, Blogger.

I've taught this to my kids religiously. There's only one thing you have to know about life. Everybody wants something for something. (I know, I know. Who's Who won't feature me with that one.) There is no free lunch. Well, again, there are free lunches out there but they're horrible and you wouldn't feed them to your dog.

Okay, enough nonsense and negative talk. Let me channel my worse half and practice positivity for a change. (Good heavens.)

Let me tip-toe through the tulips for a nanosecond.

Now let's get on with the real show. Let's bang out the meanest and most derelict board game ever devised in the history of all board games. Well, kinda. It's a lot like screenwriting. No one really knows what's going to turn into a big hit. That's what they say but I'm betting Michael Bay knows exactly how to write a hit just about every time.

Okay, meanwhile, I've got to get to designing my other games. And I'd like to see what you have in mind. Don't be shy. Our secrets are safe here. You're welcome to promote your games on this blog and if I like your game I'll be happy to feature it and write about it.

 There's a method to all this madness and that's what I've got to put down here. One blog post at a time. Totally off the cuff. I don't write any other way. If I planned these posts they'd never get done.

It's all in good fun, folks. We're not trying to find a cure for cancer. Just trying to capitalize on trends and make a buck or two. That's still the American way.

Urah!

Don't be a stranger. I'm here for you too.

(mic-drop)