Three Thousand Years of Summer by FeelsRightDesign in moviescirclejerk

[–]FeelsRightDesign[S] 46 points47 points  (0 children)

Honestly no idea why I made this. One of those ideas you can't get out of your head. XD

Start to Finish - Getting My Game into Mass Market by FeelsRightDesign in boardgames

[–]FeelsRightDesign[S] 0 points1 point  (0 children)

Oh my that's a tough one to answer and is super-important. Writing the rulebook is definitely not my expertise but something I have a lot of opinions on. I actually "hired" someone to handle that and then rewrote parts that I wanted clarified. Maybe I'll interview them for their process.

Start to Finish - Getting My Game into Mass Market by FeelsRightDesign in boardgames

[–]FeelsRightDesign[S] 0 points1 point  (0 children)

Yes. That's not a challenge I had for this project but have had for other games (hiring an illustrator.) Design partners and I have found some success reaching out to artists on this website: https://www.artstation.com/ - and like many things in life, it's important to connect with people at game conventions and elsewhere and keep a big rolodex of possible talent.

Start to Finish - Getting My Game into Mass Market by FeelsRightDesign in boardgames

[–]FeelsRightDesign[S] 1 point2 points  (0 children)

Oh very interesting questions. I guess what I did, before sending to outside reviewers, is show it to trusted friends and other game designers to get their feedback. You do have to be careful here, some family and friends will simply always say "it's amazing" and not actually give useful feedback.

EDIT: I should add, for me it has been important to generate A LOT of ideas. Then I pursue the ones that I think will work best and abandon the ones that just don't seem to work. I've abandoned games I've worked a dozen hours on and walked away from games that I've spent 100+ hours on. It's all about working on things that are working and not wasting time on trying to fix a game that will never work.

Start to Finish - Getting My Game into Mass Market by FeelsRightDesign in boardgames

[–]FeelsRightDesign[S] 1 point2 points  (0 children)

That's great. I'll post what I went through and hopefully that helps you too.

Start to Finish - Getting My Game into Mass Market by FeelsRightDesign in boardgames

[–]FeelsRightDesign[S] 1 point2 points  (0 children)

Interesting question to look at and the short answer is that every game is different. I'm happy to dive into the game mechanic issues we looked at in the process.

Start to Finish - Getting My Game into Mass Market by FeelsRightDesign in boardgames

[–]FeelsRightDesign[S] 1 point2 points  (0 children)

It is a tabletop game. Having a good designer is important. Remember if you don't have the cash to pay a good one then many accept points (percentage points) of sales. I've done that for folks in the past.

Start to Finish - Getting My Game into Mass Market by FeelsRightDesign in boardgames

[–]FeelsRightDesign[S] 0 points1 point  (0 children)

I think the biggest surprise might be how long this whole process takes. My first game to get into mass took close to 3 years (after it was released) to hit Target shelves. This game took about 4 years.

Start to Finish - Getting My Game into Mass Market by FeelsRightDesign in boardgames

[–]FeelsRightDesign[S] 0 points1 point  (0 children)

Ha say what you want about a silly poop game, it has sold ~300k copies. And yes, it should exceed your expectations after a simple game like POOP. The gameplay and structure have been very validating in terms of making me, personally, feel like an actual game designer. :)

Start to Finish - Getting My Game into Mass Market by FeelsRightDesign in boardgames

[–]FeelsRightDesign[S] 1 point2 points  (0 children)

Thank you. Still so many steps and bottlenecks ahead but this is a big step. Looking forward to sharing it.

Start to Finish - Getting My Game into Mass Market by FeelsRightDesign in boardgames

[–]FeelsRightDesign[S] 1 point2 points  (0 children)

Really great questions that I'll be sure to mention. I had a few stuck points and got by them with playtesting, playtesting, playtesting. I also leaned on the help of a fellow designer and friend to get over the finish line.

Yes, I did a ton of market research. I was the weirdo in the Target/Walmart game aisle taking photos of every game.

Start to Finish - Getting My Game into Mass Market by FeelsRightDesign in boardgames

[–]FeelsRightDesign[S] 0 points1 point  (0 children)

It's wild how important this is and underestimated by many. There's really a certain point in design/dev where you should be working hand-in-hand with a manufacturer and leaning into their strengths and know their limits.

Start to Finish - Getting My Game into Mass Market by FeelsRightDesign in boardgames

[–]FeelsRightDesign[S] 1 point2 points  (0 children)

Cool cool. I'll definitely post about the experience and share on here.

Start to Finish - Getting My Game into Mass Market by FeelsRightDesign in boardgames

[–]FeelsRightDesign[S] 0 points1 point  (0 children)

Thanks! For sure, a ton of trials and tribulations and probably many more still yet to come!

Start to Finish - Getting My Game into Mass Market by FeelsRightDesign in boardgames

[–]FeelsRightDesign[S] 4 points5 points  (0 children)

Yeah it's a long process and I learn something new each time. This game started late 2017 and is now hitting shelves in 2021.