The Hotness
Games|People|Company
Dominion: Dark Ages
Total War
Mage Knight: Board Game
Fantastiqa
Libertalia
The Lord of the Rings: Nazgul
Descent: Journeys in the Dark (Second Edition)
Eclipse
Mice and Mystics
Doctor Who: The Card Game
Lords of Waterdeep
Star Wars: X-Wing Miniatures Game
Agricola: All Creatures Big and Small
Dungeon Fighter
Android: Netrunner
Virgin Queen
A Game of Thrones: The Board Game (Second Edition)
Glory to Rome
Infiltration
Collapsible D: The Final Minutes of the Titanic
Dominion
The Lord of the Rings: The Card Game
Twilight Struggle
City of Horror
Snowdonia
1989: Dawn of Freedom
Goa
Sherlock Holmes Consulting Detective
Agricola
Among the Stars
7 Wonders: Cities
7 Wonders
The Swarm
Through the Ages: A Story of Civilization
Arkham Horror
Village
Ora et Labora
Battles of Westeros: House Baratheon Army Expansion
Race for the Galaxy
War of the Ring
Trajan
Kingdom Builder
The Castles of Burgundy
Zombicide
Twilight Imperium (third edition)
Space Alert
Dungeon Command: Sting of Lolth
Hacienda
Battlestar Galactica
Ground Floor

How-To Publish Games, The Tasty Minstrel Way

Tasty Minstrel Games was started in early 2009 with initial releases (Homesteaders and Terra Prime) coming out in January 2010. Despite many problems to overcome, TMG quickly grew in popularity. This blog is meant to make some of TMG's business practices open source.
Recommend
17 
 Thumb up
0.25
 tip
 Thumb up

Anatomy of a Hit... Reach

Michael Mindes
United States
Tucson
Arizona
flag msg tools
publisher
Avatar
mbmbmbmbmb
There are a number of ways to talk about and tackle the concept of reach here. I want to personally analyze the 6 Degrees of Kevin Bacon.

The simple bottom line is that if you want to create a hit, then you need to have more people playing your game.

Degree 0

Degree 0 is where I consider the background information, buzz, ratings, advertising, reviews, and so forth. While all of this information is helpful for getting people to make a purchase and want to play your game in the first place, it is not a person who actually played the game.

This is extremely important, because the more powerful your level 0 promotion and marketing is, the more likely somebody will actually open up and play your game rather then just buying it and having it sit on a shelf.

Degree 1

This is where you have your early adopters, demoing retailers, convention library plays, fan base, and so forth. At Tasty Minstrel Games, we publish games that cater to these individuals. We do a significant amount of work to try to match our products to the desires of these individuals.

Optimally, you want to have a large number of Alpha Gamers in this group that play games often, are teaching the games, and are the main source of gaming knowledge. As a company, if you can become a favorite publisher of these individuals, then that is a great start!

It is also important to seek their permission to contact them on a regular basis to keep up to date on what is happening at your company. Without this permission, then it is less likely that when it comes time to actually launch a game that these individuals will be ready for it and anxious for the games to show up.

Degree 2+

Degree 2+ is where a game will either become an eventual hit or not at all. This is where your control over the situation becomes almost nil.

The only aspects that are in your control which will help the spreading of the game here are:

*Bringing these degree 2+ individuals to a degree 1 individual for future games released.
*Shorter game play, Theme, Accessibility, Reach, Fun, Obsession, X-factor. Wait, that sounds like the anatomy of a hit... STARFOX.

Conclusion

Since we have little control over the movement outside of degree 1 as a publisher, it is imperative to concentrate on the levels of degree 0 and degree 1.

If you build the size of degree 0 and degree 1, then everything should propagate through the rest of the board going world, until Kevin Bacon himself is on a talk show saying that he loves the game you published.
Twitter Facebook
1 Comment
Subscribe sub options Thu Sep 22, 2011 1:00 pm
Post Comment
Stephen D
United States
San Francisco
California
designer
Avatar
mbmbmbmbmb
New mission in life: Get Kevin Bacon to play RoboHero.

Good post. In video game development we call this "Discoverability" You can have the best game in the world, but if nobody discovers it, then you are up a creek.

This is where I think that cross promotion works so well as a marketing tactic. Getting those Degree 0 and Degree 1 people becomes much easier when you can draw on an already existing user base.

It comes back to the internet marketing saying: "The money is in the list"

In the case of a publisher, as you mentioned, the more quality games you publish the larger your initial user base is that will look at your future games. Additionally you can advertise your other existing games to every new person who purchases one of your old ones.

In our case, we plan on directly and aggressively advertising for our board game inside of our iOS game. I.E. if you liked the video game, you will love the board game.

I think it's an exciting and *as of yet* untested way to market a board game. Can't wait to do it!
 
 Thumb up
 tip
 Thumb up
  • Edited Fri Sep 23, 2011 6:30 pm
  • Posted Fri Sep 23, 2011 6:19 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.