Advice for Board/Card Game projects
Posted: Fri Nov 14, 2014 7:49 am
We currently have an active project and there are definitely some lessons learned.
First and Foremost - Build your list. And when you think you have a big list, build it some more. This is a huge numbers game. You'll need far more followers than you expect in order to get the results you're hoping for.
We've found that many of our early followers, despite constant communication and updates, tend to fall off the interest wagon. Friends also tend to disappear when Funding starts. People who have encouraged you and promise help when the time comes, fade into the shadows. Even having friends simply share your KS Posts can be challenging.
I was surprised at the number of people who will post about
So - bottom line - get more people who see your product and are excited about it. Give your per-marketing time more than you'd expect. In hindsight, we should have waited another 6+ months and promoted more and more. We began demos in March and launched in Nov.
Also - Game Reviewers. Be sure to get people lined up EARLY. At least 6 months out. We emailed over 50 reviewers, and got very limited response. Some people didn't want to review party games, some just reviewed a party game and didn't wish to do another one. Some want high sums of money to do a review. Some was just bad timing. Mostly, we got a small % of response to inquiries 3 months in advance of launch. By the time some folks did get back to us, it was too late.
People have their own lives and their own full schedules. Many people do this part time, so be aware of the burden we're asking for when submitting requests.
Be involved in the gaming community. FB groups, Gaming design groups, local play-test groups, the forums on the bloggers and reviewers you're targeting. The more visibility you can create for yourself, the better. This was something we didn't do very well at.
Be sure to have a good plan with a timetable. This will help keep you straight on what needs to happen and when, and what other action items hinge on the previous ones being done. Over estimate your time needed to do things too. Often we found ourselves running out of time with our own professional lives and personal lives, then pouring hours into a project in our spare time. So if you have to extend your project launch date to get everything covered, do so. Having a prepared launch is better than going live when you're not really ready.
First and Foremost - Build your list. And when you think you have a big list, build it some more. This is a huge numbers game. You'll need far more followers than you expect in order to get the results you're hoping for.
We've found that many of our early followers, despite constant communication and updates, tend to fall off the interest wagon. Friends also tend to disappear when Funding starts. People who have encouraged you and promise help when the time comes, fade into the shadows. Even having friends simply share your KS Posts can be challenging.
I was surprised at the number of people who will post about
So - bottom line - get more people who see your product and are excited about it. Give your per-marketing time more than you'd expect. In hindsight, we should have waited another 6+ months and promoted more and more. We began demos in March and launched in Nov.
Also - Game Reviewers. Be sure to get people lined up EARLY. At least 6 months out. We emailed over 50 reviewers, and got very limited response. Some people didn't want to review party games, some just reviewed a party game and didn't wish to do another one. Some want high sums of money to do a review. Some was just bad timing. Mostly, we got a small % of response to inquiries 3 months in advance of launch. By the time some folks did get back to us, it was too late.
People have their own lives and their own full schedules. Many people do this part time, so be aware of the burden we're asking for when submitting requests.
Be involved in the gaming community. FB groups, Gaming design groups, local play-test groups, the forums on the bloggers and reviewers you're targeting. The more visibility you can create for yourself, the better. This was something we didn't do very well at.
Be sure to have a good plan with a timetable. This will help keep you straight on what needs to happen and when, and what other action items hinge on the previous ones being done. Over estimate your time needed to do things too. Often we found ourselves running out of time with our own professional lives and personal lives, then pouring hours into a project in our spare time. So if you have to extend your project launch date to get everything covered, do so. Having a prepared launch is better than going live when you're not really ready.