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Subject: Indie Game Developer Here - What would you pay for our game? rss

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Thomas Rushing
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Hello All,

My friends and I made a game and self published it about a year ago. It's called:
ARC

It's fun, has an awesome and very unique resource mechanic, and the artwork is killer! If you want to see reviews you can find some on our BGG page linked above.

Here's the problem... WE ARE BROKE!
That means we have no money for marketing!
**EDIT** - So there is no confusion here, I am not looking for handouts, but I am looking for ways and suggestions to do some low cost creative marketing.

Now, that being said I think I have an idea to increase how many people try our game while simultaneously making a lot of people really happy.

You like games or you wouldn't be reading this... Fun games, games with cool new mechanics, and games with awesome artwork. Most of all, you probably really like games that don't cost much. Lets face it, we aren't the only ones that are broke!

ARC is all of those things mentioned above and more, but we want you to see that for yourself. We want tons of people to know ARC exists and that its pretty damn fun. Since we don't really have any money for marketing we decided screw it, lets just let it all hang there and see what happens!

We want you to buy ARC for WHAT YOU THINK IT'S WORTH! Yeah, you read that right... That means if you would be willing to pay $0.00 to try, we will literally send you decks for $0.00. All you have to do is pay for shipping and we will take care of the rest!

Of course we hope you pay something for the game we spent a year developing...
-lol-
But it definitely isn't required.

Before we start this little marketing campaign of ours, I thought I would ask my fellow gamers here at BGG what price they would pay to try ARC?
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Derry Salewski
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I would take you up on your offer when you make it. I'd pay five dollars to try the red/blue/white decks. They sound more interesting. I read a few reviews just now, and the game might be fun? People seem to say it feels a lot like magic. Well, I have lots of magic cards. And Star wars ccg. And eve. And Wow. And shadow era. And I don't even get to play those that much. So . . . not sure I'd look at a game like this and really want it (Netrunner hasn't sparked much for me yet) but I'd want to try it. I'd rather just let someone demo it for me or whatever, but if you're making an offer to give it away, hoping, I'd like it, I'd take you up on it.

I'd definitely feel like I should write a review. If I thought it was worth more I'd pay more after. If I didn't like it, I'd try to gift it to someone who might, or give it to a game store's library, send it to a secret santa, math trade it, teach it to kids I work with . . . something productive with it.

Sorry my answer isn't 'OMG HOW DID I MISS THIS?!'

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Thomas Rushing
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scifiantihero wrote:
I would take you up on your offer when you make it. I'd pay five dollars to try the red/blue/white decks. They sound more interesting. I read a few reviews just now, and the game might be fun? People seem to say it feels a lot like magic. Well, I have lots of magic cards. And Star wars ccg. And eve. And Wow. And shadow era. And I don't even get to play those that much. So . . . not sure I'd look at a game like this and really want it (Netrunner hasn't sparked much for me yet) but I'd want to try it. I'd rather just let someone demo it for me or whatever, but if you're making an offer to give it away, hoping, I'd like it, I'd take you up on it.

I'd definitely feel like I should write a review. If I thought it was worth more I'd pay more after. If I didn't like it, I'd try to gift it to someone who might, or give it to a game store's library, send it to a secret santa, math trade it, teach it to kids I work with . . . something productive with it.

Sorry my answer isn't 'OMG HOW DID I MISS THIS?!'



Not looking for that as an answer, you're answer was awesome! Just looking or honesty .
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Andreas Juul Hirszhorn
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It really depends on much. I generally only buy in when the games are a little more spread out, so I can have the other geeks sort out the good ones for me. :)

If I had to buy a new game blindly with less than a couple of hundred ratings and an average below 7, I wouldn't personally pay more than $10-$20 to be honest. But I'm probably not the correct target for this product anyway because your target audience is the first movers (and that's just not me).

How have you sold your games so far? Do you have some agreement with distributers, are going to cons, etc?

And have you sent free copies to the major gaming podcasts and sites?
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Chris Federspiel
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I highly recommend not doing this. Here is why.

First, like the other person that posted, I am not going to "buy" anything for $0. I would personally feel bad, not necessarily for the publisher but for those individuals who already purchased the game. Why should I get something for free that others have paid for?

Second, you are going to alienate those that have purchased the game. They will be much less likely to buy expansions/promos ect if they paid full price for something and the publisher turns around and just gives it away for free. It's counter-intuitive to insult your player base, however small.

You guys are broke. Guess what, so is almost every other game developer in existence. I have several games that I have designed but I will never publish them because 1) I'll go broke doing so 2) I just do it for fun.

Like the other poster said, man up and sell it at cost or at a slight loss. Either way, I hate to be "that guy" but there are so many great games out there a good game is going to simply be white noise.
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Greg
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I don't know what it's worth until I've played it.

So I imagine I'd pay $0 to get just enough to play, then if we were enjoying it enough that we decided that we wanted more I'd then pay $10-50 to get the set depending on how much is in the full set and how much we were enjoying it. I might decide in advance that every $X is Y cards so that we keep ourselves honest.
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Matt Brown
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I went searching, and I don't see where I can buy this outside of your own website. That is going to limit your ability to sell units. I think the pricing on the packs is fairly standard although could be lower, ie $9.99. The problem is there really isn't a cheap way to get into the game from an OCD standpoint. The Deck and Promo Bundle gives buyers free promos, but $74.99 for essentially a card game is asking a lot. Compare the core sets for FFG LCGs, Summon Wars, or Mage Wars to what you are selling. Netrunner gives players five different decks and retails for $39.99.
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Liam
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Moved from General Gaming to Press Releases.
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Thomas Rushing
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Thanks for all this great feedback!

As for "Manning Up", personally I think it takes a lot of "Manning Up" just to simply admit defeat and ask this question so honestly and publicly. Yes there are a lot of broke developers out there. I stated "we are broke" because I was attempting to make a statement regarding our inability to market our product effectively because of a lack of funding.

As for how we've been marketing ARC. We had an agreement with distributors but now that the initial selling period is over and distributors are no longer buying that period has come and gone. It was recommended that we didn't sell the product cheaper on our website than stores were selling it because it hurts the retailers. Now that retailers aren't carrying ARC as much and distributors aren't pushing it I see no reason why we should continue to have a high price for a fun game that we want more people to play.

ARC has been for sale for over a year at this point at a higher price than it really should have been. We are proud of the support we have received from Kickstarter and other communities of players that have purchased the game for the existing price. That shows commitment and excitement and it's something we are thankful that we could be a part of. That being said, one of the biggest reasons it isn't selling anymore is because lack of marketing and even more important the competing games are made by bigger companies for a significantly cheaper price. Learning from our mistakes is something I want to make sure we do as we continue to develop the game.

As for repricing ARC. We are looking at a price range of around $25-30 for all 5 decks and all of the promotional cards plus shipping. We may make it free shipping with orders shipped to the US, but some orders going from California (where we are) to Florida can cost as much as $15 to ship so I still have to come to terms with that. One idea we have to make it even cheaper is to completely remove the packaging from all of the decks and just send the decks and packaging separate. This would allow the price to come down and allow us to offer free shipping.

The question is, would players prefer a pretty box or a cheaper price?
With my experience people rarely save the boxes, they tend to sleeve up their cards and put them in a big blank cardboard box and write "ARC" on the top in black permanent marker. So why not just make it ultra cheap and send the decks without the packaging or send the packaging flattened out so you still have it if you want it? The reason this reduces the price so significantly is because we can fit it all into a MUCH smaller more compact box which doesn't cost much to ship.

We learned a TON with this initial release of ARC on how to properly package our product with free shipping in mind among other things and if we can sell our existing product we WILL release a second set.
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William Cennamo
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IMO Cheaper Price.
A great game is a great game no matter what you put it in!

I agree with the previous guys on the $0 thing... I couldn't justify paying nothing for an actual tangible product... you should set a cheap base price and let people pay from there... sure most will pay the cheap one but you'll get some support and most importantly, your game in the hands of people!

If you really wanted to just give away some, join in on some contests or geek-sharing forum posts... there's always an audience of hungry gamers wanting to enjoy more....more....MORE!

just my 2cents
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Derry Salewski
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I was going to suggest offering to just toss the decks in a padded envelope for people to try. Shipping is killer but for smaller items it's not bad!
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Thomas Rushing
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scifiantihero wrote:
I was going to suggest offering to just toss the decks in a padded envelope for people to try. Shipping is killer but for smaller items it's not bad!


We're considering doing that. We may be able to get the price down to about $20-25 with free shipping for all 5 decks and 3 copies of each promotional card by doing it that way. That's 1/3 of it's current price.
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Derry Salewski
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ARCTheGame wrote:
scifiantihero wrote:
I was going to suggest offering to just toss the decks in a padded envelope for people to try. Shipping is killer but for smaller items it's not bad!


We're considering doing that. We may be able to get the price down to about $20-25 with free shipping for all 5 decks and 3 copies of each promotional card by doing it that way. That's 1/3 of it's current price.


That's something I'd consider!

Though if I felt bad paying zero like some people I'd still feel bad paying that much; it's clear you really put a lot of work into your game!

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ARCTheGame wrote:
scifiantihero wrote:
I was going to suggest offering to just toss the decks in a padded envelope for people to try. Shipping is killer but for smaller items it's not bad!


We're considering doing that. We may be able to get the price down to about $20-25 with free shipping for all 5 decks and 3 copies of each promotional card by doing it that way. That's 1/3 of it's current price.


I liked the idea someone had of giving some sets away through a contest. Maybe combine that with a new lower price on your site and see if you get some results. I'd totally do $20 shipped
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Samantha RD
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Interesting idea. Are you hoping that sending the game out like this will revitalise it? I ask because honestly, unless the game is spectacularly good, I don't see that happening. There are so many card games out there to choose from. Even if the game is excellent, without advertising backing it up, I doubt having a few people playing it around the world will change anything.

If you just want to get the cards 'out there' after all the investment you put in, go for it. It must be agonising sitting with all these boxes of unsold product. But the likely result is that you will be putting a lot of effort into shipping for a game which will probably get played a couple of times and then sit in a cupboard.

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Thomas Rushing
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Sica wrote:

Interesting idea. Are you hoping that sending the game out like this will revitalise it? I ask because honestly, unless the game is spectacularly good, I don't see that happening. There are so many card games out there to choose from. Even if the game is excellent, without advertising backing it up, I doubt having a few people playing it around the world will change anything.

If you just want to get the cards 'out there' after all the investment you put in, go for it. It must be agonising sitting with all these boxes of unsold product. But the likely result is that you will be putting a lot of effort into shipping for a game which will probably get played a couple of times and then sit in a cupboard.



This would be part of a larger marketing campaign. That being said, I believe building a game and a brand takes time. The goal would be to get enough people to try it that when we release a second set more people would buy it than the first. It would be nice to make money but in all honesty I don't really expect that for some time if at all at this point. I am not trying to just dump the product but to instead reach one group of players at a time.
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Thomas Rushing
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Hello!

We made some changes to our website, would love to get your feedback. Here's the link to the thread about it on BGG.com

http://boardgamegeek.com/thread/1054817/looking-for-feedback...
 
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Thomas Rushing
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ARCTheGame wrote:
Hello!

We made some changes to our website, would love to get your feedback. Here's the link to the thread about it on BGG.com

http://boardgamegeek.com/thread/1054817/looking-for-feedback...


Sorry, I couldn't post this on BGG where I thought I could so here's the what I originally posted...


Hello fellow web and game developers!

We just did a major overhaul to our website!
www.timetravelgame.com

We are still working on the site over the next few weeks but I wanted to get some feedback from my fellow BGGers before we "Officially" release the website.
The website is relaunching our game ARC with a new price as we ramp up to build a bigger audience and prepare for the release of our second set and phase of our game.

Here are some of the changes made to the site:

1. Rules
We are hoping the load times are decent, they were taking a VERY long time to load before.
Are the PDF rules loading fast enough for you?



2. Chronicles
There is only a synopsis and 2 stories. We have more that we can release but have been holding back until we launched our non beta site. Our site has been in it's beta status for about a year.
Should we release more stories? Where on BGG can they be posted so lots of people will see and read them?



3. Home Page
I realize it's fairly blank. Not sure what to put here. Thinking of adding a video from our Kickstarter campaign and a badge that says "Funded by Kickstarter" on the top right side or just under the images that flash in and out. We currently have some text over the flashing images to test how it looks and feels if we tell people about the big price change of our game.
What would you like to see on the home page? Did it take a long time for the page to load the first time you came to the website?



4. Forum
Currently the forum is down. It will take about a week for me to get it online, maybe slightly sooner. We had a decent forum on the beta version of our website before but when we upgraded our website's template we lost the ability to easily transfer the forums data AND we also lost the ability to transfer any of the comments or previous posts made by users. I will be rebuilding it manually.
Any ideas, requests (if you were part of the old forum), or preferences/suggestions on the type of forum we should use?



5. Store
This is BY FAR the biggest change to the site, other than the overall look and feel. Currently the store isn't able to be viewed because we're editing it and it isn't finished so it looks very sloppy. The store should be up in the next 24-48 hours and at that time I will post an update to this thread so you can give your feedback on how it looks visually. That being said I can tell you about some of the changes.

Pricing:
From: $14.99 per starter deck, plus shipping.
To: $5.99 per starter deck, free shipping anywhere in the USA.

From: $74.99 for all 5 starter decks, plus shipping.
To: $24.99 for all 5 starter decks, free shipping anywhere in the USA. (Not only is this SIGNIFICANTLY cheaper but it also gives an money saving incentive to buy all 5 decks whereas before the only incentive was to own all 5 decks...)

From: $8.99 for 1 copy of each promotional card, plus shipping.
To: $5.99 for 3 copies of each promotional card, free shipping anywhere in the USA. (The significance of 3 promotional cards is you can play up to 3 copies of each card in your deck)

From: High end credit card processing company that was cheaper for us but made our customers create a special log in, go to a special external website, small hard to see product pictures, and Paypal wasn't an option.
To: Paypal more expensive for us but makes our customers happier , no log in to our website is necessary to buy product, everything stays on our one main webpage, and the pictures of what you get are much clearer and IMHO look much more professional.

Thoughts?



If you made it this far, thank you for taking the time to read this post and help us with any feedback you may decide to provide, good or bad!
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ARCTheGame wrote:
BGG was nice enough to delete my post. Apparently you can't post about your game's website under the forum for game developers!? Not sure what that's all about, but here's the what I posteded...


I deleted your post (from Board Game Design) but not before I send you the whole text (with formatting) and suggested that you reposted it here.

You'll understand that we often have a problem with users promoting outside of Press Releases in the form of 'asking for feedback' - including prices of items in your shop further pushed it into an are where it was understandably interpreted as promotional activity.

(If you're in any doubts in the future feel free to contact me directly.)
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My question to you is...

Have you considered that the problem has nothing to do with price, but the game itself?

A lot of games are designed because the designers want to make a game, but they dont often consider many factors such as:

How many games like this exist and are more popular?
Is this game needed?
Does this game offer anything more/better than existing games?
Does this game solve problems existing games had?
Is this game attractive(visually and structurally)?
Are you making sure to promote the best qualities this game offers?

Want some free marketing?

-SEO your website
-Send free copies to blogs, game groups, podcasters whatever
-Go out and hold events at local retailers, online sales makes everyone forget where business started
-be active on forums and let people come to you
-stop whining or acting desperate, it makes your product seem weak and unsuccessful, and if you really are then perhaps you should stop and try something new(that doesnt mean give up... it means try something new)
-graphics are great but content is king. If you cant think of what to put on your own website then your product is the problem.
-youtube your product with video game tests and creative stuff and SEO the shit out of it!
-attend local events(or make them!) and try and build a local following, build your product from local first then worry about the rest of the world(you are broke after all)

Lastly, if you are broke and need to promote your game, try holding draft nights at local game stores, where you let people try your game for cheap, without high investment, and you run the show. Offer prizes(more product)Advertise on kijiji, local websites, local game stores, facebook, your forehead, whatever.. ask friends to come to make it feel more packed, whatever you gotta do


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Thomas Rushing
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Hey Squids, thanks a lot for your feedback.

Just thought I would get this out of the way first...
I don't think asking for help, feedback, suggestions, opinions, constructive criticism, and being open about possible failures and pitfalls in the past qualifies as "whining or acting desperate". I also don't think being vulnerable and transparent with other developers or readers is something to snare at. I think it takes significantly more courage to admit defeat and regroup than it does to ignore problems and simply move on or walk away.
IMHO that's called looking for a solution and trying to be proactive about not making the same mistakes twice, but hey that's just my perspective.

Here are the answers to your questions:

Have you considered that the problem has nothing to do with price, but the game itself?
I have definitely considered the possibility that our game might not be a viable product, but every time my mind drifts to that place, fans and other game related folk talk me out of giving up. Also, we never had much of a marketing push and we still moved half of our very first game's first print run. On top of that we lost almost all steam we generated through our Kickstarter campaign because of a name change AFTER our Kickstarter campaign came to a close due to a legal problem. Personally I think it's a combination of price, packaging, overall marketing (part of which is how it was packaged), and partly due to confusing rules. Don't get me wrong, the rules are easy, especially for someone transitioning from MTG or Yu-Gi-Oh, but for someone coming from Ascension or Dominion it may be a big jump. We would like to adjust the rules to hopefully simplify the game just enough to bridge that gap and end up somewhere between dominion, kaijudo, and MTG.

How many games like this exist and are more popular?
I know of 4-5 games for sure that exist like ours but are more popular. That being said our resource mechanic is COMPLETELY unique to our game.

Is this game needed?
No games are "needed", but some are heavily coveted. Currently this game is not coveted. Also, most people have never heard of it, hence the marketing questions. But yes, I believe this game would be coveted if it were to be properly marketed.

Does this game offer anything more/better than existing games?
Yup! Non-collectible, now it's SIGNIFICANTLY cheaper than the competition whereas before it was more costly, and again, our resource mechanic is unique to our game; it gives you complete control and minimizes the luck factor, unlike other games where you have to draw it or roll the best possible numbers. Basically you can't get land screwed unless you screw yourself (For all you MTG players).

Does this game solve problems existing games had?
Please see answer to question above.

Is this game attractive(visually and structurally)?
Definitely, although some of the rules we plan on amending to make it easier to learn for first time players.

Are you making sure to promote the best qualities this game offers?
Nope, that's definitely part of the problem. ARC used to be significantly more expensive and it also was the same price if not more at times than competing games published by the top game developers in the industry.

Squids wrote:
My question to you is...

Have you considered that the problem has nothing to do with price, but the game itself?

A lot of games are designed because the designers want to make a game, but they dont often consider many factors such as:

How many games like this exist and are more popular?
Is this game needed?
Does this game offer anything more/better than existing games?
Does this game solve problems existing games had?
Is this game attractive(visually and structurally)?
Are you making sure to promote the best qualities this game offers?

Want some free marketing?

-SEO your website
-Send free copies to blogs, game groups, podcasters whatever
-Go out and hold events at local retailers, online sales makes everyone forget where business started
-be active on forums and let people come to you
-stop whining or acting desperate, it makes your product seem weak and unsuccessful, and if you really are then perhaps you should stop and try something new(that doesnt mean give up... it means try something new)
-graphics are great but content is king. If you cant think of what to put on your own website then your product is the problem.
-youtube your product with video game tests and creative stuff and SEO the shit out of it!
-attend local events(or make them!) and try and build a local following, build your product from local first then worry about the rest of the world(you are broke after all)

Lastly, if you are broke and need to promote your game, try holding draft nights at local game stores, where you let people try your game for cheap, without high investment, and you run the show. Offer prizes(more product)Advertise on kijiji, local websites, local game stores, facebook, your forehead, whatever.. ask friends to come to make it feel more packed, whatever you gotta do


 
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ARCTheGame wrote:
Hey Squids, thanks a lot for your feedback.

Just thought I would get this out of the way first...
I don't think asking for help, feedback, suggestions, opinions, constructive criticism, and being open about possible failures and pitfalls in the past qualifies as "whining or acting desperate". I also don't think being vulnerable and transparent with other developers or readers is something to snare at. I think it takes significantly more courage to admit defeat and regroup than it does to ignore problems and simply move on or walk away.
IMHO that's called looking for a solution and trying to be proactive about not making the same mistakes twice, but hey that's just my perspective.


Its not the idea of looking for ideas that's the issue, its how you do it.

Being open is great, asking for help is fine, but you can do all of this without making yourself look desperate and incapable without help.

Dont let asking for help fool you into thinking you are actually trying.

Quote:

Have you considered that the problem has nothing to do with price, but the game itself?
I have definitely considered the possibility that our game might not be a viable product, but every time my mind drifts to that place, fans and other game related folk talk me out of giving up. Also, we never had much of a marketing push and we still moved half of our very first game's first print run. On top of that we lost almost all steam we generated through our Kickstarter campaign because of a name change AFTER our Kickstarter campaign came to a close due to a legal problem. Personally I think it's a combination of price, packaging, overall marketing (part of which is how it was packaged), and partly due to confusing rules. Don't get me wrong, the rules are easy, especially for someone transitioning from MTG or Yu-Gi-Oh, but for someone coming from Ascension or Dominion it may be a big jump. We would like to adjust the rules to hopefully simplify the game just enough to bridge that gap and end up somewhere between dominion, kaijudo, and MTG.


What you are saying is you missed on opportunities to take advantage of negatives and turn them into greater positives. Using a name change as a big marketing and advertising device could of turned things in the opposite direction. That may seem like looking in the past, but this is important when working with the future.

Simplifying doesnt always mean simplifying. Sometimes it means adjusting rules to feel more natural and intuitive. Having rules that feel awkward even though they are simple, can ruin a game so be careful.

Unless you are lucky, a game wont market itself especially with kickstarter flooding the market with a bunch of nice looking hollow games. Everyone and their mother has access to free money to pay top quality artists now, so your major advantage lies in your marketing, your customer service, your business plans and your product itself.

Because quite frankly, the marketing and customer service offered by most of these companies is extremely poor. The products? well... some may disagree with me but I find many of them shallow and simply use pretty models to sell awful games.(Thats a hollywood ideology right? )

Quote:

How many games like this exist and are more popular?
I know of 4-5 games for sure that exist like ours but are more popular. That being said our resource mechanic is COMPLETELY unique to our game.


But does it make enough difference to really matter? (ive never played your game, what about this resource thing would make me want to?)

Quote:

Is this game needed?
No games are "needed", but some are heavily coveted. Currently this game is not coveted. Also, most people have never heard of it, hence the marketing questions. But yes, I believe this game would be coveted if it were to be properly marketed.


Wrong, games are essential to life for many, they are a staple in the daily life that acts as a device to entertain and amuse. Like sports, movies and music, games are an integral part of life.

By needed, I mean, is there something about this game that makes a person go, "holy shit, that is totally what I want to be playing!" or is it just another game that could easily be replaced by those 4-5 other more popular games?

Its a pain getting people to play a new game, so you really have to have something they want for them to switch from their popular existing games to yours.

Quote:

Does this game offer anything more/better than existing games?
Yup! Non-collectible, now it's SIGNIFICANTLY cheaper than the competition whereas before it was more costly, and again, our resource mechanic is unique to our game; it gives you complete control and minimizes the luck factor, unlike other games where you have to draw it or roll the best possible numbers. Basically you can't get land screwed unless you screw yourself (For all you MTG players).


Cost is no issue, otherwise Magic wouldnt be so successful. In fact Im willing to bet that the constant cost is what keeps more gamers buying. The cost is what sustains and creates a profitable product.

People dont want cheap, the people who want cheap arent worth selling to, because you dont make any money off of them. Sell to the people who actually want your game. (You just witnessed in this very thread, people saying they are almost offended by the idea of paying $0)

Luck makes things exciting, and adds the flare of unpredictability. Perhaps taking that away actually takes away from your game(again never played it, just speculating)

Quote:

Does this game solve problems existing games had?
Please see answer to question above.


Ive personally never seen people complain about that issue, it happens, but its what makes magic, magic in my opinion. Take that away and its almost too easy and predictable.

Quote:

Is this game attractive(visually and structurally)?
Definitely, although some of the rules we plan on amending to make it easier to learn for first time players.


What makes it attractive?

Quote:

Are you making sure to promote the best qualities this game offers?
Nope, that's definitely part of the problem. ARC used to be significantly more expensive and it also was the same price if not more at times than competing games published by the top game developers in the industry.


Again, price isnt always the issue. Too many people get focussed on the price. Think about your product first.

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Ryan Saplan
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The "pay what you think" model is an interesting model and can be worth testing if it's successful. The only problem is, what does success mean? Marketing has a lot to do more with testing.

I've heard of this strategy working small scale, but there should be some goal in mind.

A lot of people are saying that price is seldom a factor, and I'll have to agree with that. The game is great, it just has no or little exposure.

In theory you could do a "pay what you think" pricing strategy with the objective of getting more people to try the game, but chances are, if they click on the website and become really interested in the game, they will just pay for it.

Online with iOS games, they push a free download so that if you try the game and like it, you'll pay for addons as you get more interested in the game.

In the case of arc, it's a physical product which means there is a finite amount of product that has a cost, as with ios downloads there is no cost. 1 download vs 100,000 downloads cost no difference to the game developer/owner.

The game needs to be promoted by talking about it. Lowering price will have very little impact in sales IMO.

The game needs more eyeballs. Get the game in the hands of all the top reviewers and gaming website. Anyone that has a following. Have them play the game and see if they'll write about it. Power in marketing/advertising comes from people with an existing loyal following.

If lady gaga started doing crossfit, chances are a lot of teenager would get interested in crossfit.

Arc doesn't necessarily need a "lady gaga of gaming," but influences of the market with a decent following. Board/card gamers on youtube, gaming blogs, other websites like bgg. Reach out to influencers.
 
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Thomas Rushing
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I agree with everything you said except for pricing isn't a factor. Yes if something is awesome people will pay for it. That being said when you first start out if you're so overpriced that people aren't willing to spend the money to try it out then you're probably not going to get very far.

To put it in terms of numbers. Comparable games are around $30.00 for what we were selling for $75. This was mentioned by many players, distributors, and other game publishers. In addition to that when attending trade shows and conventions we experimented with pricing and found the closer we got to selling the product for $30 the easier it became to sell. I'm not going off my gut instinct or personal opinion when it comes to the pricing I am going off of a year of trial and error with feedback from many people who have been in the industry and how it directly applies to ARC, not other games.

magix3d wrote:
The "pay what you think" model is an interesting model and can be worth testing if it's successful. The only problem is, what does success mean? Marketing has a lot to do more with testing.

I've heard of this strategy working small scale, but there should be some goal in mind.

A lot of people are saying that price is seldom a factor, and I'll have to agree with that. The game is great, it just has no or little exposure.

In theory you could do a "pay what you think" pricing strategy with the objective of getting more people to try the game, but chances are, if they click on the website and become really interested in the game, they will just pay for it.

Online with iOS games, they push a free download so that if you try the game and like it, you'll pay for addons as you get more interested in the game.

In the case of arc, it's a physical product which means there is a finite amount of product that has a cost, as with ios downloads there is no cost. 1 download vs 100,000 downloads cost no difference to the game developer/owner.

The game needs to be promoted by talking about it. Lowering price will have very little impact in sales IMO.

The game needs more eyeballs. Get the game in the hands of all the top reviewers and gaming website. Anyone that has a following. Have them play the game and see if they'll write about it. Power in marketing/advertising comes from people with an existing loyal following.

If lady gaga started doing crossfit, chances are a lot of teenager would get interested in crossfit.

Arc doesn't necessarily need a "lady gaga of gaming," but influences of the market with a decent following. Board/card gamers on youtube, gaming blogs, other websites like bgg. Reach out to influencers.
 
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Ryan Saplan
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by just changing price what % increase sales volume can one expect?
 
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