How To Create Your Own Card Game | Kickstarter or Gamefound?

Elijah MC
30 Jun 202222:15

Summary

TLDRIn this video, the host explores the decision-making process for launching a board game, focusing on the pros and cons of Kickstarter versus other platforms like Gamefound. They discuss the challenges faced by indie game designers competing with big publishers and highlight strategies for success, including starting small and keeping costs low. The host also interviews Ben Danson, who shares insights from his successful Kickstarter campaigns for his game Micro Dojo, emphasizing the importance of low production costs and effective marketing.

Takeaways

  • 🚀 The video discusses the decision-making process for launching a game, specifically weighing the pros and cons of using Kickstarter as a platform.
  • 🎲 Kickstarter is a popular platform for game designers to launch their products without the need for upfront costs, but it's not always the best fit for everyone.
  • 📈 The speaker received valuable feedback from various individuals on a Facebook forum, highlighting the importance of community input in decision-making.
  • 🤔 The video raises the question of whether Kickstarter is the right choice for an indie game developer, considering the competition from large publishers with bigger budgets.
  • 🆕 An alternative platform, Gamefound, is mentioned as a newer option specifically designed for game designers, which may be more suitable for certain projects.
  • 💡 Ben Danson, a successful game designer and publisher, shares his insights on Kickstarter campaigns, emphasizing the strategy of starting with a small, low-cost game.
  • 💰 Ben Danson's approach to keeping costs low by setting a £5 price point for his game, making it an easy decision for potential backers.
  • 📦 The importance of considering shipping costs and production simplicity is highlighted, as these factors can significantly affect the feasibility of a Kickstarter campaign.
  • 🔑 Ben Danson details the process of his successful Kickstarter campaigns, including the challenges of doing much of the work himself without external partners.
  • 📈 The video discusses the exponential effect of each backer on a Kickstarter campaign, as they can lead to more backers through social proof and platform algorithms.
  • 🛍️ The option of using Gamefound or other methods like Game Crafter is presented, each with their own advantages and disadvantages in terms of cost, production, and marketing.
  • 🔍 The video concludes by encouraging viewers to consider both short-term and long-term strategies, as well as the value of directing internet traffic to their own website versus a platform like Kickstarter.

Q & A

  • What is the main topic discussed in the video script?

    -The main topic discussed in the video script is the decision-making process for launching a game, specifically whether or not to use Kickstarter as a platform for crowdfunding.

  • What are some of the benefits of using Kickstarter for launching a game?

    -Some benefits of using Kickstarter for launching a game include the ability to realize a product without upfront costs, the platform's large user base, and the opportunity to gain support from backers for the project.

  • What challenges might a small game developer face when using Kickstarter?

    -Small game developers might face challenges such as competition from large publishers with bigger budgets, difficulties in gaining exposure and reach without substantial marketing funds, and the risk of not meeting funding goals despite having a great game.

  • What is Gamefound and how does it differ from Kickstarter?

    -Gamefound is another crowdfunding platform designed specifically for game designers. Unlike Kickstarter, which has expanded to include a wide variety of projects, Gamefound focuses solely on games, potentially offering a more targeted audience.

  • Who is Ben Danson and what is his experience with Kickstarter?

    -Ben Danson is a game designer and publisher from Prometheus Game Labs. He has successfully run two Kickstarter campaigns for his game Micro Dojo and its expansion, selling tens of thousands of copies and licensing his game to other distributors.

  • What advice did Ben Danson receive from a fellow game designer about starting with a small game?

    -Ben Danson was advised to start with a small game to minimize the financial risk and to learn the entire process of creating and launching a game. This advice came from his friend Dan, the creator of the game Lander.

  • What was Ben Danson's strategy for pricing his initial game on Kickstarter?

    -Ben Danson priced his initial game at a round number of five pounds, aiming to make it a no-brainer purchase for people, comparing it to the price of a cup of coffee and ensuring it was affordable even if the game turned out to be less successful than expected.

  • How did Ben Danson approach the manufacturing and budgeting of his game?

    -Ben Danson approached manufacturing by keeping costs low, opting for a punch board and a rule book, and printing locally. He also planned to print more copies if the campaign was successful, which would reduce the cost per unit.

  • What was Ben Danson's experience with marketing and advertising during his Kickstarter campaigns?

    -Ben Danson found that organic traffic from Kickstarter was effective in bringing in backers, and while he did run ads, they did not significantly impact the number of backers. He also utilized the strategy of sending review copies to multiple reviewers for free, which generated buzz and chatter about his game.

  • What are some considerations for using Kickstarter or other platforms for a game launch?

    -Considerations include the platform fees, the cost of production and postage, the potential for a large print run to reduce unit costs, the quality of the final product, and the long-term versus short-term goals of the campaign.

  • What is the potential impact of directing traffic to Kickstarter versus directing it to one's own website?

    -Directing traffic to Kickstarter can support the platform's search engine optimization and authority, potentially ranking it higher in search results. However, directing traffic to one's own website can build the site's authority and may be beneficial for long-term brand building.

Outlines

00:00

🤔 Deciding on a Game Launch Platform

The speaker begins by contemplating whether to launch a game on Kickstarter or not, acknowledging it as a popular yet not always successful option. They express gratitude to the community for their feedback on the board game design forum and highlight the importance of considering various options for launching a game, such as Kickstarter's benefits and drawbacks, especially when competing with large publishers with substantial marketing budgets. The introduction of Gamefound as an alternative platform is mentioned, which is designed specifically for games and may offer a more level playing field for independent creators.

05:02

📦 Starting Small with a Successful Kickstarter Strategy

Ben Danson from Prometheus Game Labs shares his experience with Kickstarter, having successfully launched two campaigns for the game Micro Dojo and its expansion. He discusses the strategy of starting with a small, low-cost game that fits in an envelope and is easy to ship, which can be a marketing tool to build an audience for future projects. Ben emphasizes the importance of setting a low price point to attract initial backers and the challenges of managing all aspects of the campaign without external partners, which also provided a learning opportunity.

10:02

🛠 Navigating Game Development and Budget Constraints

The conversation delves into the challenges of developing a game with a limited budget, such as not investing heavily in upfront costs for marketing or fulfillment partners. Ben details his process of designing the game to fit within specific size and weight constraints for low-cost shipping and the decision-making process for setting budgets, which involved starting with a target price point and working backwards to hit that goal.

15:04

🎯 Marketing and Kickstarter's Role in Audience Building

Ben explains the importance of marketing in a Kickstarter campaign, discussing his strategy of building an email list and leveraging Kickstarter's audience to bring in additional backers. He mentions the minimal use of paid advertising during his campaigns, instead relying on the platform's organic reach and the exponential effect of each backer. Ben also touches on the value of sending review copies to influencers for non-paid reviews as a cost-effective way to generate buzz around the game.

20:05

🚀 Considering Various Launch Platforms and Strategies

The speaker explores different platforms for launching a game, including Kickstarter, Gamefound, and Game Crafter, weighing the pros and cons of each. They also consider a self-launch strategy using a business model similar to previous successful ventures. The discussion includes the financial implications of platform fees, the value of internet traffic directed to different websites, and the trade-offs between short-term and long-term campaign strategies. The speaker invites feedback from the audience to gain further insights into the best approach for their game launch.

Mindmap

Keywords

💡Kickstarter

Kickstarter is a crowdfunding platform where creators can launch projects and raise funds from the public. It is central to the video's theme as the speaker discusses whether it is the right platform for launching a game. The script mentions Kickstarter as 'one of the biggest names' and discusses its benefits and challenges, such as the upfront costs and competition with big publishers.

💡Game Found

Game Found is another crowdfunding platform that is mentioned in the script as a potential alternative to Kickstarter. It is described as a newer platform designed specifically for game designers, which differentiates it from Kickstarter's broader range of projects. The speaker considers it as an option for launching a game due to its focus on the gaming community.

💡Crowdfunding

Crowdfunding refers to the collective effort of individuals who network and pool their resources to support efforts initiated by other people or organizations. In the script, crowdfunding is the method discussed for launching a game, with platforms like Kickstarter and Game Found facilitating this process.

💡Micro Dojo

Micro Dojo is a game designed by Ben Danson, who is interviewed in the video. It is an example of a successful Kickstarter campaign that the speaker uses to illustrate how a low-cost, small-scale game can be effectively launched and marketed on the platform.

💡Board Game Design

Board game design is the process of creating the concept, mechanics, and aesthetics of a board game. The video script discusses various aspects of board game design, such as the decision to start with a small-scale game and the challenges of developing a game that can be successfully launched on Kickstarter.

💡Marketing Strategies

Marketing strategies are plans and tactics used to promote a product or service. The script discusses the importance of marketing in the context of a Kickstarter campaign, mentioning the challenges of competing with big publishers who have larger budgets for advertising and marketing.

💡Influencer Marketing

Influencer marketing involves partnering with individuals or entities who have influence over potential customers. The script mentions the use of influencers in the context of sending review copies of the game to reviewers, which is a strategy to generate buzz and reviews without the cost of paid advertising.

💡Manufacturing Costs

Manufacturing costs refer to the expenses incurred in producing a product. The video discusses the low manufacturing costs of Micro Dojo, which allowed for a low price point and made the game accessible to backers on Kickstarter.

💡Fulfillment

Fulfillment in the context of the video refers to the process of preparing and delivering orders to customers after a successful crowdfunding campaign. Ben Danson mentions handling fulfillment himself with the help of his family for Micro Dojo, which is a cost-saving measure.

💡Game Crafter

Game Crafter is a platform mentioned in the script where creators can upload artwork and have single copies of their games printed on demand. It is presented as an alternative to Kickstarter, with no upfront cost but higher per-unit costs for individual production.

💡SEO (Search Engine Optimization)

SEO is the process of improving the visibility of a website in search engine results. The script discusses the impact of directing traffic to Kickstarter versus a creator's own website, noting that sending traffic to Kickstarter can improve its SEO ranking, which may not benefit the creator's own platform in the long term.

Highlights

The video discusses the decision-making process for launching a game, focusing on whether to use Kickstarter or other platforms.

Kickstarter is highlighted as a popular platform for game designers to launch their products without upfront costs.

The presenter mentions the challenges faced by independent game developers competing with big publishers on Kickstarter.

Gamefound is introduced as an alternative platform specifically for game designers, unlike Kickstarter's broader focus.

Ben Danson shares his experience with Kickstarter campaigns, having successfully launched Micro Dojo and its expansion.

Danson's strategy of starting with a small, low-cost game to build an audience is discussed as a smart approach.

The importance of keeping production and postage costs low to remain competitive is emphasized.

Danson explains his decision-making process for setting budgets and pricing strategies for his game.

The presenter explores the challenges of marketing and advertising on Kickstarter, including the platform's fees.

The value of organic traffic and its impact on search engine optimization is discussed in relation to Kickstarter.

Danson shares his experience with influencer marketing, opting for sending review copies to multiple reviewers.

Game Crafter is mentioned as another option for game production with no upfront costs but higher unit costs.

The presenter considers a self-funding model similar to previous business experiences, gradually scaling up production.

The fees associated with Kickstarter and their impact on indie game developers are examined.

The presenter asks viewers to share their thoughts and experiences with Kickstarter or other platforms in the comments.

Transcripts

play00:00

so today i'm faced with a massive

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decision kickstarter or not what are the

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available options when launching a game

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and how do we know which is right for

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hours and that's what this video is

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about so in this video i'm going to be

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talking about a number of different

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options that are available when

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launching a game kickstarter is

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obviously the the most obvious option

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that people go to it's one of the

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biggest names and there's a lot of

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benefits to it but it doesn't always

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work out for everyone i posted a comment

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on the board game design forum on

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facebook and got a ton of comments

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so before we get into it i just want to

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thank everyone that's commented so james

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baldwin mark mckinnon

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uh that was a great conversation

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actually mark thanks for that one that

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was a good back and forth ross thompson

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as well gave some great feedback uh

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joshua madsen

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matt wilson ben downton in fact ben's in

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this video we've managed to get him to

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interview him he's had a few successful

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kickstarter campaigns so yeah massive

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thanks to ben for that

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james oiney richard cave stephen lockyer

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nick sims lawrence

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coulson jessica meatheringham

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sam dean there's just so many people

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that have commented um i could just keep

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going there's more and more but thanks

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to everyone that's commented uh on that

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so as we go through this video i want to

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respond to some of these comments and

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include these in this video because they

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were so so helpful in putting together

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this consideration that for whether or

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not kickstarter is right for my game

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project

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so without further ado let's get stuck

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straight in and unpack this is

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kickstarter right for your game my game

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our game everyone's game being in

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business for a long amount of time i can

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transfer a lot of those business skills

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into launching my product and it gives

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me a good understanding of how to launch

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your product in a general way so

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kickstarter is touted as one of the

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platforms where game designers can

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launch their product and realize their

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product without the upfront costs that

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it would take um and that don't have the

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power and the might of these big

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big publishing companies that have a lot

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of money behind them that can do these

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huge campaigns and so kickstarter

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initially was designed for that reason

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so people could put their ideas online

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and you could find backers and people

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that supported your project

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to fund that and you could get your

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products and prototypes made sent them

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out and and give final copies to people

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as rewards for those pledges

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but that's changed quite a lot over the

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years and we've heard stories of people

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that haven't funded very well despite

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having a really great game

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you're also coming up against massive

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publishers that are using the platform

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themselves now to launch their own games

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that have huge budgets and huge campaign

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uh budgets to promote their games and we

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can often see these campaigns that have

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done so incredibly well with you know

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bringing in hundreds of thousands and

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sometimes millions of pounds or dollars

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um for their game and we can look at

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that as an independent developer or

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anything that's what i want to do that

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that's how i'm going to get my game out

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there but the the reality is we don't

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have the funds and the budget to drum up

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such massive reach and exposure for our

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game in terms of advertising and

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marketing strategies and things like

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this

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so we really have to ask the question is

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kickstarter right for us today or are

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there are there other options now

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there's another platform called game

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found that i've recently come across it

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doesn't seem to have quite so many big

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publishers on it it's a relatively new

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platform designed specifically for game

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designers to realize their products in

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the same way that kickstarter was

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initially designed for now obviously

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kickstarter's all across the board and

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you've got lots of different types of

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products whether it's a video

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company looking to fund their

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documentary series or an art project or

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um or games or whatever it might be

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maybe a musician trying to fund their

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first album whereas game found is

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specifically finally home to be

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specifically about games so there's

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another option that we can go to so

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obviously i haven't launched my game yet

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so i can't personally speak from the

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perspective of a successful launch

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however today i've got with me ben

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downton he is the designer and publisher

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of micro dojo a game that i've

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previously reviewed on this channel and

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he has sold tens of thousands of copies

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had successful campaigns on kickstarter

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and has licensed and

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sold his game to other distributors and

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just done incredibly well he's managed

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to avoid some of the pitfalls that so

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many people face so i've managed to ask

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him how did you do it what did you do so

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we're going to go through some of those

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as well to help us better understand if

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kickstarter is the right platform for us

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so ben uh let's introduce you uh who are

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you and what do you do yeah um so i'm

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ben danson from prometheus game labs

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i've had two kickstarter campaigns uh

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both funded um the first one being micro

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dojo which was the game that fits in an

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envelope and shipped out sort of

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internationally very cheaply

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and then the second was the expansion

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for that which also included a

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deluxified version of the original game

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so nice boxed edition wooden meatballs

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plus the expansion content

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i'm currently gearing up for third

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kickstarter launching early next year

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which is microbots which is actually a

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game i've signed from another designer

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from simon beale so i'll be coming early

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next year so ben your game you've made a

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much smaller version uh for your initial

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prod project and then expanded on that

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and made a more uh

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deluxe version i think that the term you

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used tell us a bit about that how did

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you get to that decision no i i started

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with that in mind actually um i think

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the first game i started working on was

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for like a couple of months and it

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wasn't going in the direction i really

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wanted it to and i had a chat with a

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friend dan who created the game lander

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um i met him a few years ago and

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it was the first time i'd met a game

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designer and he was really sort of on

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top of everything i was quite impressed

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so i had a long chat with him about

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saying you know what what's it like to

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kind of create and launch a game

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and he said look the best advice he gave

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was to start with something small

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um because you know you can spend years

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sort of developing a game and then not

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have any success on kickstarter and you

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know you put a ton of money into it and

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and i like that idea as well of sort of

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starting and creating something quite

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small um i actually had a game

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from 2014 called province which was a

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big inspiration for this i don't

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remember if it came in an envelope i

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think it may have done but basically a

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friend gave it to me um it was like five

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dollars on kickstarter back in 2014.

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friend gave it to me as a gift i was

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back visiting him we were on our way to

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go to a wedding and uh he said oh hey

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i've got this game and it fit in like a

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little plastic baggie it was a little

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worker placement game we played it on

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the train and then i put it in my jacket

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pocket and basically forgot about it and

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it was just brilliant to be able to play

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this little

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sort of full-fledged game

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um one of the complaints i had about it

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was that once you've played it four or

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five times it's kind of the same game

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every time uh which i mean for five

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dollars you know if you've played it

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once it's not a bad deal i've got games

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i've certainly um had less less value of

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per play but um

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so i started with the idea of producing

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something sort of fitted envelope um

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then i looked at

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planning to ship from the uk i looked at

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royal mail's sizing guidelines and i

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found like a c5 envelope was sort of the

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biggest thing you can send as a letter

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and up to 100 grams so i thought okay

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great i'll

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fit my punch board inside a c5 envelope

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and then once i knew that was what i had

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to work with everything else kind of

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went from there like i knew it was going

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to be envelope sized and

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you know underneath that weight and then

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yeah i just designed the components for

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the game to fit in that so i started

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with that end goal in mind

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so obviously when producing a game

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budgets play a massive role can you tell

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us a little bit about the budgets that

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you set and and how you sort of made

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those decisions

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uh i kind of started with the price in

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mind actually and then worked to hit

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that so i wanted to have a nice round

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number of five pounds i felt

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um

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you know 10

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uh is a little bit not exactly a tough

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sell in the world of board games but

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still five is sort of so cheap it's um

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at least out here where i live in dubai

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it's about the price of a cup of coffee

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right so

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i wanted it to be a

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a no-brainer for people to pick up

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because i hadn't had any successful

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kickstarters before

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um i wanted to make it basically easy

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enough for people to pick up like the

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whole plan was sort of

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to have people go okay what's this game

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you know never heard of it it looks kind

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of cute okay it's five pounds plus you

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know two pound shipping sort of

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internationally or a pound in the uk so

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you know what if i got to lose even if

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it you know my thought process was as a

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as a customer even even if it never

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arrives or it turns out to not be a good

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game or even if you play it once or

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twice and go yeah it's all right then

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you know you've still had good value

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from it so i wanted to make it really

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easy for people to kind of pick it up

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and then the plan was for

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um to sort of use that audience who

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hopefully liked the first game to then

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um sort of build on that and build

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bigger games and

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basically build an audience through that

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so you could almost think of the first

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game as a more of a marketing tool than

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a game although

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i think it is a really good game as well

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so going through this process what was

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the biggest hurdle that you faced in

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developing your game because it's a low

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cost game um it means there's a lot of

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things that you just can't really afford

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to spend a lot of money on upfront um

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and that was kind of the plan right

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which was not to invest too much to kind

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of um

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for one to try and keep the cost down as

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low as possible so you know i didn't

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invest a lot of money in uh you know a

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marketing partner i didn't have a

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fulfillment partner it was me and the

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family stuffing envelopes um you know

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for everything like sort of accounting

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and stuff i had to figure that out

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myself so

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um for one it was

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not spending money on on partners that

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would help out

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it was also sort of deliberate because

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it was a good way to learn the entire

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process like see

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what parts i'm good at what parts i'm

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not so good at what parts i enjoy what

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parts i don't

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so

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it was still definitely a challenge

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there's a lot of things that can be done

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easier and quicker with having someone

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experience do it than you know you

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learning it yourself for the first time

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um

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i think that was probably the the main

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challenge actually um most of the stuff

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it just took a lot of time like i would

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say developing the game

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to the point where it was ready to

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commission the artwork was about six

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weeks um probably went to about 20 or 30

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play tests at that point and had about

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sort of 80 to 100 but by the time it

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launched

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um but if you think of six weeks of sort

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of the design and i suppose some of the

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development time and then it was about

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eight months to launch the kickstarter

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so that was definitely the majority of

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the work

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so when it came to manufacturing and

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setting budgets and how you're going to

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logistically put this together in view

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of kickstarter and the demands of

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kickstarter what did that look like

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uh i mean it's still super cheap to

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produce because it's it's basically just

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a punch board

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punch board and a rule book i did also

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add in a sheet of cards for the solo

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mode that was sort of added in during

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the campaign originally it was a print

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and play and because the campaign was

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successful enough i was able to kind of

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get those printed

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but still the

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the manufacturing costs are very low uh

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i got them done locally at a print house

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here um i printed 500 actually before

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the campaign thinking

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you know i wanted to be able to fulfill

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straight away because the game was was

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basically finished i thought if there's

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more than 500 i'll do like a second wave

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but you know i was i was thinking i'd be

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pretty happy if it got more than 500

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backers which i mean absolutely smashed

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it which was a nice surprise

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uh

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but yeah sort of printing locally and

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sort of having those

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500 copies it was still fairly cheap i

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think the cost

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at 500 was about like just over a pound

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per copy

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um so still because it's relatively

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simple to do

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um

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you know most most print houses are

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fairly comfortable with sort of doing um

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you know punch board and die cutting

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it's when you start adding all the other

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components like you know wooden

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components a box and all of these other

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things it gets a little bit more complex

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and a little bit more expensive

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but paper components you know cards

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rulebooks things like that are

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fairly cheap to produce

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so when launching a kickstarter campaign

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we've got to send traffic to kickstarter

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right otherwise you know our game's not

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going to get found so what did your

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marketing and advertising campaign look

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like i know we've we've talked a little

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bit before about sort of the you know

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the five percent fees that they take but

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i would say

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going into the first campaign i had

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about 500 people sort of on the email

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list so that's that's 500 people i

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suppose almost maximum you know that i

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can tell hey this game's launching um

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and the first campaign ended up with

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around 2000 backers and i didn't really

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run any ads over over that time um

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i i ran a few ads during the campaign

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but they didn't really sort of move the

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needle that much maybe they got you know

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sort of 10 or 20 extra backers so that

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means kickstarter brought in around i'd

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say at least 1500 possibly

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more packers and you know each one of

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those backers is

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not just one extra sale it's one person

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that makes the project look more popular

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makes it look funded it's also one more

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person that then kickstarter sends an

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email to their friends saying hey your

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friend just backed this so like one

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backer actually can have quite an

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exponential effect

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uh so i would definitely do kickstarter

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again um the second campaign

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uh had around a thousand backers for the

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second campaign i think around

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based on my guess on the pledges around

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four or five hundred were sort of

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returning backers and about half were

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new

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i did run ads for that campaign

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but

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based on the adverts i've been running

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sort of post campaign to pick up late

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pledges and things i don't think the ads

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really return all that much like at best

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i think i've broken even or maybe lost a

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little bit of money

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just because it's such a low-cost game

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it's much harder to use as to bring in

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backers so again i think kickstarter has

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probably brought in

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um around half of the backers um for

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that

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that recent campaign so definitely i

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would use kickstarter um even the sort

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of the five percent is is quite a small

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amount compared to

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um

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sort of the

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the amount that they bring in in terms

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of money raised and not just money

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raised for

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uh you know extra funds but also that

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means if if instead of printing 500

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copies i'm printing a thousand then that

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reduces the cost per unit so actually it

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makes those 500 backers that i already

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bought cheaper to provide their game as

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well if you think about sort of

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segmenting it so yeah i would i would

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definitely use kickstarter again

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so aside from paid advertising and

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marketing on that side of things have

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you tried the influencer route and sent

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out review copies and and how was that

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i've engaged with influencers in the

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sense influencers in the sense that i've

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sort of sent review copies out um to

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people the approach i took with the

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original game and and in fact with

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loyalty deceit was uh

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to send it out basically to have more

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copies produced and send those out to um

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reviewers that will sort of

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basically non-paid reviews um

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one reason is

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sort of because with paid reviews i

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think you're sort of always expecting to

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get a positive review if it's a

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pay-per-view so i'm not sure they're

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quite as independent um but

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realistically the main reason that i did

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it was it's much cheaper to send

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you know copies of a game that's cheap

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to produce out to sort of 20 different

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reviewers and have lots of different

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opinions and lots of chatter about it

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than it is to send one copy to a big

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reviewer and pay to have the review done

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so for a low budget or low cost game i

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think it made sense to sort of send it

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to lots of different people

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um and then of those reviewers that i

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worked with that you know had a good

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relationship with from the first game i

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then reached out to them for the

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expansion to kind of um do another

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review um and it's it's basically you

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know for the cost of sending a prototype

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which the prototype costs and shipping

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are quite expensive relative to the

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actual game

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and and then you know i like to send

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them a nice proper copy when the the

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final print runs done but still the cost

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of that is much much lower than um

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than sending it for a paid paid reviewer

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so it's been really great chatting with

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ben and getting a chance to ask him

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about how he managed to get around the

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competition of big companies with big

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budgets with his own kickstarter

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campaign and not having those budgets

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himself one of the key aspects to this

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was the fact that his cost of product to

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sell it to the customer was so low at

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just five pounds

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this is very different from most of the

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other

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examples we see on kickstarter of these

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big companies that have these big

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budgets so that managed to get around

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that issue the second thing that he does

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is the fact that it's so small and the

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postage cost is so low this also keeps

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the cost down so he's able to get around

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that as well this is a great approach

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and something that we can all consider

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when approaching our own game now if i

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look at my own game

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influencer

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at the moment the box is this size so

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that's going to cost me quite a lot to

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post it

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also the cost of the producing this

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particular box has its own cost as well

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however if i'm to put it into a

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postage

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envelope like this i could get it

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through the door very easily

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and it's not going to cost as much to

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produce it so the question is do i take

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that approach perhaps i could make

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another version that i could sell

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at just the card level print off a rule

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sheet and just put it in an envelope to

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keep costs down keep postage down and

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that might be an avenue so that's what

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i'm considering so that option i can use

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for either kickstarter or game found the

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other two options we've got is game

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crafter now with game crafter you

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essentially upload all your artwork and

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you don't have to print anything so when

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the customer comes to the website they

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see the product they can buy it and the

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game crafter company will print

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that one single copy for that one single

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customer there's no upfront cost and you

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make whatever percentage each item sells

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so there's no upfront cost whatev

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whatsoever there's no campaign to be

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held

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none of that the trouble is the cost to

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produce it is quite high a single unit

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it's lower than

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say some other companies if we were to

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go and get a low print run um but then

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there's no real margin to grow and build

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if you get a you know a large print run

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so that's another option is game crafter

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the quality however of game craft

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crafter compared to a big manufacturing

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company isn't quite so high because

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they're single units a lot of them are

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made by hand and they just don't

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look as nice or feel as nice and for the

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cost that the consumer is going to pay

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for it

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that comes into question whether that's

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the avenue to take or not for me i'm not

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sure that's the avenue that i would take

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the final option which i'm sort of on

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the fence of between kickstarter or game

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found

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and this other avenue is with my

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previous businesses i have created a

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product so i've bought

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10 12 copies of that particular unit

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sold those 12 and then i bought 24 with

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the price of the product and the profit

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that's made and then i bought 48 and

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then i've bought and i've ended up

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selling 200 units a month of that

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particular uh product so to transfer

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that business model over there's no

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reason why i couldn't do this with the

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game as well so another thing to

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consider are the fees that kickstarter

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charge so five percent for using their

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platform plus another three to five

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percent uh for their processing fees so

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that's ten percent of whatever you're

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selling now typically speaking if you

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hit fifty thousand pounds or fifty

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thousand dollars

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in your sales which uh would i imagine

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would take quite a big campaign uh to do

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that and not everyone can reach those

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figures but if that was the case um then

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the fees would be around 2 500 pounds

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now you can't

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in the grand scheme of things they've

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suggested that's not a lot but for

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someone that's an indie designer like me

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that doesn't have that sort of a budget

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to do those marketing campaigns that's

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quite a lot so you've really got to

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weigh up uh what position you're in if

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you've got those budgets to give to

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those sorts of campaigns or not

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and what your product is what your sales

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cost allows for so there's so many

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factors to consider so ask yourself if

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that

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eight to ten percent is worth

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sacrificing for the sake of using that

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platform and the value that you get back

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the final aspect that i want to add into

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this is the

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value of the

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internet traffic that you would send to

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a particular website now with a

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kickstarter campaign you're obviously

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sending all your family and friends and

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followers and pledges and backers all to

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that kickstarter page and the value of

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all that internet traffic going to that

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page supports the google search engines

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and gives that

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website an amount of authority when it

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comes to the search engine optimization

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so when google for example if someone

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searches

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influence a card game in google if i've

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sent all my traffic to kickstarter it

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will rank kickstarter higher than my own

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website had i sent all the traffic to my

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own website so there's a value in where

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we point people in in the links that we

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share

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the backlinks that are pointing to those

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particular websites so that's another

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thing to factor in is do i want to

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suspend myself on sending all that

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internet traffic to their website or is

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there more value to me in sending it to

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my own website for you know thinking

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further down the line

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one of the big aspects to this is the

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short term versus long-term campaign so

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if it's a short-term campaign i'm hoping

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to get as most the most sales as quickly

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as possible in the short amount of time

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and then following that whatever it

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makes then that may work

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if i'm more looking at a long-term

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approach and printing you know

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and selling

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on a gradual uh gradual scale then that

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may not work so again these are aspects

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that we need to question and ask and

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consider so let me know in the comments

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what you think if i've overlooked any

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aspects if there's things that need to

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be considered

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um what it work how it works for your

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game what your experiences with

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kickstarter or what platform you're

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using help me understand so when i

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release this game hopefully i can do it

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and make it as available to as many

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people as possible thanks for tuning in

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and see you next time cheers

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