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Michael Mindes
United States Tucson Arizona
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The ultimate goal of any publisher is to produce a hit. A hit game will bring in more revenue and profits than you could imagine. I won't go into the obvious examples again.
A hit game will keep you in business if you treat it right. STARFOX... Now that was a hit video game... Let's apply the letters:
S = Shorter game play T = Theme A = Accessibility R = Reach F = Fun O = Obsession X = X-Factor
As of right now, Tasty Minstrel Games has 3 games which are poised to become potential hits, Eminent Domain, Belfort, and Martian Dice. While I feel that I do not yet have a great example of a hit created, I do have a good understanding of what it takes.
I will now go over a brief overview of each of these 7 characteristics and then follow up with more detail about each on in subsequent blog posts. Until all 8 of these posts are released, my blog will post on Thursdays in addition to the normal Mondays.
Shorter Game Play
A game cannot become a hit without the inherent virality of playing a game. With a shorter game play, the game in question will be played more often which should boost its ability to spread quickly.
Theme
I hear arguments to the contrary sometimes, but theme is essential. Having a well integrated theme that people can fall in love with will be a boon to any game's sales.
Accessibility
The more people that can play a game and enjoy it, the more likely it can become a hit. Also, it means that it will be played with more types of people that can go out into the world and further spread the word. A good concise and clear rulebook is important here.
Reach
With the exception of early adopters, people want to try before they buy. Therefore it follows that more reach will allow for more sales. However there is more depth than that. It matters who you can reach, the total numbers you reach, and your purchaser's likelihood to play the game after a purchase.
The Settlers of Catan sells tons of copies because it is mainstream. There are plenty of people out there who have the option of playing Settlers or many of the "worse" games from the past. So they play Settlers, and those that they play with in turn love the game!
Fun
I think this one is obvious. After all, it is a game!
Obsession
Obsession is what will lead from your early adopters into a greater total reach. If there are reasons for early adopters to love a game, obsess about it, and continually evangelize it, then you will be more likely to produce a hit.
Eminent Domain accomplishes this. Prior to its release there are plenty of people that played the Print and Play version dozens of times.
X-Factor
What is there that sets this game apart from the other 500+ published in any given year? Is it an innovative mechanic? Amazing artwork? Incredible humor? Or just the tactile enjoyment of rolling 13 dice like in Martian Dice?
Conclusion
Ultimately, Tasty Minstrel Games is publishing games in an effort to provide quality play at a great value. This and much that is outside the direct control of the publisher will determine what will become a hit.
If you want to be a board game publisher, then commit to bringing more value to the table then other publishers. If you do this, then eventually the customers and fans will find you.
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