Showing posts with label DriveThruCards. Show all posts
Showing posts with label DriveThruCards. Show all posts

Sunday, January 1

2017 Aspirations!

For the last few years I've set myself some goals at the beginning of the year (2014, 2015, 2016), I've never aced them, but last year was weak, especially where games design and blogging were concerned.

2016 In Review

My new job, which I started in October 2015, took up a lot more time than I was expecting. It was my first time leading a team of any reasonable size and so I had a lot to learn in terms of leadership, budgeting, strategy and people management. On top of all that I ended up doing a lot more travel than I was originally expecting (four trips to the US, 20-30 to Manchester - often overnighters, and a frantic week-and-a-half long tour of Taiwan, China and Japan), which sounds great if you're not doing it, but it's very tiring and all you really see is offices, airports and hotels. This led to a double whammy of less free time and wanting to spend that free time with my wife and daughter, so I had a lot less time for games design-related shenanigans. I only made it to Newcastle Gamers once (out of at least 24 opportunities) and Newcastle Playtest probably only five times our of twelve. I've not played a prototype since September!

I failed both my blogging goals, giving up regular blogging as I had very little progress to report, most of it about designing mobile apps rather than board games (I've been coding since I was ten, the lack of coding in my new day job meant I fancied doing more of it in my limited free time, to the detriment of my games design) and doing nothing in November for NaGa Demon.

Gaming was the one area I aced, I played a lot of games in 2016. This was helped by starting a games club in the office on Wednesday lunchtimes (when I'm in the country!) and my weekly games night, plus a few trips with Ian (including to the US twice and round Asia) and my trusty iPad full of games. I even played 24 new games in the year (three of those on Dec 29th - games I got for Christmas!).

I did get the hand-made limited edition of Zombology finished in January and the print on demand version up on Drive Thru Cards in March/April (copies sold to date: 3!), so that was Games Design passed, but other than thinking of some rules tweaks to Zombology I did very little games design after that.

I didn't even finish my German language app that I wanted to wrap up. I made a lot of progress on it, but it's still not even ready for a beta release. I did tweak BGG Last Plays at the end of the year though - someone on BGG with a collection of 3,500 games tried it out and found it crashed on a collection of that size, so I fixed that and tweaked a couple of other things. He's got another couple of requests and so I'll do another version of that shortly. It's still my most popular app (150 downloads - on Windows Phone!), and if you've got someone keen enough to engage with the creator you should try to keep them happy!

2017 Aspirations

Seeing as I did so badly last year I'm going to change things up this year. No goals. Just some more vague aspirations:


  • Get back into Games Design. Maybe Codename: Vacuum (I've a few ideas floating around in my head - it's probably been a couple of years since I last touched it, so maybe that distance will help when I come back to it)
  • Blog when I have something to say. No regular weekly schedule, just talk when I've something worth discussing. Hopefully at least once a month.
  • Code. It's been a passion of mine since I was a little kid and my day job for 13 of the last 16 years. Release apps. Enjoy it.
  • Game. I only managed 36/52 possible Games Nights due to my travel schedule, but I want to game on Wednesday evenings at home, at work during Games Club, on the iPad on trips and also try to get to Newcastle Gamers and Newcastle Playtest more.


Fingers crossed...

Monday, August 15

4,000 Plays!

I joined BGG back in February 2006, when I was considering publishing Border Reivers. I finally got around to publishing Border Reivers in July that year, and started recording the games I played on BGG in August that year. In fact, Friday was the tenth anniversary of my first recorded game on BGG (it was one of five plays of Border Reivers that day at The Cast Are Dice in Stoke on Trent, the first convention I attended as a publisher).

Over the last ten years I've managed to rack up 4,000 plays on BGG - my 4,000th was Zombology at our lunchtime games club in the office last Wednesday. It's nice that the 4,000 are bookended by plays of games I've designed :-)

That's an average of 400 games a year or over one game a day for ten years! In fact, it's actually more than that, seeing as I didn't record plays of prototypes during my Reiver Games days and I only started recording mobile plays with humans a couple of years ago.

Clearly board gaming is a huge part of my life. There are six games I've recorded at least 100 plays of: unpublished prototypes, Carcassonne, Race for the Galaxy, 7 Wonders, Magic: The Gathering and It's Alive! and to be honest the numbers for Magic, unpublished prototypes and to a lesser degree Carcassonne are actually much higher than that, as I played them a lot before starting to record games. I've played over 500 different games during that period.

Here's to loads more gaming in the future!

In other news, I've been recently frustrated that Zombology is only available really in the US and Canada at the moment through Drive Thru Cards. There have been a couple of occasions when I could probably have sold a copy if I had one on me, and saying 'you can get it in the US for $12 plus $16 shipping' is not going to lead to any widespread adoption. It turns out I'm still rubbish at marketing though, so if I was got to do a reprint I'd need to seriously up my game at promotion, and maybe go down the KickStarter route, despite my previous KickStarter reticence.

Hmmmm.

Monday, April 25

Zombology on Demand!

After a few busy weeks of travel for work and lots of visitors at home we've had a fairly quite week, spent chilling as a family and getting stuff ready for our forthcoming holiday to Portugal. Up until last night I'd done nothing blog-worthy at all (no mobile development, no games design, no playtesting). But last night, I finally pulled my finger out, uploaded the rules and submitted the request to make Zombology available Print on Demand from Drive Thru Cards.

It'll apparently take a couple of days to be made live, but all being well it'll be available this week.

This will make it far more affordable for US/Canadian customers than the hand-made version (which is now sold out anyway). As soon as it is available I'll mention it on twitter and BGG of course.

Next week I'm not expecting much progress on anything either, as we'll be getting ready for the holiday in earnest, then two weeks off. Hopefully I'll be back up to full speed on my return from holiday.


Monday, January 25

The Economics of a Very Small Print Run

Back in May I talked about the economics of a small print run of a game. At that point I was intending to start a second hobby publishing company (a la Reiver Games, my first, unsuccessful attempt) and make small print runs of hand-made games.

A promotion at work, coupled with the realisation that I really didn't have time for the sort of promotion required to sell 150 games in a year around my family commitments meant that pipe dream died, but I then resurrected a lighter version of it for NaGa Demon last year: instead of a 150 copy run - just twenty for the twenty friends and family who had pre-ordered a copy when I announced the 150 copy run.

I was going to make the run at cost, so I wasn't trying to make any money any more, just reward those supporters who'd backed me instinctively and do something fun for NaGa DeMon. I'd originally priced the 150 copy run at £9, cheap enough to encourage sales but expensive enough to make a decent return on investment, so I could invest further in future games. I decided to do the very small print run at the same price to be fair to those who had ordered at that price.

I found a local printer who could not only do it at that price, but also do the box labels as actual labels - on vinyl which (I hoped) would save a massive amount of hassle (affixing the labels to the boxes for Border Reivers and the hand-made first edition of It's Alive! was a massive pain and time sink), the only problem was that I needed to make thirty copies to (almost) break even. A quick post on BGG and another six were pre-ordered, leaving just four of the run unclaimed.

I needed greyboard (that's chipboard I think in the US) for the boxes, thick card for the box inserts and then the printing done. I had thick card and greyboard kicking around the house (what self-respecting game designer doesn't?) so I donated those to the cause for free which just left the cost of the printing.

The printing was going to be £255 for thirty copies, selling all of those at £9 would yield £270, but I'm keeping one, and I've given one to the designer of the font I used in the game in lieu of payment so if I sell the rest that's £252. I've also got to pay for the postage and packing to the US for the font-creator's copy, another £5.55, so if I sell out of the print run I'll have lost £8.55.

Once I've finished making the hand-made limited edition, I'm going to make it available on Drive Thru Cards as a Print on Demand game, which if it's priced sensibly might reclaim that £8.55 if I sell a bunch of copies - clearly I'm not getting rich from this, but hopefully not losing too much either.

I've got eight copies left at home now, five of which I've finished and three of which are just awaiting their cards (an hour and a half's work). Two of those eight are definitely spoken for, two of them were pre-ordered but I've not had confirmation from the orderers (muninnhuginn and Richard W, if you're reading this, please let me know if you still want one!) and four are as yet unclaimed. If you'd like one they're £9 plus shipping (£4.10 to the UK, £4.75 to Europe and £5.55 elsewhere). Americans and Candians are definitely best off waiting for the Drive Thru Cards version, which will be much cheaper for you, unless you're desperate for a signed and numbered limited edition copy!

Monday, May 5

Print on Demand

One of the questions I get asked a lot is what am I going to do about getting Zombology published. In this day and age most people assume I'll KickStart it, but as I've mentioned before I have some misgivings about KickStarter.

Another option would be to self-publish it, either as a short hand-made run, or as a full professional run using my own money - both of which I have previous for. It's a card game, so it would be less effort to make by hand or much cheaper to manufacture than the games I published as Reiver Games. But my life has changed beyond recognition since I started Reiver Games. I'm now a parent to a wonderful little girl who needs and deserves a lot of her daddy's time (plus I genuinely want to spend as much time with her as I can, especially since I spend so much of her waking life at work). As a parent, risking most of our savings on a venture that I've previously failed at to the tune of several thousand pounds is also pretty irresponsible. So both of those are looking unlikely too.

That left me with a third option: find a publisher. It's notoriously difficult to get a game picked up by a publisher - hence everyone turning to KickStarter with such gay abandon. I think I've a slight head start over a newbie designer in that I know a bunch of publishers personally from my Reiver Games days. But it will still be a struggle and I'll have to find one who has space in their publishing schedule and for whom Zombology would be a good fit. So that's been my thinking and what I've been aiming for.

This weekend we've been away for a long weekend (hence the late posting) but earlier in the week, before we left, I came across Daniel Solis' monthly sales report for the games he has manufactured through Print on Demand (POD) company DriveThruCards. Which got me thinking about POD as an alternative publishing method. It would effectively be self-published, so I wouldn't be at the mercy of another publisher's schedule, tastes or editing. I wouldn't need to devote hours of my free time to hand making copies and trips to the Post Office, since they handle manufacture and shipping. I wouldn't need a boat load of cash upfront since they print copies as and when they are ordered and they just give you your royalties out of the profit they make from the sales. You'd get some free marketing just by being listed in their marketplace (though nowhere near as much as being listed in KickStarter's). Daniel has an easier job of it since he's an artist by trade, so I'd need to either seriously up my game, splash out on a (cheap!) pro artist or release it ugly.

But it's now an option I'm seriously considering...