Each month I share my sales numbers from DriveThruCards, hopefully giving you some perspective if you pursue this POD self-publishing model.
Notable business events this month include the inaugural tiltEXPO, my first time boothing solo at a convention and pitching my POD games in person. You can read more about that here. I handed out a lot of business cards and a few discount codes. Hard to say how many sales came out of that push, but at least I planted some seeds of awareness around Durham.
Unfortunately I couldn't nurture that in subsequent weeks because I came down with a double-dose of Con Crud from tiltEXPO and SPX the following weekend. Three weeks of coughing and sneezing really knocked out my promotion and production cycle. One new release, limited buzz, and no huge promotional discounts all contributed to a dip in sales for September.
2x Bird Bucks -4
18x Koi Pond: A Coy Card Game -16
5x Koi Pond: Four Walls (Promo Card 2) -10
4x Koi Pond: Four Winds (Promo Card 1) -12
8x Koi Pond: Moon Temple -16
26x Light Rail -39
12x Monsoon Market -27
5x Nine Lives Card Game +1
2x Penny Farthing Catapult -1
2x Regime -11
18x Solar Senate New!
4x Suspense: the Card Game -14
2x Ten Pen -1
108 Total Sold
$1,012.30 Gross Sales
Grand Totals for 2014 (to date)
1564 Products Sold
$8,809.34 Gross Sales
So yeah, lots of dips, but a peak can't exist without a rise before and a dip after. You can waste a lot of time and treasure trying to raise the peaks when you should be raising the troughs. So, I'm trying to keep perspective:
September sales and earnings are higher than the whole first half of the year. In fact, they nearly match July, which I was crowing about back then. On top of that, I see tweets every day lately from people who are just getting or playing their copies of Monsoon Market, Koi Pond, Light Rail or any one of my other games. In fact, Light Rail continues to be my surprising strongest seller in the lineup!
This is a pretty strong base to launch the last quarter of 2014 and conclude this year-long project. I'm optimistic!
Wow, so that just happened. Wil Wheaton's been live-tweeting his playtest and selection process for the next season of Tabletop. With so much stiff competition from many great, camera-friendly games I knew it was a long shot for Belle of the Ball to make the cut. I'm just glad Wil enjoyed it and recommended it to his followers.
Sometimes I come across sketches on my hard drive and I have no idea what I was thinking about designing.
In this case I was clearly in that phase where I was exploring the fact that you could make a 2.5x2.5 tile out of a standard card, with a hanging 1" tab to block off one area. I must have wanted to make some kind of Go or Pente game out of it, but I don't know how that would work.
Is your goal to make a line of five? Perhaps to surround opposing pieces? Maybe it's an area control competition for each column and row?
I remembered what the heck I was thinking about!
Meanwhile, the 1" tab at the bottom of each card determines how many points the line is worth. To be specific, this is the perpendicular line to the card. So in the examples above, on the far right cards, that horizontal row favors few islands, but earns big points for for each.
I recall now how much I loved the criss-crossing area control element of this idea, but was stymied by the volume of iconography required to make each scoring condition readable from across the table. Ah well, worth exploring nonetheless!
Lately I've wondered if I have advocated too strongly for elegance in game design when I really want to see more eloquence. The difference? "Elegance" has, ironically, built up a lot of minimalist dogma around it. It strays from one general design philosophy to design aesthetics. These days, I wonder if "elegance" is the beginning of a strong design, but not necessarily the end.
"Eloquence" in game design allows for abstractions, complexities, and general grit on an otherwise perfectly faceted gem. Think of it as the organic flaws in an perfectly symmetrical rug. A master could have made this rug or game perfectly but where they chose to place those flaws says more about their intent than if it had been absolutely perfect. The trick is knowing where and when to implement "flaws" to best suit your play experience.
That brings us to the classic dilemma of theme, mechanisms, and components and how all three affect the game. I find these discussions rather tiresome because they so often focus on magic-bullet seekers asking "where do you start first?" But some very smart people have been discussing these topics from interesting perspectives, so I thought I'd share a few links here.
- Post-Colonialism: Bruno Faidutti discusses colonialist and orientalist subtexts in tabletop games, but stops short of a call to action. He observes how often civ- or city-building games imply an uninhabited terrain into which you are expanding. He also points out how games "colonize" the past because it is a convenient pop cultural short-hand, and also because those figures can't defend themselves against misrepresentation.
- Perspective: Michael Barnes defends Knizia as a master of theme, despite his rep as being more of an abstract designer. To Barnes, that rep mostly comes from Knizia's habit of placing the player's perspective at a distance from the on-the-ground action. Even when you are placed in an individual's POV, Knizia would rather model the decision-making than a punch-by-punch simulation. In this manner, Knizia is just as thematic a designer as anybody, when he chooses to be.
- History: This recent Extra Credits episode sort of bridges the two articles above, by discussing historical video games. (This is still relevant for tabletop games, as are many of the EC eps.) Here, the EC crew focuses on games which have fetishized the details on swords, standards, and terrain, but abandoned the experience of making decisions as if you were a world leader in the era.
So, if Elegance is about saying as much as possible with as few elements as possible, perhaps Eloquence is about saying what you intend with whatever elements best fit that intent.
Labels: game design
Solar Senate is now on DriveThruCards!
Humanity is about to join galactic society. You are an alien trying to convince the Solar Senate to ally with your civilization. Influencing humans from interstellar distances, you must rely on sympathetic Senators to convert their comrades. Through cunning manipulation and the occasional political sacrifice, you can win the Solar Senate!
SOLAR SENATE is a 2-player abstract game of spatial strategy and conversion. It's inspired by classic Reversi conversion mechanisms with some extra depth and strategy for modern players.
Find it on DriveThruCards!
This weekend we attended the Small Press Expo (SPX), a convention devoted to independent comics creators at every level of the industry. This year was the 20th anniversary of the show and my second year volunteering alongside my wife. She's the real fan of the two of us, with a long-standing love for indie comics and creators.
I came into the fandom a bit late, but it's such a welcoming and vibrant community that I never felt out of place. After weeks of awful news coming from gamer culture, it was such a positive experience at SPX seeing diverse creators and fans in a niche community all supporting each other. It can happen, people! I've seen it!
But I really recommend SPX to tabletop game designers because it is an excellent place to network with lots of undiscovered and rising talent. You can check out the artists I talked to at SPX on my pinterest board here. Specifically for "SPX 2014" tag in the description. Also check out the SPX Tumblr and Twitter feeds for more cool arts.
Now we must sleep off our con crud. See you at SPX next year!
Most Saturday mornings, I volunteer at the local animal shelter, socializing puppies so they are more adoptable and family-ready. When I come home, I post pics of the puppies I work with under the hashtag #pupdate on Twitter.
Naturally, I've been asked many times if I'll ever turn the #Pupdate into a card game, but the theme has always been a challenge to me. You may recall I was working on a dog-themed game over a year ago and never fully settled on the theme. Should it be about individual dog training? Should it be about operating the shelter as a whole? In the end, I decided to make it more about "matchmaking," in the sense of finding the right home for a dog.
Here are some ruff outlines of where the game is presently.
It's a trick-taking deck building game. Cards in your hand represent waiting homes eager to adopt a pup. While in your hand, you only look at the suit and rank. You can ignore everything else on the card.
Once you adopt puppies, you can either put them in your hand (representing a happy family referring another family to your services) or into your score pile (representing the overall success of your services). If you take cards into your hand, you must discard extras.
Thus, there is a little bit of a "deck-building" element: A card in hand is useful as a currency while the score pile is actually how you win. Let's take a look at how puppies can score points. You can also try to win puppies because they synergize well with dogs you've already adopted out (or dogs you will put up for adoption later).
Forgive the crudeness of my sketches. I've been sick with con crud.
This weekend I ran a table at the inaugural tiltEXPO in downtown Durham, primarily a video game show. It's my first experience running my own table for my own card games. I have a bit of experience volunteering at other booths at tabletop conventions or sharing a table at video game conventions, but this was my first solo show. Here was my mental flowchart/script:
"Howdy! Feel free to take a look at any of my card games. I'm running demos all weekend."
Pause for response. If they stick around or ask about anything in particular, proceed to a fast, clear pitch. Direct attention with body language and eye contact. Remember, you're competing with the Smash Bros tournament right next to you:
"Monsoon Market is a fast-paced economic-themed game where you're trying to get rich fast. Magic players like it because there is a lot of opportunistic combo play." (Add a line about the historical context if they seem interested.)
"Koi Pond is a competitive game where your interaction is more "passive" aggressive. (This usually gets a laugh.) You have simple choices but tough decisions as you manage your resources and gauge your opponent's strategy."
"Light Rail is a colorful path-building game where you're making the transit lines in a futuristic city. It's very popular with mixed groups of casual players just getting into tabletop."
"Ah, SUSPENSE is a special one. It's only 13 cards but it's actually my most challenging game. Hardcore gamers love it for the fast, fierce bluffing and deduction." (This was the easiest sell of the con and I should have brought more copies.)
Pause for response between each pitch or proceed to the next. If they look uninterested, offer an easy and friendly exit:
"And I have plenty more games always available on my site at SmartPlayGames.com. Here's a card! Come back any time!"
If they express interest, offer a seat and run a quick demo. Emphasis on quick, under 2 minutes. Have the table already set up for a mid-game example to cover the important ideas of play. Close with the following:
"And that's it! Like all my games, ____ is designed to be very easy to teach and learn, but there is always a deeper strategy underneath so you get lots of replay value."
If a game was out of stock, I'd offer a discount code for online orders. Otherwise...
"Yes, accept credit cards! Come back any time if you want a more thorough tutorial. I also have video tutorials on youtube."
I repeated this script many times over the weekend until my voice was pretty much shot by Sunday, but I did manage to sell out of Suspense and Monsoon Market, and almost sell out of Koi Pond and Light Rail. Overall I'd call it a successful debut!
I've never been one to set myself a goal of making some huge, groundbreaking new mechanism. Instead, I like to tease out bits of mechanical data from a small set of interactions and components. So, I posted this little thought-experiment on Twitter:
How much game information can you derive from a stack of colored chips?
Check out the Twitter responses here. Some really clever stuff that I didn't think of originally, like diversity of colors in the stack, size of an individual run, and certain Poker-style combos. What comes to mind for you?
It's done! Almost! SOLAR SENATE is just about ready to go to print, it just needs one last quick pass from the hivemind to hunt down any typos that strayed past me. I appreciate any time you can spare to read through these few rules cards and tell me if anything is unclear or flagrantly misspelled. You can download the SOLAR SENATE rules PDF here. Thanks!
Labels: solar senate