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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.
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Publishing For The One

Michael Mindes
United States
Tucson
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I am not talking about Neo here, but a specific individual.

Do not apologize to everybody else for making a game that they do not like. Just make something for that one specific individual.

As it turns out, there are a lot of people just like that individual, you just need to find them and get them to buy and play your games.

Most of our games will not appeal to an average person, as opposed to the average BGG user.

Martian Dice is specifically published for a person that:

*Loves dice.
*Dislikes most dice games.
*Is ok with randomness, as long as there are meaningful decisions and everybody suffers from the same randomness.
*Desires another game that they can enjoy while playing with children or un-converted gamers.

I think we have accomplished that specific goal. Now we just hope that we can reach enough of those type of people.
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Subscribe sub options Mon Oct 3, 2011 1:00 pm
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Kerry Harrison
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Katy
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Martian Dice is one of the most fun press your luck dice game's I've ever played.
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  • Posted Mon Oct 3, 2011 1:59 pm
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Tim Seitz
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Glen Allen
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Like water spilled on the ground, which cannot be recovered, so we must die. But God does not take away life; instead, he devises ways so that a banished person may not remain estranged from him. 2 Sam 14:14
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You're fortunate to recognize this so early!

You might be interested in reading this fascinating article my Malcolm Gladwell: The Ketchup Conundrum, which underscores the same point with regard to food products.

Quote:
It may be hard today, fifteen years later—when every brand seems to come in multiple varieties—to appreciate how much of a breakthrough this was. In those years, people in the food industry carried around in their heads the notion of a platonic dish—the version of a dish that looked and tasted absolutely right. At Ragú and Prego, they had been striving for the platonic spaghetti sauce, and the platonic spaghetti sauce was thin and blended because that's the way they thought it was done in Italy. Cooking, on the industrial level, was consumed with the search for human universals. Once you start looking for the sources of human variability, though, the old orthodoxy goes out the window. Howard Moskowitz stood up to the Platonists and said there are no universals.

So why doesn't this work with ketchup?
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  • Posted Mon Oct 3, 2011 3:15 pm
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Michael Mindes
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out4blood wrote:
You're fortunate to recognize this so early!

You might be interested in reading this fascinating article my Malcolm Gladwell: The Ketchup Conundrum, which underscores the same point with regard to food products.

Quote:
It may be hard today, fifteen years later—when every brand seems to come in multiple varieties—to appreciate how much of a breakthrough this was. In those years, people in the food industry carried around in their heads the notion of a platonic dish—the version of a dish that looked and tasted absolutely right. At Ragú and Prego, they had been striving for the platonic spaghetti sauce, and the platonic spaghetti sauce was thin and blended because that's the way they thought it was done in Italy. Cooking, on the industrial level, was consumed with the search for human universals. Once you start looking for the sources of human variability, though, the old orthodoxy goes out the window. Howard Moskowitz stood up to the Platonists and said there are no universals.

So why doesn't this work with ketchup?


Thanks, that was a great read.
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  • Posted Mon Oct 3, 2011 5:42 pm
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Tim Seitz
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Glen Allen
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Like water spilled on the ground, which cannot be recovered, so we must die. But God does not take away life; instead, he devises ways so that a banished person may not remain estranged from him. 2 Sam 14:14
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It's Gladwell. He could write about paint drying, and it would still be fascinating reading. laugh
 
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  • Posted Mon Oct 3, 2011 7:06 pm
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Red Rook
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*Loves dice.
*Dislikes most dice games.
*Is ok with randomness, as long as there are meaningful decisions and everybody suffers from the same randomness.
*Desires another game that they can enjoy while playing with children or un-converted gamers.

You made this for me? Awww... I'm touched. My name is not Martin though... it's Michael. I know, people get it confused all the time... Mark, Matt, Mike, Martin, whatever.

Oh wait... it's *Martian* Dice... as in Aliens and stuff. Crap, now I feel stupid.

Oh well, that sounds cool too. If you do end up making "Michael Dice" I'm obligated to buy it.

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  • Posted Mon Oct 3, 2011 7:36 pm
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Jeff Warrender
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Averill Park
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This is an interesting post, but I wonder if it's actually correct. For a company with unlimited resources, certainly diversifying and trying to reach different customer bases is a prudent way of growing the company's overall business. But for a game company with limited resources, and only enough capital to publish a couple of games at a time, do you do better to release games targeted primarily at your core customers, or to try to broaden your appeal by releasing games that will appeal to a variety of customers?

I think the variables are: what is your core customer's saturation point? How many games will he realistically buy, compared to how many you're trying to release?

I suppose the middle-ground answer, and the one I think TMG has tried to follow, is to release games that will provide access to a new audience BUT that will ALSO appeal to the core customers.

Interestingly, as usual, the "big" companies provide mixed data here. FFG GMT, Days of Wonder seem to have a more or less straight-down-the-middle approach, where their games are always pitched right at their core audience. Rio Grande is similar but has a broader customer base; Z Man has been much more eclectic. The best counter-example to the advice in the initial post might be Eagle, which tried to stray far beyond their core customer to capitalize on the Texas Hold 'Em poker craze, and it ultimately drove them out of business.
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  • Posted Wed Oct 5, 2011 1:39 am
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Michael Mindes
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jwarrend wrote:
This is an interesting post, but I wonder if it's actually correct. For a company with unlimited resources, certainly diversifying and trying to reach different customer bases is a prudent way of growing the company's overall business. But for a game company with limited resources, and only enough capital to publish a couple of games at a time, do you do better to release games targeted primarily at your core customers, or to try to broaden your appeal by releasing games that will appeal to a variety of customers?

I think the variables are: what is your core customer's saturation point? How many games will he realistically buy, compared to how many you're trying to release?

I suppose the middle-ground answer, and the one I think TMG has tried to follow, is to release games that will provide access to a new audience BUT that will ALSO appeal to the core customers.

Interestingly, as usual, the "big" companies provide mixed data here. FFG GMT, Days of Wonder seem to have a more or less straight-down-the-middle approach, where their games are always pitched right at their core audience. Rio Grande is similar but has a broader customer base; Z Man has been much more eclectic. The best counter-example to the advice in the initial post might be Eagle, which tried to stray far beyond their core customer to capitalize on the Texas Hold 'Em poker craze, and it ultimately drove them out of business.


I certainly do not intend to get away from the core customer base. But to think of specific people that would be interested in playing such a game constantly.

If you cannot think of those people that are in your core audience, then that may be a sign to not publish the game.
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  • Posted Wed Oct 5, 2011 7:51 am
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