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Designer Diary = The trouble with Game Design

Well I figured I'd just share this because it has come on my radar during this week... While trying to figure out what to do with "Quest Adventure Cards(tm)", I took a good look at what is missing and how to move towards being a better game designer and having more success with my games.

Quest AC v1.5; the reboot is a compact game with a simple premise: be the first player to complete quests and score 30 Victory Points to win!

The artwork was done by Geof Isherwood a former Marvel and D.C. Comics artist and is real sharp when it comes to artwork: we scored a 97/100 on the Art Test!

Designing games, although LONG and TAKES TIME, is not an issue. I've been working on some games for over 12-Years now!

Making and shipping games is not an issue either. I can make small print runs on "The Game Crafter" (TGC) and if I wanted to I could make 1,000 units in China and have inventory to sell at very affordable price points.

So in essence, the MAJOR PROBLEM is "SALES" or "SELLING"!

Even if I can manufacture 1,000 units of Quest, the question lies ... "What the F- do I do with all this inventory???"

Why? Because I could maybe sell 10 units per store and make $12.50 CAD per unit so sales of $125 CAD per store. And I know of three (3) or four (4) stores that I could sell to in Montreal.

Wait a sec...?!?! That's 30 to 40 units... What do I do with the remaining 960 to 970 units???

And that's the REAL TROUBLE... I'd be stuck with all that INVENTORY and have no where to liquidate it. I don't know of any NETWORK of FLGS and the last Distributor I went to wasn't interested in doing "business" together.

So that's the issue at hand. Yes ... I could do some sales online. But how do you get sufficient TRAFFIC to your website and how do consumers get over the HIGH price point of $29.95 USD, eh?! This doesn't include SHIPPING which on top of that brings the game to about $40 USD... Which is $60 CAD for a simple CARD GAME???!!!

That's what is ON MY MIND. Not too many designs or too many ideas... It's a QUESTION of "How?" do I sell my inventory (should I have one)???

Please feel free to comment, leave feedback, share your thoughts, and ask any questions you'd like!

Cheers.

Comments

News concerning this TOPIC!

Well I consulted with another LOCAL "Game Designer" and some of what we discussed made me think more about what CAN and CANNOT be done.

1> A Kickstarter for Quest AC

The major problem with this is that it means that the AUDIENCE (or Backers) must be kids. Unfortunately in most cases, Parents pay for the games their kids play. So this wouldn't be a smart way to handle the commercialization of Quest AC.

2> Getting some reviews to help with marketing

This was a GREAT idea. Although I had not thought that this would be a good way to promote the game, it turns out that for "The Game Crafter" (TGC) and also in general, it's a good way to show EXTERNAL interest into the product. Obviously the game may not be approved by all groups, what matters is Family-Oriented Reviewers give us a fair shake at a FUN game that in engaging.

3> Production in China vs. TGC

Although I am aware that the possibility of doing this is POSSIBLE, my main concern is how to SELL stock. In Canada or in Quebec (more specifically) they prefer having games in French so a Bilingual Game is great for the locals. This does mean that with SMALLER print runs, it may be easier to recoup the expenditures quickly with such a print run. It would also be much more cheaper than TGC ... Although I won't pull down (or Unpublish) my game on TGC ... Because that's going to be a STAPLE (a mark of excellence and forever available).

4> Exclusivity in Sales and better pricing

I can't disclose all of the details because I have yet to discuss them but it goes without saying that an "Exclusivity" Deal would mean someone would have a sales monopoly in Canada. This could interest people responsible for getting the product into consumer hands. As far as pricing is concerning, offering more to the middle-man may increase the odds of picking-up a locally designed game. That kind of better pricing may interest middle-men more especially when it means them buying more stock and/or inventory.

5> Pre-orders seem to be one approach

With the compact nature of the game (Tuck Box format), it goes without saying that it can be easily put into a Backpack and played after lunch, at a friend's home or even with Parents and Siblings at home. The idea being that pre-orders are a way middle-men try to gage interest. But it's a brutal way since nobody really knows about Quest AC other that the readers and some friends and family.


Right now this is all that I have. Another aspect is in-store sales which could include special Events which could be of interest to buyers with the ART and compact nature of the game being promoted.

More thinking needs to be done... I'll respond when I get more insight that's relevant to this topic.

Cheers all!

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blog | by Dr. Radut