Episode Transcript
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0:00
Today's episode is brought to you by
0:02
the crowdfunding nerds Academy, a series of
0:04
online courses that will show you how
0:06
to run Facebook ads, optimize your crowdfunding
0:08
campaign, and do email marketing like a
0:10
pro. Now I've been working with Andrew
0:12
and his team at crowdfunding nerds for
0:14
years now, several years, and they've helped
0:16
me raise, I don't know, coming up
0:18
on a million dollars total over the
0:20
course of about 20 campaigns. I've run
0:22
15 successful campaigns in the last 15
0:24
months through my Solo Game of the
0:26
Month series on Game Found, and Andrew
0:29
has been there every step of the
0:31
way, helping me figure out... all the
0:33
different things that go into marketing, especially
0:35
for my case, Facebook ads. And they've
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just been an excellent, excellent partner
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in my journey as a publishing company.
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And now that they're offering this online
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course, I reached out to Andrew and
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I said, hey man, let me put
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it out to the Borgame Design Lab
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community. I obviously believe in this stuff.
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This is a lot of learnings and
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a lot of information and things that
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I've been able to be the guinea
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pig for and they would kind of
1:00
figure out. 30, 40, 50 campaigns ever many
1:02
he's run through his company. Now the
1:04
information is available to the public for
1:07
you to learn all those things and
1:09
to get the lessons without the scars.
1:11
All the pitfalls and all the holes
1:13
that we've fallen into. Now all of
1:16
that data, all that information is packaged
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up and available for you to run
1:20
your own campaigns and new marketing like
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a pro. And if you go to
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crowdfunding nerds.com/bgDL and you get the course
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through that link through my affiliate. link
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not only will you get an amazing
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set of online courses you'll also receive
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a one-hour free coaching call with me
1:36
and we'll talk about your campaign we'll
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talk about the your audience your customer
1:41
avatar all the stuff that goes into
1:43
creating a successful campaign I would love
1:46
to chat with you I've been doing
1:48
that a lot over the last year
1:50
or so which is helping new creators
1:53
new crowdfunding new designers getting into publishing
1:55
figure out what to do and how
1:57
to be successful and on game found
1:59
so out crowdfunding nerds.com/bgDL and just
2:01
see if it's a right fit for
2:04
you. Marketing is one of the absolute
2:06
toughest parts of running crowdfunding campaigns but
2:08
the good news is you don't have
2:10
to do it alone and I highly
2:12
highly recommend crowdfunding nerds when it comes
2:15
to raising the funds necessary to bring
2:17
your game to life. What's
2:28
up my friends? Welcome to the board
2:30
game design lab. Today get a little
2:32
special episode diving into marketing talking to
2:34
my good friend Andrew from crowdfunding nerds
2:36
Andrew, welcome back to the show. I'm
2:38
excited to be here. So excited to
2:40
be a part of this like I
2:42
don't know. What is it a revival
2:44
or is it a? It's a mini
2:46
series. It's a little mini series. Okay
2:48
I just wanted to do a few
2:50
episodes with different people that I really
2:53
enjoy talking to about topics that I
2:55
feel like are kind of evergreen and
2:57
I wanted to do some updates. You
2:59
know, last time you were on the
3:01
show we were actually talking about
3:03
my failed campaign and the relaunch that
3:05
I was planning and so when was
3:07
that was like 2023 sometimes? So it's
3:09
been a minute and I think I've
3:11
run 15 crowdfunding campaigns since
3:14
last we spoke. Yeah, I know you've
3:16
run quite a few as well through
3:18
your company. both your crowdfunding nerds company
3:20
and your publishing company. And so
3:22
I just wanted to chat about
3:25
marketing where we're at. You know now here we
3:27
are kind of early 2025. I know
3:29
you've got this really cool marketing course
3:31
you've been working on so you've been
3:33
doing a ton of figuring things out for
3:35
that. And I just want to get your
3:37
ideas and thoughts on kind of marketing
3:39
where it is today, but also
3:41
marketing made simple. Because to your point,
3:43
we're chatting the other day. You said, you know, people
3:46
actually know a lot more about marketing
3:48
than they realize. And sometimes they just
3:50
over complicated. They make it more complex
3:52
than it really is. So I'm excited to
3:54
talk about that. But just give me an update in
3:56
the last, I don't know, year, year and a half
3:58
since we last spoke on the show. What you been
4:00
up to? What you've been, you know, what
4:02
you've been getting into? Oh man,
4:04
we've had at this point, I remember
4:06
when I was first came on the
4:09
BGL podcast, it was in 2019, and
4:11
I had just started to, I think
4:13
I took on my first client a couple
4:15
of months before that with the
4:17
Isafarian Guard, the first time they
4:19
went to Kickstarter, and a
4:21
couple of people had reached out to me,
4:24
and then the show kind of blew me
4:26
up a little bit where... It's like
4:28
a lot of people were like,
4:30
okay, this guy is somebody I
4:32
can talk to at marketing
4:34
work. And so since then, I
4:36
guess it's been almost, well, about
4:39
five years, just over five
4:41
years now, we have done
4:43
almost 250 crowdfunding
4:45
campaigns. We've helped raise
4:48
over $300 million, a tenth
4:50
of that, $30 million. which is
4:52
still a lot. I don't know,
4:54
I've been conflating two numbers. I
4:56
did my numbers to figure out
4:58
how much I've helped raise in
5:01
crowdfunding and it's over $30
5:03
million for almost 250 creators
5:05
at this point. And our e-commerce
5:07
numbers, because we help
5:09
people market things before,
5:12
during and after crowdfunding,
5:14
we've eclipsed $100 million
5:16
for e-commerce and e-commerce
5:18
sales for not just tabletop.
5:21
publishing, but that's a huge
5:23
chunk of it. We sell a
5:25
lot of stuff. So, like, holy cow,
5:27
this has been a fun journey. I
5:30
have a full-time staff of eight. And
5:32
yeah, about half our business
5:34
comes from helping tabletop
5:37
publishers with their
5:39
marketing problems. And it's
5:41
been a really fun journey because
5:43
I literally get to work on
5:45
games all day. And so I'm
5:48
pretty happy about that. Yeah, definitely.
5:50
Also, you've got the crowdfunding nerds podcast
5:52
that's over 100 episodes at this point.
5:54
It's doing really well. It's getting 120
5:56
something. Oh, yeah. Over 200 now. That
5:58
gone. And so that. That's been really
6:00
cool man. You know, I put the
6:03
Board Game Design Lab podcast on
6:05
hold, just kind of indefinitely because my
6:07
company took off. I mean, I
6:09
got so busy. Now I do
6:11
a new campaign every single month.
6:13
You know, I ran 12 campaigns
6:15
in 2024. I've got 12 more
6:17
planned, maybe 13. Who knows? For
6:19
2025. And. Yeah, it just kind of ate up all my
6:21
time. And so I've been glad that the crowdfunding nerds podcast has kind of
6:24
taken over in some ways the gap that the board game design like podcast
6:26
left when I kind of had to. I just don't have enough time in
6:28
the day. Other day, my wife, she asked me, she said, hey, you know,
6:30
do you need anything? I'm about to go to bed. What do you need? I
6:32
was like more hours in the day, way more, 10 more hours a day,
6:34
and I would be doing. She's like, can't be doing good. She's like, I
6:36
can't help you there, going to help you there, going to, going to, going
6:38
to, going to, going to, going to, going to, going to, going to, going
6:40
to, going to, going to, going to, going to, going to, going to, going
6:42
to, going to, going to, going to, going to, going to, going to bed.
6:44
She's, going to, going to Man, it's been crazy.
6:46
It's been a wild ride just
6:49
to get here and I've been
6:51
working with crowdfunding nerds on every
6:53
single one of those campaigns. Y'all
6:55
have helped me raise at this point.
6:57
It's over a million dollars across all
7:00
those campaigns. So that's I didn't know
7:02
that a backer sent me a message
7:04
the other day. They're like, hey, I
7:06
just added up all your numbers. You've
7:08
made over a million. I was like,
7:11
oh. It's been really, really cool to
7:13
see you. And the style, well I
7:15
guess the choices you've made, the
7:17
niche that you've kind of, I
7:19
don't want to say pigeonhole, but
7:22
you placed yourself in this niche
7:24
of solo games that can be
7:26
played with two players sometimes
7:28
and whatnot. And I think
7:30
just really I guess maybe did
7:32
start with your hunted series. But
7:35
now like that we're, you know, 15
7:37
solo games of the month in, it's,
7:39
you have a dedicated audience
7:41
that backs that backs. you
7:43
know several that on average several
7:46
campaigns some people back every
7:48
single one of them it's just been
7:50
really really great to see you leaning
7:52
into what's working I think like
7:54
principle number one is if it's working
7:56
do more of it right and if it's
7:58
not working it needs to change or
8:01
get eliminated. It's just like game
8:03
design. You know, if you find a
8:05
mechanic that you just really, really love, and
8:07
it's like the main thing that you made
8:09
this game to do, but the game kind
8:11
of wants to be something else, then you
8:13
need to lean into the fun, find, you
8:16
know, what's working and change or
8:18
eliminate everything else that doesn't
8:20
support that core experience.
8:22
And I think the number one thing in
8:24
marketing is, when you find something that
8:26
works, do more of that thing, you know.
8:29
Yeah, so that's kind of how how marketers ruin
8:31
the internet sometimes, right? Because they find
8:33
something that works and then everybody starts
8:35
doing it and then it gets done
8:38
to absolute death. Right. If you think
8:40
about old school pop-up ads, like those
8:42
those worked for a certain amount. Those
8:44
those worked for a certain amount of
8:47
time. Like they weren't just terrible evil,
8:49
awful, you know, annoying. At some point
8:51
they actually got clicks and got sales,
8:53
but then everybody used them and then
8:55
it just kind of took over the internet
8:57
and then it. I've seen studies that are
9:00
literally like the banners on the sides and
9:02
the top like our eyes don't even see
9:04
those parts of a page anymore. So, so
9:06
that, you know, they still work to a
9:08
certain degree and maybe you got to use
9:11
moving images or flashing lights and things like
9:13
that. But, you know, marketing is a matter
9:15
of figuring out what works and then
9:17
doing that until you need to pivot.
9:19
And so that's why I wanted to do
9:21
this episode and kind of update some
9:23
things since last week we chatted. So
9:26
give me your perspective. of kind of
9:28
what you're seeing in the market in
9:30
the marketing world as it relates to
9:32
board games right now, 2025 and in
9:35
the near future. Definitely. So now there's
9:37
there's always this foundation that everything else
9:39
is built upon and my contention is
9:42
that there is a foundation of
9:44
marketing that does not change ever. And
9:46
that is why I can go as a
9:48
professional marketer, I can go from one medium
9:50
to the next and continue to
9:52
find success. That's why. you know
9:54
board games were sold a different
9:56
way in 1990 than they were you
9:59
know then they have and they are in
10:01
2025, but the same people are buying
10:03
them, right? You know, just
10:05
average everyday people are just
10:07
finding different ways, or just learning
10:09
about board games in different
10:12
ways, maybe getting them in
10:14
different ways, being marketed to
10:16
different manner, but they're still
10:18
whipping out the same credit card or,
10:20
you know, paying for it in a
10:22
very similar manner. So the
10:25
first fundamental principle
10:27
of marketing is that. People
10:29
like to buy stuff. They just like
10:31
to buy stuff in particular if
10:33
I were to apply that to
10:35
2025 they people today Like to
10:37
buy experiences So if
10:39
you frame this in if it was like
10:42
if we were in like I don't know
10:44
1950 and I came to your house
10:46
with a vacuum cleaner that I
10:48
needed to sell because that's
10:50
what direct sales was like
10:52
the way to do it. I need to Show you
10:54
an experience that you want to
10:57
have yourself that you would like
10:59
to replicate That would make your own
11:01
life better, right? So I need to
11:04
show you. Oh, I'm just gonna pull
11:06
some dirt outside and drop it on
11:08
your carpet You're like oh, no, that's
11:10
gonna take forever to sweep up with
11:12
my broom You're like, oh, no,
11:14
that's gonna take forever to sweep up
11:16
with my broom You're like a lot
11:19
of nickel for your vacuum cleaner and
11:21
it's such an easy way to sell
11:23
It's because even a 1950
11:25
people bought experiences. They say
11:28
like, you know, facts tell, but stories
11:30
sell. That's a universally, in
11:32
my opinion, fundamental principle
11:34
of marketing that if
11:37
you want to sell something
11:39
that you're making, you need
11:41
to be able to connect it to
11:43
an experience that people want
11:45
to have. So when, you know, and the
11:48
best way to sell, frankly, is to
11:50
hear something from your trusted
11:52
friend. And it's like, dude, I just,
11:54
like, for example, I just got Elder Scrolls
11:57
betrayal of the second era, and I played through
11:59
one and a half. campaigns of it right
12:01
now and I'm so excited and man,
12:03
the dies tutorial on that thing was
12:05
so seamless and amazing. It has a
12:07
94 page rulebook, but I was playing
12:09
within 30 minutes. Like I selected
12:11
my character was playing a mission in
12:14
30 minutes and I think I finally
12:16
started flipping through the rulebook after
12:18
about eight hours of play. It's like,
12:20
oh, maybe I should learn some of the
12:22
finer details. I'm having so much fun, you
12:25
know, but maybe I'll have fun. reading
12:27
the rulebook, you know, instead of
12:29
actually like, uh, I need to
12:31
make this, uh, make it through
12:33
this 94 page to log before
12:35
I even begin. So me
12:37
relating this story to you, you're
12:39
like, oh, well, you know, that
12:41
game is big and expensive
12:43
and, and, and whatever,
12:45
but, but I can, you know, you
12:48
start to rationalize, like, I
12:50
can get started quick, I'm gonna
12:52
have tons of fun. And so
12:54
that's kind of a way that a simple
12:57
way that stories sell like a simple illustration
12:59
to show that that's how they sell absolutely.
13:01
And I think that's why you hire for
13:03
your your company campaign. That's why you
13:05
get influencers, You know, or whatever to
13:08
play the game to show their experience.
13:10
They're actual on the table. Here's
13:12
the, you know, experience of the game
13:14
because something I've been talking to a lot
13:16
of new publishers recently doing like coaching
13:18
and consulting calls and things like that.
13:20
And one thing that comes up all
13:22
the time. the game and the rules
13:24
and how it plays and how it
13:26
works and all these things. And they're
13:28
like, oh, if I could just get
13:30
people to play it. And I'm like,
13:33
yeah, but you can't because it's just
13:35
on a website, right? You're not
13:37
selling your game. You're selling the
13:39
idea of your game. And so
13:41
how do you approach things differently
13:43
when they can't sit down and
13:45
actually play it and move the
13:47
pieces around on the board on
13:49
the table? Now if you're at
13:51
a convention. In general, most of
13:53
us are selling online, where
13:55
all we have are the visuals,
13:57
the videos, the pictures, the
13:59
art. Maybe a rulebook, maybe some little
14:01
things here and there, but what? Personally,
14:04
I found that most people don't read
14:06
anything that's on a crowdfunding campaign. They
14:08
don't read any of the text, any
14:10
of the, maybe like a big headline,
14:12
but they're not reading the long paragraphs
14:15
and stuff like that. So I'm to
14:17
a point, I don't even put those
14:19
on there. Like you look at my
14:21
campaign pages. It's visual, it is art
14:23
and components and videos and a big
14:26
picture that says, hey, hey, click here
14:28
for the three sentences. And then maybe
14:30
some, you know, little details about shipping,
14:32
the finer nuances of like, the businessy
14:34
type of stuff, because some people want
14:37
to know, you know, as far as
14:39
that kind of stuff goes, but in
14:41
general, it's a visual medium. And so
14:43
I think the more you lean into
14:45
that, the more you can project the
14:48
idea of your game, but then that
14:50
gets into, how does the game look?
14:52
Is it attractive? You know, the pictures
14:54
on your page, are you taking nice
14:56
photos or have nice digital 3D renders?
14:59
Because again you're selling this idea. of
15:01
the game being fun. Oh, that experience
15:03
looks fun for me and my gaming
15:05
group or me and my kid or
15:07
just me as a solo gamer. And
15:10
so that's always a lens I'm looking
15:12
through. So tell me your thoughts on
15:14
that. And what are some ways that
15:16
you think new publishers or publishers in
15:18
general can really lean into the visuals
15:21
and, you know, selling that experience, that
15:23
idea. Yeah, in fact, that that it's
15:25
my fundamental number two is everything is
15:27
all about. So again, building on what
15:29
works, people buy experiences that does not
15:32
change. a good demonstration. In fact, the
15:34
better that you can demonstrate your product,
15:36
the easier it is going to be
15:38
to sell it. So when we're talking
15:40
about like you were talking about demonstration,
15:43
the best way to demonstrate is for
15:45
you to come over to my house
15:47
and play it on my table. Because
15:49
I am the human rulebook and I
15:51
will make sure that you have a
15:54
good time, right? And if you don't,
15:56
then I'll wrap up early, you know,
15:58
and make some iteration, make some changes,
16:00
and then come back so that you'll
16:02
want to come back again, right. But
16:05
the idea is like if my game
16:07
is finished, if everything is beautiful and
16:09
perfect and whatever. then the absolute best
16:11
way to demonstrate is just to let
16:13
you play right now with the internet
16:16
I I can't it's not as easy
16:18
to let you play I mean I
16:20
have you know like deliverance game that
16:22
I designed we have on tabletop simulator
16:24
we were just getting into board game
16:27
arena and there are digital ways to
16:29
play but before all of that I
16:31
just had a website that was like
16:33
this is what the game is like.
16:35
And I'm trying to give people an
16:38
understanding of what the game is like.
16:40
And so same thing, you know, if
16:42
you're at a convention or if you
16:44
are just on the internet, you know,
16:46
you, you, you want to give the
16:49
best possible demonstration you can to somebody
16:51
so that they can understand what it,
16:53
again, going back to that fundamental number
16:55
one, what it feels like when I
16:57
buy this. So I'll give you my
17:00
email address because I'm interested in the
17:02
thing, because you've shown me potential. Like
17:04
there's potential there. Now, I'm talking in
17:06
broad general terms on purpose because, really
17:08
because of this. The more effective your
17:11
demonstration, the better a case you can
17:13
make for the thing that you're advocating
17:15
for, that you're making, that you made,
17:17
that you're trying to sell, the more
17:19
likely people are to buy. So for
17:22
example, I mentioned chip theory games, betrayal,
17:24
betrayal of the second era. I think
17:26
it's probably the best produced game ever.
17:28
just quality-wise and it's a very impressive
17:30
specimen to look at and to open
17:33
the box and all of that. And
17:35
sometimes I feel like I'm just playing
17:37
checkers while companies like that are just
17:39
smashing it. It's like how am I
17:41
ever going to get as big as
17:44
that, right? But Chip Their Game started
17:46
small too. I think their first campaign
17:48
had like a hundred backers. Oh well.
17:50
So it was like hop Lamocas. It
17:52
really was, or maybe 250, something like
17:55
that. They have more money. and more
17:57
knowledge than you than you know more.
17:59
experience and all of that, more people
18:01
with individual skill sets, more hours in
18:03
the day, you want to get more
18:06
than 10 hours in the day, hire
18:08
someone, right? But they have the means
18:10
to be able to do things like
18:12
that. So they're going to be able
18:14
to play at a level that's higher
18:17
than somebody who's like their very first
18:19
game or who's a fledgling, you know,
18:21
publishing company and, you know, or even,
18:23
you know, some veteran publishing companies just
18:25
aren't quite there yet, right. They're going
18:28
to be able to convince more people.
18:30
But there are many that when you
18:32
show them something, sometimes it looks ugly.
18:34
You can't convince them not to buy
18:36
it. You've convinced them by the pictures.
18:39
I remember the very first Deliverance website
18:41
I had. I used a stock photo
18:43
of like an old Gothic church and
18:45
I had no art of the game
18:47
because it didn't have any art at
18:50
all. And I still got email sign-ups.
18:52
Like I think I talked about on
18:54
the very first podcast I ever joined.
18:56
with you back in 2019 or whatever,
18:58
I talked about how I earned 1100
19:01
email signups before spending anything on advertising
19:03
because I felt like my game needed
19:05
to justify its existence rather than me
19:07
just paying money for ads and all
19:09
of that. And it's something that you'd
19:12
be surprised at how little some people
19:14
need to be convinced to give it
19:16
a go, a paragraph of what your
19:18
game is all about. Like you said,
19:20
it's not common that people read that,
19:23
but some people will. Some people will
19:25
be like, all right, I'm interested enough.
19:27
I clicked an ad, I heard about
19:29
this somewhere, I saw it at a
19:31
convention, I'm now on the website. So
19:34
what is this game? They need facts,
19:36
they need, oh, it's a one to
19:38
five player, a cooperative deck building adventure,
19:40
where you play, scientists trying to stop
19:42
a zombie alien invasion, and they're also
19:45
pirates. You know, so there you go.
19:47
That's kind of what it is. So
19:49
if you like all of that then
19:51
or you know like ag. or Agricola,
19:54
the zombie edition that just was announced,
19:56
you know, that's like, it's kind of
19:58
combining two weird things. Well, that's the
20:00
hook in itself, though. Like, go about
20:02
to- Feeding your people is like a
20:05
weird twist in- You're feeding them brains.
20:07
You know, I was saying, my campaign's
20:09
usually have a few sentences now, but
20:11
it's that what you're talking about. It's
20:13
the hook, what is the hook of
20:16
your game? Backers and, and potential customers,
20:18
they don't need paragraphs of back story,
20:20
But they just want to know, is
20:22
this going to be fun for me
20:24
to play? And so, you know, if
20:27
you want to, if you want to,
20:29
you can explain, I think, the better.
20:31
Exactly. And if you want to put
20:33
that kind of information in updates, I
20:35
found that to be kind of helpful,
20:38
because a lot of people, they don't
20:40
care about updates, but the super fans,
20:42
they're going to read all of it,
20:44
and they're going to get really excited,
20:46
and put those. You know, back stories
20:49
and lore and extra stuff in campaign
20:51
updates along during the campaign and post
20:53
campaign. It's good content to give to
20:55
people, you know, among other like businessy
20:57
type shipping updates and stuff like that.
21:00
And so, but the hook back to
21:02
your point. So, Robomon, probably the best
21:04
hook of a game that I have.
21:06
And it's, hey, do you wish you
21:08
could play Pokemon as a board game?
21:11
That's it. Like, that's the whole question.
21:13
Like, okay, here you go. Here's the
21:15
game. Or, you know, we're in the
21:17
home stretch right now. It's like sleeping
21:19
God's Pokemon Edition. That's what I think
21:22
of it. Right. And so that alone
21:24
gets people to ask questions. So I
21:26
think that's another thing is good marketing
21:28
opens loops and gets people to go,
21:30
hmm, I want to know more. And
21:33
they start asking, okay, well, how does
21:35
that work? How do you do that?
21:37
Or does, you know, agricula, zombie, how
21:39
does, okay, how did the mechanisms change?
21:41
I'm asking questions and I want to
21:44
know more and my brain is not
21:46
going to let it go. I need
21:48
to go click on this link. I
21:50
need to scroll down the campaign page.
21:52
I need to watch this video because
21:55
I'm trying to answer these questions that
21:57
the good marketing, the hooks and the
21:59
images, have kind of created in my
22:01
mind. I have a dumb question for
22:03
you. Yeah. Have you ever tried to
22:06
drink water from a waterfall? Or... Not
22:08
intentionally. I think I got trapped in
22:10
our waterfall once when I was like
22:12
in the Grand Canyon, but in that's
22:14
a whole other thing. That's a whole
22:17
other story. But no, I was not,
22:19
the evident trying to drink from it.
22:21
But I think I see your metaphor.
22:23
So the way that I kind of
22:25
liken the content, so getting very specific
22:28
to Kickstarter game found story pages. They
22:30
called it the story. Not the web
22:32
page or whatever, right? It's the story.
22:34
You tell people the story about your
22:36
thing and they back pledges and whatnot,
22:39
or they pledge. I liken it to,
22:41
like this, like you show me a
22:43
picture of a waterfall. And then I'm
22:45
like, oh, that looks like a beautiful
22:47
place that I'd like to go. And
22:50
then I go there and I, next
22:52
thing you do, like, I need to
22:54
just dip my toe in the water.
22:56
It's like, oh, well, the water's not
22:58
too cold, it's crystal clear. It's crystal
23:01
clear. It's crystal clear. It's crystal clear.
23:03
It's like, it's like. It's very beautiful.
23:05
Before you know it, I'm trying to
23:07
drink from the waterfall. I wonder what
23:09
I wonder if I could get behind
23:12
the waterfall. I wonder if there's like,
23:14
you know, Zola from Legend of Zelda
23:16
or something like that, Zora's waterfall. Anyway,
23:18
that's kind of how the progression goes
23:20
in marketing. Like you were saying, you
23:23
need a huge headline that is like
23:25
the major message that you're giving. that
23:27
leads people to want to know more,
23:29
then you give them something else that
23:31
just shows a little bit of maybe
23:34
the gameplay, gives like a little splash,
23:36
lets them dip their toe in and
23:38
understand a little bit more. And then
23:40
when they're ready, if I'm very interested
23:42
in those things, I will read a
23:45
dissertation of words about the thing. I'm
23:47
like super interested in the story or
23:49
whatever, you know, I'm like magically gathering.
23:51
I never read flavor text, but I
23:53
got bored. one day, you know, this
23:56
is a long time ago now, but
23:58
I got bored one day and just
24:00
started reading. I was, I think this...
24:02
set was nemesis and I started reading
24:04
story text when a friend of mine
24:07
got up to go to the bathroom
24:09
or something like that. And then a
24:11
couple of days later I had read
24:13
like all of the books that I
24:15
could find on you know in Magic
24:18
Gathering the story you know. So the
24:20
the idea is like give me so
24:22
what I always tell my clients give
24:24
me the hook of your game and
24:26
what it is in six words or
24:29
less. That's all you've got. The one
24:31
that we used for Deliverance needs to
24:33
totally summarize what it is, as well
24:35
as why you would be interested in
24:37
it, which is the Angelic Warfare Board
24:40
game. So that's only five words. The
24:42
Angelic Warfare Board game, it's what it
24:44
is, and it's why you would be
24:46
interested in it. So there's another one
24:48
that I want to say it was
24:51
Homeworld, the Homeworld campaign that we did,
24:53
for Modipius Entertainment. It was like fast-paced.
24:55
spaceship fleet battles or something like that.
24:57
And that was like the big, just
24:59
right up at the front, very bold,
25:02
large letters. Easy to understand. If I'm
25:04
not interested in sci-fi, if I don't
25:06
care about fleet battles or whatever, I'm
25:08
out. But you're not trying to get
25:10
everyone. You're trying to appeal to like
25:13
the right group of people that like
25:15
are your hardcore fans, right? So you
25:17
want, you don't want to try to,
25:19
you know, water it down for everyone.
25:21
But. Then, you know, after, so for
25:24
me, my, you know, the hooks of
25:26
deliverance were, you know, the Angelic Warfare
25:28
Board game returns. We, we went to
25:30
Kickstarter the first time, we did 300,000,
25:32
and then went to Kickstarter last September,
25:35
we did 505,000 with, you know, 3,400
25:37
backers or whatever, and we've already done
25:39
another 163,000 on the, in the pledge
25:41
manager, a couple of, you know, a
25:43
couple of additional months, and, It's the
25:46
way that we start. was tell me
25:48
what it is and then show me
25:50
what it is. So tell me what
25:52
it is in as few words as
25:54
humanly possible and then immediately show me
25:57
art and visual assets and the game
25:59
laid out on a table. I think
26:01
or or what the way we do
26:03
is a 3D render. And this is
26:05
very common. So I need to see
26:08
the game like in like a snapshot
26:10
of the game at like in a
26:12
mid game state. You know, show me
26:14
what it looks like on the table.
26:16
that looks you know in a way
26:19
that is like attractive and interesting some
26:21
people will do you know will go
26:23
like way far in fact the way
26:25
that we did it the first time
26:27
in deliverance I showed everybody like all
26:30
the components in the entire box and
26:32
it was like miniatures in front and
26:34
decks of cards and like map tiles
26:36
and rulebook and all this stuff and
26:38
it looked like you got a lot
26:41
in the box but I can't see
26:43
how this is played the way that
26:45
I laid it out. And I actually
26:47
think even though the first time cost,
26:49
we'll say, more money to get a
26:52
3D render of like every single component
26:54
in the box and, you know, obviously
26:56
they didn't render every single card, they
26:58
did like the card back and like
27:00
a deck looking thing and whatever. The
27:03
other version I did was like, here's
27:05
two player characters set up on the
27:07
map with their player boards, a couple
27:09
of bad guys on the map, you
27:11
know, a couple of enemy player boards,
27:14
a couple of like cards. you know
27:16
that you can see and that's it
27:18
and it was it's so much more
27:20
effective because what it's doing is it's
27:22
it's accomplishing the purpose of of the
27:25
story where it's actually showing me what
27:27
it's like it's demonstrating to me what
27:29
the game is is going to do
27:31
it's like okay this is a miniature
27:33
kind of a skirmish war game of
27:36
dudes on a map you know ain't
27:38
your angels playing demons and protecting demons
27:40
that's what you're doing in deliberate so
27:42
I actually showed that on the board
27:44
and more people back the game You
27:47
know, it was, it was very, very,
27:49
you know, it's very eye opening when...
27:51
And you do things right? And like,
27:53
okay, people are backing when you do
27:55
things wrong. Like, why aren't people backing?
27:58
Yeah. So right off of that, I
28:00
like to do both. I like to
28:02
put the game in progress at the
28:04
top, right? Because as a, as a
28:06
backer, personally, I like, that's the first
28:09
thing I do. Show me the game
28:11
on a long time, but designing games
28:13
a long time, I can get a
28:15
pretty good sense of how this game
28:17
works, just by looking at it laid
28:20
out. at the very top we have
28:22
the game set up here's the stuff
28:24
right and so you're literally from your
28:26
perspective you're like looking at the game
28:28
out on a table as if you
28:31
were playing it yourself right go back
28:33
to that story that experience we were
28:35
talking about further down I like to
28:37
put all the components here's everything in
28:39
this box because it's the equivalent of
28:42
going to a game store in person
28:44
in reality picking up the box and
28:46
feeling how heavy it is And then
28:48
your brain does a little calculation to
28:50
go, is that worth it? Now, the
28:53
experience has nothing to do with any
28:55
of this, right? It's literally like caveman
28:57
brain, hmm, this heavy, it worth more
28:59
money. Like, that's what we think, right?
29:01
And so, you know, it's the equivalent
29:04
of that on your campaign page, where
29:06
you've, right? And so, you know, it's
29:08
the equivalent of that on your campaign
29:10
page where you've got all the price
29:12
and go, yeah, yeah, And a lot
29:15
of times I've seen campaigns that are
29:17
struggling, and I think that's part of
29:19
it, where they've got the components. And
29:21
it's like, okay, that's all you get.
29:23
And it's like, well, that price is
29:26
way off. That just seems expensive for
29:28
that. Like, where is that money going?
29:30
And as a poster, I kind of,
29:32
like, where's that money going? And as
29:34
a poster, I kind of have an
29:37
idea of like, I kind of have
29:39
an idea, like, like, your price points
29:41
off, like, your price points, like, your
29:43
price points, like, But they have a
29:45
general idea based on the wall of
29:48
games, like you know, you have that
29:50
wall of games behind you. You know
29:52
how much you paid for those. And
29:54
when a game does it... line up
29:56
to an MSRP of stuff that's similar
29:59
in your collection. It's like, mmm, it
30:01
feels over price, especially because people on
30:03
crowdfunding, they're looking for a deal. Like,
30:05
they don't pay retail price. And that's
30:07
another conundrum that you have to do
30:10
with as a publisher. But let's keep
30:12
going. Tell me more about the campaign
30:14
page. You know, it's big pragmatic. All
30:16
right. So we talked about you need
30:18
a hook. You need beautiful art, good
30:21
visuals. You need the game laid out
30:23
on good visuals. you know, what else
30:25
would you say is a must have
30:27
on the page? I think about the,
30:30
uh, we'll call it a, the next
30:32
fundamental is that there is a, a
30:34
conversation that you are having inside your
30:36
head right now. Talking to all the
30:38
listeners, talking to you gave, talking to
30:41
me. It's called your inner monologue, and
30:43
you cannot turn it off. You can
30:45
only turn it down. You can only
30:47
turn the volume down. So if... Something
30:49
if you're looking at something you have
30:52
questions that you're asking just like you
30:54
said like what is this? Okay, and
30:56
now I know what it is because
30:58
you know in the Kickstarter story you've
31:00
got that six-word hook Right and then
31:03
it's like what I like this though
31:05
and then you scroll down and you
31:07
see the game on the table and
31:09
you're like okay. I think I might
31:11
like this. What is the next natural
31:14
progression of this of the inner monologue
31:16
that you might have and that is
31:18
exactly how you need to lay out
31:20
your Kickstarter story? or game found whatever,
31:22
you know, your story. Because you need
31:25
to answer, you need to answer questions
31:27
or the customer has them. So oftentimes
31:29
it's like, okay, how does this, it
31:31
goes usually one of two places. It
31:33
goes into like, how does this game
31:36
actually play? Like show me a summary
31:38
of like how this plays or show
31:40
me what's like what components are there
31:42
in the box and I'm looking for
31:44
the value. In my opinion, the summary
31:47
of how the game plays. should be
31:49
the next thing. You know, you shouldn't
31:51
be given people like tons of detail.
31:53
You should be helping people understand like
31:55
how it feels to play. You know,
31:58
still like with that experience first, it's
32:00
like, you know, I'm not saying step
32:02
one, draw seven cards from a deck.
32:04
I'm like, you know, play cards from
32:06
your hand to stop the zombie apocalypse,
32:09
you know, thwart other adventurers that try
32:11
to throw you out of the truck
32:13
or whatever, you know, I don't know,
32:15
stuff like that. You're, it's like, how
32:17
does it feel thematically? And I think
32:20
that's an important tie in the theme.
32:22
needs to be tied in at this
32:24
point with the game mechanics. So, and
32:26
then after that, it's like, okay, I
32:28
am interested now in the theme, the
32:31
gameplay looks good, what's the natural next
32:33
step? Well, they're usually one of two
32:35
places that people go. I want to
32:37
see other people give this a go
32:39
because maybe, I don't know, Alex Radcliffe
32:42
of board game co, usually is, you
32:44
know, I agree with a lot of
32:46
what he says or, you know, I
32:48
don't know, call in of meet me
32:50
at the meet me at the table
32:53
at the table or meet me at
32:55
the table or meet me at the
32:57
table or meet me at the table.
32:59
you know whoever Steve a one stop
33:01
co-op shop you know you want to
33:04
have reviewers that have hands on with
33:06
this experience and they can say I
33:08
knew you said it was going to
33:10
be like a pirate zombie whatever game
33:12
and it really feels like that it's
33:15
really great it's like dead of winter
33:17
on a pirate ship oh well that's
33:19
that's I mean I'm making stuff up
33:21
here like just examples but it's like
33:23
a high praise for a game like
33:26
this and it's going to make it's
33:28
good But now because this other guy
33:30
says, so I actually believe it's good.
33:32
So now the last question is, is
33:34
the value there? Like, what's the, for
33:37
me, the offer is the last like
33:39
key cornerstone? And conceptually, like fundamental, I
33:41
guess the next fundamental, if you will,
33:43
is the value has to be greater
33:45
than the price. So if, you know,
33:48
the value I'm receiving has to, in
33:50
my, in my perception as a customer.
33:52
I have to be. Getting greater value
33:54
than the money I'm handing over if
33:56
it's break even I'm probably not I'm
33:59
probably gonna save it for a better
34:01
deal, right? And so I don't know
34:03
if you had any comments on what
34:05
I yeah, so a couple things that
34:07
stuck out and we'll jump right back
34:10
to what you're saying is Whenever I'm
34:12
pitching a game or I'm talking to
34:14
other people who are wanting to pitch
34:16
One of the first things I tell
34:18
people is make sure the publisher knows
34:21
right as you sit down right as
34:23
you sit down, okay. answer those questions.
34:25
Who am I in this game? And
34:27
how do I win this game? So
34:29
when you're pitching to backers, it's the
34:32
same thing. Make sure they are aware
34:34
who they are in the world. You
34:36
are an adventurer. You are a zombie-slaying,
34:38
you know, badass. Like, whatever it is,
34:40
how do you win? You kill all
34:43
the zombies. Okay, now I have a
34:45
frame. Now I have a context for
34:47
everything else you're going to tell me
34:49
as far as the game's theme and
34:51
the mechanisms and the experience and the
34:54
experience and how it all works and
34:56
how it all works because I'm how
34:58
it all works because I'm a how
35:00
it all works because I'm a. guy
35:02
driving a truck, apparently, people trying to
35:05
throw me out of your truck. I
35:07
don't know, that's cool. We're designing a
35:09
really cool game here, by the way.
35:11
Someone pleases on this, but I don't
35:13
know where the partnership is in, but
35:16
it does. We'll make it work. But,
35:18
um, but everything else makes sense now
35:20
because you told me the context. Who
35:22
am I and how do I win?
35:24
And then going back to the whole
35:27
time. the more time you put in,
35:29
the more fun has to come out
35:31
the other end, and if that ratio
35:33
is off, then it's not a good
35:35
game. If Janga lasted an hour, it
35:38
would be a terrible game. But because
35:40
it lasts five minutes, it's really, really
35:42
fun. Because the time to fun ratio
35:44
is right. Well, the time to fun
35:46
ratio is right. Well, money, money, is
35:49
also fun. Because the time to fun
35:51
ratio is right. Well, money. Well, money,
35:53
money is also in that. It's going
35:55
to take this amount of time I
35:57
have to wait on the game. Allegedly,
36:00
they say a year. That's probably... going
36:02
to be longer. Like everybody, that's why
36:04
my campaigns, the game is basically done
36:06
when you see it, right? The art
36:08
is done, the gravity design is
36:11
done, everything's done, except
36:13
for production and shipping,
36:15
because I got so frustrated
36:17
with myself, and shipping, because
36:20
I got so frustrated with
36:22
myself, taking, taking, taking
36:24
forever, taking, because I
36:27
got so frustrated with
36:29
myself, and money into that engine
36:31
and how much fun am I going to get
36:33
out on the other side and that ratio has
36:35
to be right for them to hit pledge,
36:37
you know, to hit back the campaign. And
36:39
then the more expensive the game is,
36:41
the harder it is to get them, you know,
36:43
to get that ratio just right. You know, I
36:46
sell $25 games. It's not as hard for me
36:48
to sell a game as it is my selling a
36:50
hundred dollar game because again that
36:52
ratio is just a different, a different
36:54
thing. So anyway. Keep going. Yeah, so
36:56
I guess like for you know
36:58
conceptually you could consider customers
37:01
buy They feel like they're getting a
37:03
good value when they when they you
37:06
know when you talk about like we'll
37:08
say value for money if they're
37:10
getting less Value for much
37:12
less money that you know, it's like
37:14
the $20 game like a bit of
37:17
a fun experience in a that you've
37:19
never had before in a $20 game. It's
37:21
like well, that's not very much money
37:23
you know, 20 bucks, like 25 is
37:26
like 30, 40, you know, it starts
37:28
to really tick up, like I
37:30
need to think harder, need to
37:32
get more value, right? But like
37:34
20 dollars or like, you know, I
37:36
have a star, my original Star Rome
37:39
is one of the very first
37:41
games I ever purchased. Was that
37:43
like $12 or something? That, you
37:45
know, it's like an easy,
37:47
no-brainer. No-brainer, I'll buy that.
37:49
I don't know if I play it.
37:51
I play it once, I don't. But
37:53
the concept that I'm
37:56
getting less value for
37:58
much less money. I'm
38:00
getting more for less. So
38:02
I'm getting more value for
38:04
less money. And then I'm
38:06
getting, we'll say more, I'm getting
38:09
much more value for more
38:11
money. So I'm paying, I
38:13
paid $400 for Elder Scrolls
38:15
Patrol of the second era.
38:17
And then I also grabbed like
38:20
this extra add-on that
38:22
was like a set of leather
38:24
bound character sheets. And it
38:26
was like 30 bucks add-on. that
38:29
shoot dude that's the biggest expense
38:31
that i've ever invested into a
38:33
game and but i just felt the value was
38:35
so off the charts that it was worth it for
38:37
me right type of game i've not gotten
38:39
any of the too many bones games what
38:41
i really wanted to and so i held
38:43
myself back and then just jumped on into
38:45
this one when i had the opportunity and
38:48
so those kind of three levels of equations
38:50
and the way that it actually like works
38:52
out so now jumping out of theory the
38:54
way it actually works out on your page
38:56
is like Show me don't show me the
38:58
components list in a small image.
39:01
I want to see every component
39:03
Like large like you know show
39:05
me don't tell me like 72
39:07
cards show me 24 battle cards
39:09
and 36 you know I don't
39:12
deliver inside 36 darkness cards and
39:14
you've got prayer cards and different
39:16
types of cards that each
39:18
have function, but each deck it
39:20
shows there's thought behind this
39:22
game each element is like
39:25
being featured it looks like you know
39:27
if you show me four or five decks of
39:29
cards that each have a purpose and
39:31
you title them in your in your
39:33
components list and you show me a picture
39:35
of the card back and some of the
39:37
card faces it it lets me kind of
39:39
jump in more and kind of investigate
39:41
I'm like there's there's a lot of
39:44
value it's not like a playing card
39:46
it's like a card that you use as
39:48
like a defense thing and then here are
39:50
the bad ones that that like the enemy
39:52
uses to attack you and I kind
39:54
of see mechanically how some of that
39:56
works because I'm seeing the card faces,
39:58
you know, and um... So you don't
40:01
need to show all the components
40:03
in your game, but you need to
40:05
show a sampling of all of them. And
40:07
you need to talk about them and
40:10
really kind of celebrate each one.
40:12
And the better you do that
40:14
with your components, it might be
40:16
like a scrolling long list of
40:18
things, depending on how big your
40:21
game is. But it's gonna build
40:23
a lot of value. So by the time
40:25
they see the price, they're like,
40:27
but look at all I get, right? you
40:29
know, for $29. It's like, well, I
40:31
don't want a box for $29.
40:33
But if you showed me all that
40:36
was in there, be like, wow, there's
40:38
a lot in that box. You know,
40:40
that's kind of part of
40:42
the way customers do that thing.
40:44
And then, you know, another very
40:47
practical tip is make sure
40:49
that your shipping price is
40:51
subsidized. So if you have a, you
40:53
know, $25 game and your shipping for
40:56
that thing is, I don't know, $14.
40:58
You actually have a $29 game
41:01
with $10 shipping. So all you're
41:03
doing is just putting some
41:05
of the shipping into the cost
41:07
of the game and you're
41:09
reducing the shipping cost and
41:11
it looks like a great value.
41:14
Instead of saying, oh, I'm paying,
41:16
you know, the ratio seems good.
41:18
So for me, it's like four
41:20
to one, your game needs to
41:22
be at least four times what
41:25
the shipping is. for people to
41:27
even make sense of it. Sometimes if it's
41:29
like a small box game, it can be
41:31
different, but generally subsidizing shipping
41:33
is a good idea. People will look at
41:35
that and, you know, and then also, you know,
41:37
one other thing, don't try to hide numbers.
41:40
Tell people what the numbers are and
41:42
give them the choice, right? Like they
41:44
eventually have to decide. But if you've
41:46
done such a good job building the
41:48
value, building experience and sharing what it
41:51
is, people will pay. They'll just, they'll
41:53
pay. Yeah, absolutely. There's no shortage of
41:55
people who want to buy great games,
41:57
great experiences. Like, yeah, it just is what it is.
42:00
and will continue to be so. I
42:02
know there's a lot of fear around
42:04
economies around the world and things are
42:06
kind of weird right now and 2025
42:08
has been an odd year. People are
42:10
still gonna buy games because they still
42:12
gonna buy stuff. Yeah, they still want
42:14
those experiences. Now, will it be less?
42:17
Yep. Yeah, they still want those experiences.
42:19
Now, will it be less? Yep, probably.
42:21
But you know, I feel like the
42:24
companies that really continue to figure it
42:26
out as far as how to put
42:28
their best foot out forward. I think you'll
42:30
like it and who market it well,
42:32
those companies will continue to do well.
42:34
And it's just that's just the nature
42:36
of business. I want to switch gears a
42:39
little bit and talk about Facebook ads
42:41
and just kind of ads in general, right?
42:43
And what you're saying, because, you know,
42:45
the old school, I say old school, you
42:47
know, 15 minutes ago in the online marketing
42:49
world, it was, you know, you run a Facebook
42:52
ad, you get people to click on that,
42:54
it goes to a landing page, it goes
42:56
to a landing page, you've got, you've got,
42:58
And then you take that email address
43:00
and now you're going to follow
43:02
up with them over the course
43:04
of, you know, however many months
43:06
leading up to your campaign and
43:09
then you'll launch and you'll send,
43:11
you know, the launch notification out
43:13
to all those people on your
43:16
email list and hopefully a certain
43:18
percentage of them will back. Is
43:21
that still the formula? Has that
43:23
formula changed? Do Facebook ads still
43:25
work? What are your thoughts? just
43:27
to test everything. Because,
43:29
you know, as a publisher,
43:31
I want to be, I mean,
43:33
we made 500K, you know, that's a
43:36
good ratio of what I spent to
43:38
what I earned, right? But I want
43:41
to test, I tested TikTok,
43:43
we tested the Twitter
43:45
slash X, we tested,
43:48
obviously Facebook, by the way, is
43:50
the best. Google ads, you know,
43:52
we did email lists, I bought,
43:54
you know, dedicated email
43:56
blasts from relevant websites.
43:59
We did. guest posting and other
44:01
things like that. Read it
44:04
ads and you name it like
44:06
I've tried it recently. And I
44:08
will say that without a doubt
44:11
Facebook is the king of crowdfunding
44:14
advertising. So if you have
44:16
a thousand dollars to spend
44:18
it is best spent on
44:20
Facebook. And the reason for
44:22
that is because you can
44:25
target people by interest.
44:27
and like sub-interest so like I
44:29
target all the people that
44:31
like Kickstarter I can also reduce
44:33
the amount of people that I'm
44:36
targeting that like Kickstarter by
44:38
the second interest of board games
44:40
and so all board gamers that
44:43
back Kickstarter projects you can easily
44:45
easily reach and what's very important
44:47
about that is that you eliminate
44:49
everyone else so whereas on X
44:52
or TikTok or whatever you're just
44:54
it's very hard to get as
44:56
granular as that. You can try, but
44:58
it just doesn't work nearly as well.
45:00
And so you're burning a lot of
45:03
money on the wrong people. So Facebook,
45:05
you're spending money on the right people.
45:07
So, you know, rather you can. Now,
45:09
you asked about the process, kind of
45:11
what we call the funnel, where you
45:13
see an ad, by the way, demonstration
45:16
is still the same. Demonstration
45:18
telling people what is it, what is
45:20
it, and all that applies to every
45:22
individual thing that you do
45:24
that is marketing related. including
45:26
Facebook ads. You can apply the same
45:29
process to just the Facebook ad, what it
45:31
is that you say, what your headline is,
45:33
what your primary text, what your image is,
45:35
etc. And then they go to a landing page,
45:37
which I still do believe is the best
45:40
process. Please, listeners do not do Facebook
45:42
lead ads, where they just get an email
45:44
address, because they're not getting an experience
45:46
with you when they're giving you an
45:48
email. It's like, it's just the easiest
45:50
thing to do, you click a button,
45:52
and then they're on to the next
45:54
thing. you make them interested
45:56
with your ad and then you you should
45:58
you should give them like story on
46:00
your landing page, whatever landing
46:02
page you go to, should demonstrate
46:05
your product and help them be
46:07
understand. By the way, another
46:09
fundamental I really wanted to get in
46:12
there is like, don't, don't do, make
46:14
sure that the primary thing that you're
46:16
trying to sell is the actual
46:18
product, instead of trying to say like,
46:20
oh, join our email list for, you
46:22
know, and enter a chance to win
46:24
a copy of this or whatever. People
46:26
will do that because they want the
46:28
free thing. But that's not the main
46:31
thing that's going to keep you in
46:33
business. And that's not the main thing
46:35
that's going to make you successful.
46:37
It's a fringe thing that's a distraction.
46:39
You need people on your email
46:41
list that genuinely are very interested
46:44
in your stuff. And so if you use
46:46
a call to action of, oh, get three
46:48
free STL miniature downloads, then you
46:50
get people jumping on. I have
46:52
people that have like 80% open
46:54
rates for their automatic email response
46:56
because people wanted the downloads. Like
46:58
not. because they're interested in supporting
47:00
your next Kickstarter. And you
47:03
know, and so that's a really important thing to
47:05
consider. So the game, the actual product needs
47:07
to be the reason that somebody would jump
47:09
on an email list because they see value
47:11
in that thing. So yes, definitely make sure you
47:13
have a landing page that goes through the
47:15
same exact process. Tell me what it is and
47:17
show me it on the table. And if you don't have
47:19
all of those images, do the absolute pass that
47:21
you can. With given what you have, if you have,
47:24
if you have no money, if you have no money, then
47:26
you have no money, then you have. can
47:28
still find a way to demonstrate your
47:30
product. Just take a picture with your
47:32
iPhone, you know, do whatever you
47:34
got to do. I was taking pictures
47:37
of like my cardboard prototypes
47:39
and it's like that's the best I
47:41
got, you know, and I know I'm not going
47:43
to get every single person on my
47:45
email list at that point, but
47:47
there are people who are going to
47:49
see the vision and they're going to
47:51
follow me in and all that, right?
47:53
So that's a really important
47:55
principle. before you actually go
47:57
live and have something to sell.
48:00
Obviously you want people to buy
48:02
a product, but when they subscribe to your
48:04
email list, they are signaling to
48:06
you that they want more information.
48:08
And remember, every single email is
48:10
a different person, different interests,
48:13
different needs, and all of that. But
48:15
all of them together collectively have hopefully
48:17
said, I am interested in what it
48:19
is that you are sharing at this
48:21
point. I want more information. So that's
48:24
your opportunity, in my opinion, to
48:26
win the right to communicate with people
48:28
on your email list. across multiple
48:30
different mediums. This is something
48:32
that has changed a little
48:34
over time. So what I actually do,
48:37
our process at crowdfunding nerds, is
48:39
when they subscribe to the email
48:41
list, I will send them an
48:43
automated welcome email. It's like
48:45
an instant response email that says,
48:47
hey, thanks for joining. You're now,
48:49
you know, my company and CEDAW, whatever.
48:52
And it has links to your
48:54
social communities. What we used to
48:56
do. is just redirect people to
48:58
the social community like Facebook group
49:00
or a discord server back and
49:02
back five years ago. It was
49:04
only Facebook groups, you know. And now what
49:06
we do is we send the automated
49:08
welcome email that has the primary
49:11
goal of that welcome email is to
49:13
get people on the in the in
49:15
the community and your Facebook group and
49:17
your discord server for me a community
49:19
is something that. You can talk to
49:22
your people, your people can talk to
49:24
you, and very importantly, they can talk
49:26
to one another without your involvement. So
49:28
maybe ask each other rules questions or
49:30
whatever, you know, that's how we do
49:32
that. But then the automatic redirect
49:35
when they submit the email goes to
49:37
Kickstarter or Game Found so that they
49:39
can follow. So there's now on both
49:41
platforms, you can, you know, I'm sure back
49:43
your kid as well, but it's not common
49:45
that we market something over there. yet.
49:48
But so on Game Found you can follow
49:50
on Kickstarter you can follow
49:52
and there's this story page that
49:54
you can actually do like a
49:56
pre-marketing landing page where you can
49:59
share more there. and the overall the
50:01
email list you can each you know once
50:03
a month or whatever you send a
50:05
newsletter and you have you should have
50:07
like a single-minded goal for
50:09
every email that you send don't tell
50:11
me ten links don't give me
50:13
ten places that I can go give me
50:15
one place that I can go and like
50:17
two or three different locations that
50:19
you know buttons that I can go
50:22
do that one thing so if you want me
50:24
to read your latest update give
50:26
me like two or three buttons that I
50:28
can read the update in each section
50:30
with one of those buttons in it,
50:32
tell me a different reason why I might
50:35
want to go read the rest of that
50:37
update, you know? And, you know,
50:39
there's art and there's game development
50:41
stuff and, you know, here's a
50:43
personal update on me or whatever. So,
50:46
the general concept is, your
50:48
email list will help fuel all of
50:50
the other things. So, and then in return,
50:52
all of the other things that you've
50:54
got, your communities, your whatever.
50:57
will help remind people about the
50:59
email list. So like, you know, I send an
51:01
email, I post an update on Discord,
51:03
I post an update on board
51:06
game, gig, Kickstarter, whatever. And then
51:08
people like, oh, I can't find it,
51:10
it's in spam or whatever. You'll have
51:12
people that will like opt back in
51:14
your email or that will find, go
51:17
through their spam folder and find that
51:19
information because you let them know it
51:21
existed. But they don't actively open
51:23
that email account, but now they
51:25
do because. They're following you somewhere
51:28
else. And then, you know, of course,
51:30
you can point people toward your, you
51:32
know, followers on your, your various, you
51:34
know, Kickstarter Game Found pages.
51:36
And, um, the important thing about
51:38
this, this process is so, it's so
51:41
valuable to have an email list over,
51:43
let's say, I'm just going to
51:45
use the Kickstarter or Game Found.
51:47
Actually, it's one of my problems
51:49
with programs like, like, like, like,
51:51
like, like, like, Ad Found, or, whatever
51:53
way it's just like oh we're just gonna
51:55
direct people right to your page it's because
51:57
um you don't get the email so like what if
52:00
just don't back and don't you know they
52:02
follow but then they fall off and they
52:04
you know they didn't get into your ecosystem
52:06
then there's just that's it you know
52:09
it's like a less valuable lead whereas
52:11
like if you get him with the email
52:13
and then right away you you
52:15
cross-pollinate them into different groups
52:17
it's like totally it's way better so
52:19
also just along those lines me personally
52:22
I'm doing a campaign every month now
52:24
I wouldn't recommend anybody do that shenanigans
52:26
because it's insane but a lot of
52:28
companies they want to do more than
52:30
one campaign a year maybe two maybe three
52:32
and so if you're if you're just
52:34
directing people to the campaign page not
52:36
capturing any way to contact them directly
52:38
then you know maybe this game isn't for them
52:40
but that maybe the next one is so it's
52:43
the difference between are you trying to sell a
52:45
game or you're trying to build a company and
52:47
I'm trying to build a company I'm trying
52:49
to get people into the community of
52:51
the community of the solo game of the month concept
52:54
and yeah this month's game might not
52:56
be for you But maybe next month
52:58
or maybe six months from now, maybe
53:00
that's the game. You're like, oh, I
53:03
need that one. But if I
53:05
don't have your contact information, I
53:07
don't have your email address, I
53:09
can't do anything to let you know.
53:12
And so you might not even see
53:14
the ads, you know, six months from
53:16
now. So yeah, again, email list is
53:18
still king. Yeah. And you know, with
53:20
a company like ours, you know, what's
53:23
funny is a publicly traded.
53:25
company that helps people retire.
53:27
You know they sell they sell their house
53:29
in California and retire in a
53:32
nice community in Mexico and they are
53:34
actually the only company that
53:36
other than you that I work with that
53:38
launches so frequently if we're talking
53:40
you know just straight up like here's
53:43
an event I need people to it
53:45
and then afterward we got another event
53:47
they have like a dinner in Sacramento and
53:49
a dinner in San Diego and they have
53:51
a week. and the budget's this much
53:54
and just get as many butts in
53:56
those seats as you can and because it's
53:58
an event like you have to the event
54:00
and then we're on to the next
54:02
event and so I just thought
54:04
that's funny like you are about the
54:07
same work style as a as
54:09
this publicly traded company and Jacob
54:11
actually who works with you on
54:13
all your ads and stuff works
54:16
with that company too and just
54:18
fun to see you know such
54:20
similarity but yeah it's the the
54:22
problem that I see is you know you can
54:25
do it for one or two projects
54:27
but your scaling is going to
54:29
be it's going to be a
54:31
problem for you. When, like for example, let's
54:33
say you had no email list and
54:35
you just stuck with Game Found, you
54:37
would have to now send updates on
54:39
20 campaigns, or whatever, 16 I think
54:41
is what I see on Game Found. You would
54:44
have to send updates across that
54:46
many campaigns just to get everybody
54:48
that has ever interacted with
54:50
your company. Whereas if you get
54:52
them all in your email list
54:54
and you've been diligently following up
54:57
and collecting emails, like it's still
54:59
one. update. You send one email, you
55:01
get all your people, it's the highest
55:03
open rate, the highest, you know,
55:05
basically rate that people pay attention.
55:07
And then in addition to that, like if
55:09
you sent 16 updates, you know, one to
55:11
every, you know, one, just one update
55:14
to each of your projects, you know,
55:16
letting people know that the next game
55:18
was around. There are people who
55:20
have backed multiple projects, so you
55:22
will spam some people. You was
55:24
starting to meet people Matt.
55:26
Exactly. I had to
55:28
send me seven emails. Right.
55:30
I had some people comment
55:33
recently on a campaign and
55:35
they're saying, hey, you know, really
55:37
need an update. You know, it's
55:40
okay to post an update that
55:42
says there's no no news.
55:44
I'm like, no, I can't do that.
55:46
I've got too many people
55:48
that have backed multiple
55:51
campaigns on average. For
55:53
my company, the average backer. is
55:55
going to get three emails, three
55:57
messages from Game Found, three updates.
56:00
If I do a new update every
56:02
single month, for whatever reason.
56:04
But there's a lot of people
56:06
who have backed 14 games in
56:08
a row. So they're going to
56:10
get 14 emails. And all that's
56:12
going to do is similar to
56:14
what we were talking about earlier
56:17
with the batter ads and people
56:19
just turned their brain off
56:21
and they don't see those anymore.
56:23
That's what's going to happen. And
56:26
they're not going to open the
56:28
updates. Yeah, there's no value.
56:30
Exactly. So I'm to the point where I
56:33
will send an update when there's something
56:35
to let you know. Hey, the game
56:37
is shipping. Hey, the print and play
56:39
files, I just emailed those out. So
56:41
if you didn't get them, fill out
56:43
this form and I'll get them to you.
56:45
I only send updates when they are
56:47
necessary. And the cool thing over
56:50
the course of the last year is I've
56:52
really been able to hone in and
56:54
kind of polish the community to
56:56
the community. They're not like, oh,
56:58
he's stealing our money. They know,
57:00
like, one, I delivered nine games
57:02
last year. So hopefully that gives me
57:04
enough of a track record to say,
57:07
your game is coming. Yeah, it might
57:09
be a little late. It might be,
57:11
you know, something came up with production,
57:13
something came up, we had to reprint
57:16
something, the rulebook took longer for the
57:18
editor to finish, whatever, like things happened,
57:20
because that's just the nature of physical
57:22
products in the board game space and
57:24
dealing with so many international.
57:27
trust me and so that's another thing
57:29
you can do as a creator is you can
57:31
kind of hone in your community and
57:33
get them used to your cadence get them used
57:35
to kind of how you are I'm to the
57:37
point now where you know I used to spend
57:39
a lot of money on videos and
57:42
I was reaching out the influencers and
57:44
you know the influencers and you know
57:46
they were doing play-throughs and overviews
57:48
and I was paying money for the like
57:50
the the campaign video stuff like that I
57:53
was like why why am I'm spending so
57:55
much money every Backers in my community. So
57:57
now I do the overview video. I do the how
57:59
to play. do the playthrough and
58:01
I've gotten decent at it and I have
58:03
fun with it and I do the main video
58:06
and I don't do this like trailer you
58:08
know a lot of campaigns it's like
58:10
a movie trailer a hype trailer yeah
58:12
yeah and it's thousands of dollars it's
58:14
five grand ten grand sometimes people are
58:17
paying for these really nice 3d animation
58:19
narrator and that's awesome and if you
58:21
want to do that go for it
58:23
but what I found is now that I've
58:25
built a community I can do a video
58:28
that's just me sitting at
58:30
a table holding the game. Right,
58:32
I've got, here's, here's, literally
58:34
just like, hey, here's the game. This
58:36
is why it's fun. This is how it
58:38
plays. This is why I'm bringing it
58:41
to you this month. If you want to
58:43
back it, love to have you on board.
58:45
If not, I'll see you next month.
58:47
Like it's literally just me
58:49
talking to the community, almost
58:51
like 101, just like, hey, here's
58:54
the game. You know, here's the game.
58:56
You can do that in your email list,
58:58
but again, you have to be able
59:00
to connect. You have to be able
59:02
to talk to people directly and give
59:04
them your, you know, a little bit of
59:06
your personality and have some fun
59:08
with it. But, you know, don't overthink
59:11
it. Actually, let's get back to that
59:13
idea. One thing we talked about at
59:15
the very beginning of that idea. One
59:17
thing we talked about at the very
59:19
beginning of this episode was people
59:22
know, that they don't need to go,
59:24
you know, you know, necessarily. spend
59:26
a bunch of money hiring a
59:28
mentor or something like that. But
59:30
what are some of the simple
59:32
things that people understand
59:34
in marketing that they could
59:36
apply to crowdfunding? Yeah,
59:39
so first thing I was thinking
59:41
about is, so like, let's say you
59:43
drive to the store and you're
59:45
on the freeway and then you go
59:47
to the store, you come back home,
59:49
how many advertisements do
59:51
you think that you probably
59:53
saw? you know offhand say it's a 15 minute drive
59:56
to the store and back. Well for me none because
59:58
my town is tiny but like when I I
1:00:00
lived in Atlanta. Yeah, there were
1:00:02
tons of billboards, tons of, you
1:00:04
know, ads on sides of buses,
1:00:06
on cabs and stuff like that.
1:00:08
So I mean, I don't know. It's
1:00:10
50. Yeah, it's, it's, that's not
1:00:12
an unrealistic number. But how many
1:00:15
of those do you think you
1:00:17
actually paid attention to? Maybe one,
1:00:19
if it was funny. Yeah, right.
1:00:21
And then maybe other times you
1:00:23
would have never noticed it. Maybe
1:00:26
out of five trips, one billboard, you
1:00:28
finally. There was I can't remember
1:00:30
which interstate is right through the
1:00:33
heart of Atlanta. There was a
1:00:35
sunny delight billboard Right this massive
1:00:37
sunny delight this orange juice
1:00:39
type this orange juice adjacent
1:00:41
this Timu orange juice drink right
1:00:44
and It had the the jug of the
1:00:46
sunny light and in the only text on
1:00:48
it. It said everyone wants the D I
1:00:50
was like that's funny now. I saw that
1:00:52
billboard like six years ago
1:00:55
something like that's something like it
1:00:57
was I think pre-covet, I saw
1:00:59
that billboard, it still sticks out
1:01:01
in my mind. So that one,
1:01:03
I remember, because it was funny
1:01:05
and I saw what they were doing there.
1:01:07
But yeah, in general, they're, they're
1:01:10
forgettable. Chick-fil-a does a great
1:01:12
job of being funny and
1:01:14
having like the 3D cows that
1:01:16
are hanging off the side of the billboard.
1:01:19
So, you know, those companies have
1:01:21
to go the extra mile to
1:01:23
just be noticed when most of
1:01:25
them you just pass right by. They
1:01:27
don't like to be sold, but they
1:01:29
love to buy stuff, which seems
1:01:31
like a conundrum. It's just that
1:01:33
your job is to remember that, you
1:01:36
know, as a customer, what do you
1:01:38
hate? Do you, when you go, like, I
1:01:40
don't know, it's a target or,
1:01:42
Walmart doesn't really have employees that
1:01:44
are on the floor nowadays,
1:01:46
it feels like, you know,
1:01:49
when you're looking for someone,
1:01:51
you can't find anybody, you
1:01:53
can't find anybody, but whenever
1:01:55
anybody, get my phone worked
1:01:57
on for something and I
1:01:59
was like Oh no, no thanks, I'm
1:02:01
just looking, right? Because I don't want
1:02:03
you to sell me a printer, you know,
1:02:05
get on my face, you know, if I
1:02:07
want to buy a printer, I will know
1:02:10
the printer and I will ask
1:02:12
you a question about that printer,
1:02:14
right? Because I'm expecting that the
1:02:16
person in the store is a
1:02:18
salesperson, that needs to make a
1:02:20
commission, and all of those stereotypes
1:02:23
are in my head. And so it just,
1:02:25
it comes out in a very polite
1:02:27
way, so I'm just having. you
1:02:29
know, spoken about. So think about
1:02:31
yourself as a consumer and
1:02:34
what you like and what you don't
1:02:36
like. That's so important. If
1:02:38
you can like take your
1:02:40
sales or rather take your
1:02:43
publisher hat off and just
1:02:45
put like a regular average
1:02:47
human hat on and say like
1:02:49
how would I perceive this if I
1:02:51
was just, you know, not me, you know,
1:02:53
if I was not my, you
1:02:55
know, like for me, I'm a
1:02:57
quote unquote. marketing expert I have
1:03:00
a t-shirt right here with my
1:03:02
company's name on it and it's like
1:03:04
I just need to like how would I
1:03:06
perceive you know all of this stuff
1:03:08
that I'm typing if I was
1:03:10
just a regular customer like
1:03:12
is it clear do I understand who
1:03:14
I am and how to win and why
1:03:17
my actions in this universe matter
1:03:19
you know to the greater good
1:03:21
or whatever like I need to
1:03:23
understand certain things and if I
1:03:25
don't then I just don't have
1:03:27
context for all the rest, right?
1:03:29
And so sometimes you're simply putting
1:03:31
yourself in the shoes of your
1:03:34
customer and asking yourself how will they
1:03:36
perceive this? You know, and where will they
1:03:38
start? They'll need to know what it is.
1:03:40
And after they know what it is, you know, I'm
1:03:42
missing like every, yeah, I'm missing something.
1:03:44
I don't know what, like what is
1:03:47
the next questions they're going to ask?
1:03:49
You know, what's the next thing they want
1:03:51
to know? After the box is checked,
1:03:53
oh, oh, I know, I know, I know, I know, I know, I know, I
1:03:55
know. So, like, if I ask you, hey,
1:03:57
Gabe, what's your profession? What do you
1:03:59
do? It's like for one of the first questions
1:04:02
that, you know, men oftentimes ask one another,
1:04:04
just to make small talk and they're met
1:04:06
you before, where to park, your kids playing
1:04:09
next to my kid. And I'm like, hey,
1:04:11
what's your name first, right? And then it's like,
1:04:13
oh, I'm game. What's, what do you do? You know,
1:04:15
and what's your response? I say, I
1:04:17
run a publishing company, because if I say a
1:04:19
board game publishing company, people look at
1:04:21
me like, like, do you make, like, do you
1:04:23
make checkers, Connect 4, do you sell monopoly?
1:04:26
You know, most people aren't in the hobby
1:04:28
side of this stuff. So I just say,
1:04:30
I run a publishing company. Which is great,
1:04:32
because that's all I want to do is
1:04:35
like, Mark, I just want to like check a
1:04:37
box. It's like, okay, publishing company. If
1:04:39
I can understand it, it's like,
1:04:41
all right, I can move on to the next thing.
1:04:43
If you get too complicated, it's
1:04:45
like, I'm just trying to put you in a
1:04:47
box. So tell me you're tell me you're
1:04:49
a dentist. You know you operate on teeth
1:04:52
and blah blah blah blah blah blah
1:04:54
it's like dude just tell me you're
1:04:56
a dentist you know the funniest
1:04:58
one I've heard was someone someone
1:05:00
said I kill old people for insurance money
1:05:02
I was like oh okay I don't know
1:05:05
if he was joking I assume but
1:05:07
I don't know who knows that's that's
1:05:09
curious but the I guess the important
1:05:11
thing is it needs to be very
1:05:14
easy to understand just as a customer
1:05:16
whatever it is that you make has
1:05:18
to be to understand why Don't buy
1:05:20
anything. So if you write in a complicated
1:05:23
manner, if you demonstrate in
1:05:25
a complicated manner, if you share what
1:05:27
it is that you're doing, and it takes
1:05:29
more than two lines, you're gonna just
1:05:31
lose people. People scan. They don't
1:05:33
even read. They're gonna like read
1:05:36
the one line headline or the three
1:05:38
word headline. They're gonna read the first
1:05:40
like half of the first sentence in
1:05:42
the first paragraph, and then they're
1:05:44
skipping to the next section. And
1:05:47
if they can't like... Grock the the
1:05:49
I say Grock it's not the I think
1:05:51
Elon Musk named it after the
1:05:53
concept which is if they can't
1:05:55
intrinsically understand what
1:05:57
it is that this thing is
1:06:00
with like that quick scan, they're
1:06:02
probably not gonna buy it. So,
1:06:04
you know, think about how you, when
1:06:06
you buy things. Another thing is like,
1:06:09
it just feels so complicated
1:06:11
sometimes for everyday normal
1:06:13
people, the medium of things
1:06:16
like, I have to build a landing page,
1:06:18
I don't know how to do that. I
1:06:20
have to, you know, do Facebook ads,
1:06:22
I don't know how to do that.
1:06:24
So, actually that kind of. you know
1:06:26
I we launched a we're launching actually courses
1:06:29
in these spaces filled with
1:06:31
like very concentrated actional information
1:06:33
to help you do the
1:06:35
things that you must if you plan on
1:06:38
marketing stuff because bottom line is
1:06:40
like as a publisher somebody who's
1:06:42
self publishing you're creating a
1:06:45
business and you got to learn to
1:06:47
do a lot of new things a lot
1:06:49
and fulfillment is something that's very few
1:06:51
people understand it's like oh but I
1:06:53
can kick that came down the road.
1:06:56
marketing, if you kick the can down
1:06:58
the road and you launch a
1:07:00
crowdfunding campaign without marketing, it's
1:07:02
like, you're, you know, not going to
1:07:05
succeed or it's not going to be, it's
1:07:07
going to be a shade of what it could
1:07:09
have been, right? And so the,
1:07:11
you know, we developed three courses,
1:07:13
one on the crowdfunding page, the
1:07:15
actual way that it should be laid out,
1:07:17
what makes a good offer, you know, all sorts
1:07:19
of things we talk about like, you know, you
1:07:22
know, how to, how to like. demonstrate
1:07:24
the product in the best possible
1:07:26
light specific to tabletop games. Then
1:07:28
we we did another course we
1:07:31
actually released this one two years
1:07:33
ago originally and it was it was
1:07:35
awesome people loved it it was on
1:07:37
Facebook ads how to go from zero to
1:07:40
funded on day one. We've since proven
1:07:42
that case study over 200 or I'm
1:07:44
sorry over 150 times with first time
1:07:46
creators. We have helped over 150
1:07:49
first time creators fund their
1:07:51
projects on day one which is pretty cool.
1:07:53
And then we also released
1:07:56
another one, which is
1:07:58
email marketing. for crowdfunding
1:08:01
Mars and like, all right, let's go over
1:08:03
like the five most common, and I
1:08:05
spent like two hours of this four hour
1:08:07
concentrated course on how to write a
1:08:10
good subject line. It's the most
1:08:12
important thing you could possibly do
1:08:14
when you're email marketing and we
1:08:16
did like a workshop of, you know, I
1:08:18
took terraforming Mars and I'm
1:08:20
like, all right, let's go over like the
1:08:22
five most common terrible subject lines that
1:08:25
I see all the time. and how
1:08:27
will we make those subject lines into
1:08:29
good ones for this particular game so
1:08:31
i use that and then i i break out
1:08:33
like what are great subject lines that i
1:08:35
have written that had great results for
1:08:37
me and so on so i think that um
1:08:40
an email an email without a good subject line
1:08:42
is like a nice house or a mansion without
1:08:44
a door it's like it could be the best
1:08:46
house in the world but if you don't have a
1:08:48
way to get in What are we doing?
1:08:50
And so yeah, subject line is the
1:08:52
same thing. If you can't get somebody
1:08:55
to click on the message to read
1:08:57
the amazing update that you have,
1:08:59
then you've kind of wasted
1:09:01
everybody's time. Yeah. Yeah, it's just
1:09:04
your stuff is going to get filtered
1:09:06
into the spam folder or. Or the
1:09:08
promotions tab. Yeah, just scroll.
1:09:10
You know, my wife has like 10,000
1:09:12
unread emails on her account. Like every time
1:09:15
I look, I see her phone. I see
1:09:17
her phone. I see her. make me lose
1:09:19
my mind. But I feel like she's
1:09:21
not alone. There's a lot of people.
1:09:23
They just like, they don't even bother
1:09:26
to click it to like let it,
1:09:28
they don't even market as red. They
1:09:30
just scroll on by. So yeah, our
1:09:32
courses are really designed to kind of
1:09:34
fill the gap between the knowledge gap
1:09:37
and to help people kind of
1:09:39
connect the things that they already
1:09:41
know. Like for example, what makes
1:09:43
their game awesome. with like how to
1:09:46
express that in the medium of Facebook
1:09:48
ads, how to put that on your
1:09:50
Kickstarter page in a manner that actually
1:09:52
will absorb through the crocodile brain into
1:09:55
the neocortex where people can reason and
1:09:57
rationalize why they should actually buy
1:09:59
this. right? Um, people are very
1:10:01
emotional creatures. They tend to buy
1:10:04
on emotion and then justify
1:10:06
with logic afterward. They're
1:10:08
like, you know, for me, $400 on
1:10:10
a game, it's ridiculous. And then, but
1:10:12
I'm like, well, but, you know, free
1:10:14
shipping. It's like, yeah, dude, they can put
1:10:16
$100. Well, Andrew, you've got like 14
1:10:18
kids. So going to the movies one
1:10:21
time is about 400 bucks. So, you
1:10:23
know, it's like, it's like going to
1:10:25
the movies. Oh yeah. So it's funny, you
1:10:27
know, but I think that the biggest
1:10:29
problem that I've seen, you know, like we
1:10:32
run our marketing agency if you
1:10:34
want to get our full service, it's
1:10:36
like 3,000 bucks and it goes up
1:10:38
from there and it's split over a
1:10:41
number of months, but it's very
1:10:43
expensive for a lot of people
1:10:45
that are listening to this podcast.
1:10:47
And the reality is they can't
1:10:49
afford that. They might have 2,000
1:10:51
dollars. for every bit of
1:10:54
marketing including reviewers and
1:10:56
prototypes and everything so like
1:10:58
how are they going to afford a
1:11:00
service like mine you have to either hope
1:11:02
you know find somebody that like
1:11:05
isn't a professional but says
1:11:07
they can do it and just throw all
1:11:09
your chips in on them and hope
1:11:11
that you get a good result. spoiler
1:11:13
it's not usually a good result
1:11:16
or do it yourself and that is
1:11:18
where you get the best result
1:11:20
because nobody cares more. then you
1:11:22
do about your baby, right? About your
1:11:24
project you've been working on. And so
1:11:27
what I decided to do, you know, we
1:11:29
really start, we have our crowdfunding
1:11:31
nerds podcast like episode 225 at
1:11:33
this point, closing it on that. And that's
1:11:35
all free content that we share
1:11:37
everything that we do. We hold nothing
1:11:40
back and we just share everything for
1:11:42
the purpose of helping people do it on
1:11:44
their own. And you know, like we have lots of
1:11:46
great clients that join us on there every
1:11:48
once in a while you've been on there
1:11:50
a couple of times. It's been really fun,
1:11:53
but that's something that I think really
1:11:55
benefits people. But what about like
1:11:57
everyone in the middle that needs some
1:11:59
guidance? that is not willing to
1:12:01
listen to 227 or 225 hours of
1:12:04
content in order to get that. You
1:12:06
know, like Kickstarter lessons
1:12:08
on Jamie Stakemeyer's blog,
1:12:10
amazing resource, only like, you
1:12:13
know, 450 lessons to read, and
1:12:15
then you can get started. It's like,
1:12:17
who has time to do all of
1:12:19
this now? You know? And so what
1:12:21
we did was we created these courses
1:12:24
that are highly concentrated
1:12:26
pieces of like essential pieces of
1:12:29
the puzzle. that you can jump
1:12:31
in. And normally they're 700
1:12:33
bucks. You know, our Facebook
1:12:35
course, we actually raised from
1:12:37
600 to 700. We were selling it
1:12:39
at 600 for the last two years.
1:12:42
We had this really low deal when
1:12:44
we first launched it. And our
1:12:46
whole, actually we're doing the same
1:12:48
thing right now for like the month
1:12:51
of March were bundling everything
1:12:53
and selling it for $690
1:12:55
for all three courses. or 399
1:12:57
for a single course, and I think 599
1:12:59
for two of them. And yeah, I mean, we're
1:13:01
just basically just doing this,
1:13:03
you know, this podcast partially to
1:13:05
just help people understand that
1:13:08
you know way more about marketing than
1:13:10
you think. You just have to put
1:13:12
yourself in the place of the customer
1:13:14
and figure out, you know, make
1:13:16
the connection between like demonstrating something
1:13:18
and me wanting to buy
1:13:21
the thing. You know, if you do
1:13:23
an effective demonstration, like. I will buy the
1:13:25
thing like Billy Mays and Oxy Clean or
1:13:27
the Shamwell guy or you know half the
1:13:29
people that go to Shark Tank make me
1:13:32
want to buy their thing because
1:13:34
their demonstration is so effective. So
1:13:36
how can you do that exact same thing
1:13:38
on every little bit of thing
1:13:40
that you touch that is marketing
1:13:42
related? Anything that faces a customer,
1:13:44
your Facebook ad, your email marketing,
1:13:47
your you know landing page, your Facebook
1:13:49
group and what you post weekly
1:13:51
or whatever? So these courses are just going
1:13:53
to help you get there faster. Right. And
1:13:55
they're excellent. You sent me, the course is
1:13:57
a while back to kind of check out and offer.
1:14:00
some feedback and give some ideas on.
1:14:02
And so, you know, I think they're
1:14:04
excellent. I was already planning to do
1:14:06
this little mini series of podcasts, like
1:14:09
it's something I want to do, I've wanted
1:14:11
to do for a couple months now, just
1:14:13
kind of get, you know, sit back down
1:14:15
in the chair with the microphone and chat
1:14:18
with some people that I really enjoy talking
1:14:20
to. And it just kind of worked out
1:14:22
timing wise that you were running, you know,
1:14:24
selling these courses like, oh, hey, let's just
1:14:26
kind of roll that in together. community. One
1:14:29
thing I reached out to you about recently,
1:14:31
and I think you thought was a pretty
1:14:33
good idea, was offering free coaching, on my
1:14:35
part, I say free, coaching on my part, if
1:14:37
you buy the course through the board game design
1:14:39
lab link, and I'll put the link everywhere you
1:14:41
can find links, you get a free hour of
1:14:44
coaching or consulting for me, right? Because
1:14:46
it's something going back to what you
1:14:48
were saying. A lot of people, especially
1:14:50
just starting out, they don't have thousands
1:14:52
and thousands and thousands of dollars. to
1:14:54
hire a company and whatever. You know,
1:14:57
launch boom is really expensive. Gelop can
1:14:59
be expensive. Like there's a lot of
1:15:01
companies out there that sell services
1:15:03
that are just not, they don't make sense
1:15:05
for a lot of companies, especially if you're
1:15:07
selling a $20 game and your margin is
1:15:10
seven bucks. Like it's hard to justify spending
1:15:12
a whole bunch of money on something yet
1:15:14
you don't even know is going to pay
1:15:16
it out. And so I think these courses
1:15:18
offer an extremely good entry point for people
1:15:21
just getting who we're offering, you know. For
1:15:23
your first game, don't sell a $100 game.
1:15:25
You know, just don't do that in general. It's not a good
1:15:27
idea. You know, sell a $20 game, sell a $30 game. But
1:15:29
if that being the case, you're not just not going
1:15:31
to have as much margin to play with. And so
1:15:34
this is a great entry point for people just to
1:15:36
figure things out to get started without having to listen
1:15:38
to hundreds and hundreds of hours of
1:15:40
podcast information, my show, your show, Jamie
1:15:42
Stagmire, and YouTube, all these different places.
1:15:44
And so all these different places. And
1:15:46
so anyway. Yeah, if you if you
1:15:48
use my link, my feeling link to
1:15:50
get the course. We actually created one
1:15:52
for you. It's a crowdfunding nerds.com/bgDL is going
1:15:54
to get you there. All you have to do,
1:15:57
you'll get to learn all about the courses and
1:15:59
whatnot. But, um. but press any button
1:16:01
that says go to the course and
1:16:03
you get and it's gave's link and
1:16:05
it's it's really amazing what gave is
1:16:08
offering that free hour of coaching just
1:16:10
so it's honestly with all of what
1:16:12
it is that we're doing your link
1:16:14
is the most value for the money
1:16:17
I mean it's already it's already $2,100
1:16:19
of courses for 70 or for $700,
1:16:21
699 or whatever it's like two-thirds off
1:16:23
but then. To add on that extra
1:16:25
hour of coaching is really awesome. Yeah,
1:16:28
I've been getting more into coaching and
1:16:30
consulting lately, mainly because I've run into
1:16:32
all the problems. I think you can
1:16:34
run into, I've run, you know, 14
1:16:37
campaigns in a row, 14 months. I've
1:16:39
got a lot of scars, and if
1:16:41
I can help other people get the
1:16:43
lessons without the scars, that's great. Like,
1:16:45
I've fallen in the holes. Shipping, fulfillment,
1:16:48
you know, pricing. working with freelancers that
1:16:50
don't work out. You know, all sorts
1:16:52
of things I've run into that I've
1:16:54
been able to help other people with.
1:16:56
And I think this is just an
1:16:59
excellent way to kind of do that
1:17:01
on a bigger scale. And so yeah,
1:17:03
I'm excited to chat with designers, publishers,
1:17:05
people. A lot of times, designers, people,
1:17:08
a lot of times, people. And so
1:17:10
yeah, I'm excited to chat with designers,
1:17:12
publishers, people, people. A lot of times
1:17:14
people, I'm like, I'm excited to chat
1:17:16
with designers, designers, designers, designers, designers, to
1:17:19
chat with, designers, designers, to chat with
1:17:21
designers, designers, designers, to chat with, designers,
1:17:23
designers, to chat with, designers, designers, designers,
1:17:25
to chat with, designers, to chat with,
1:17:28
designers, designers, designers, to, designers, to, to,
1:17:30
designers, to, to, to, to, to, to,
1:17:32
to, to, to, meet new publishers and
1:17:34
help them get further down the road
1:17:36
faster than I did, right? And yeah,
1:17:39
I'm excited. So I really appreciate the
1:17:41
partnership. Yeah, it's such a blessing. You
1:17:43
know, when I started marketing in this
1:17:45
space, I run this company since 2009.
1:17:48
You know, I actually did a board
1:17:50
game, a website for a board game
1:17:52
called Constitution Quest in like 2014, which
1:17:54
was like, what is it? I can't
1:17:56
remember. I can't remember the game now.
1:17:59
Are you George Washington or cheesy? requesting
1:18:01
for the Constitution? Yeah, well, you have
1:18:03
to answer questions about the US Constitution
1:18:05
as like you move your little part
1:18:08
cheesy token around. It's funny. But that
1:18:10
was back in like 2014. But my
1:18:12
first experience with like actually marketing a
1:18:14
crowdfunding project was 2019. And it's gotten,
1:18:16
it's become more complicated since then because
1:18:19
your product has to look more complete
1:18:21
than ever before. You know, it was
1:18:23
good if your product looked more premium
1:18:25
back in 2019, but now it's like
1:18:28
if your product doesn't look premium, then
1:18:30
there are so many things out there
1:18:32
that do. You know, and another thing
1:18:34
is like for the average person, a
1:18:36
lot of the time when people come
1:18:39
to me for consulting or other things
1:18:41
like that, they will have started Facebook
1:18:43
ads and they're asking me the wrong
1:18:45
questions. They're asking me like, oh, I'm
1:18:48
getting 20 cents a click, or I'm
1:18:50
getting 10 cents a click, is that
1:18:52
good. And it's like, well, what is
1:18:54
that actually, like what are the result
1:18:56
producing things that happen because you're spending
1:18:59
money on Facebook ads? Are you getting
1:19:01
more people on your email lists that
1:19:03
are interacting with your community that back
1:19:05
your campaign? Like, and for the most
1:19:08
part, people can't make the connection between
1:19:10
those things. And so that's one of
1:19:12
the things that courses will help with
1:19:14
is like, they just, you know, by
1:19:16
the way, a lot of the time
1:19:19
when people don't know what's actually happening
1:19:21
with their marketing dollars, they... Or if
1:19:23
they don't understand why sending a monthly
1:19:25
email is going to be good for
1:19:27
their long term, they stop doing it.
1:19:30
So a lot of the time people
1:19:32
are like, oh, I'm going to do
1:19:34
this on my own, and they spend
1:19:36
$100 on Facebook, and they're like, well,
1:19:39
I don't really know what that did
1:19:41
for me. I hope 10 cents a
1:19:43
click is good, but I don't want
1:19:45
to just keep burning money, and so
1:19:47
they shut it off. And I will
1:19:50
help you spend your money, that you
1:19:52
can actively track and measure. And I
1:19:54
think that's one of the most important
1:19:56
things just, you know, like, how do
1:19:59
I know? that I'm doing the right
1:20:01
thing, you know, is a lot of
1:20:03
the time what people will ask, you
1:20:05
know, in varying versions, whether it's marketing
1:20:07
or like related to publishing in a
1:20:10
different way, like logistics, like, how do
1:20:12
I know if I'm, what I'm doing
1:20:14
is right? And you help people, like,
1:20:16
crazy, answer those questions in all sorts
1:20:19
of areas. And I feel like sometimes
1:20:21
we can be like, do you ever
1:20:23
feel like a psychiatrist when you're talking
1:20:25
to someone? Yeah, because so much of
1:20:27
business is like, is emotional. People don't
1:20:30
just buy things emotionally. They sell things
1:20:32
emotionally too, right? And there's all sorts
1:20:34
of psychological things happening on both sides.
1:20:36
So yeah, definitely. It's funny, you know,
1:20:39
but yeah, so, you know, I hope
1:20:41
that the launching, it's called our crowdfunding
1:20:43
nerds Academy. We really want to like
1:20:45
get further into course work and just
1:20:47
helping people help themselves, you know, and
1:20:50
so what we're planning is basically just.
1:20:52
this launch point if you know people
1:20:54
want to jump and grab all the
1:20:56
courses or whatever it's going to be
1:20:59
the lowest price that'll ever be it'll
1:21:01
have lifetime access lifetime access to updates
1:21:03
by the way so anything that we
1:21:05
change anything that gets like Facebook ads
1:21:07
has changed several times over the years
1:21:10
and we've updated our course several times
1:21:12
to keep to make sure that you
1:21:14
know how to find the Facebook pixel
1:21:16
and install it or you know whatever
1:21:19
if that how to navigate the business
1:21:21
manager You know, and see if your
1:21:23
ads are working where the buttons are
1:21:25
have changed and and all that. So
1:21:27
our courses need to update. And so
1:21:30
if you grab them, you get lifetime
1:21:32
updates. Yeah, that's great. And like I
1:21:34
said, I went, I've gone through them.
1:21:36
They're excellent. I'm excited for other people
1:21:38
to go through them and get all
1:21:41
the value out on. Andrew, this has
1:21:43
been great. Man, any kind of closing
1:21:45
thoughts, anything else that maybe we didn't
1:21:47
dive into, anything that comes to mind
1:21:50
as far as far as far as
1:21:52
marketing, you want to. leave listeners with?
1:21:54
Man, well I think the first thing
1:21:56
is, you know, we're going to be
1:21:58
advertising the crowdfunding nerds academy everywhere, but
1:22:01
if you're listening to this podcast, I'd
1:22:03
really love you to grab it through
1:22:05
Gaves, Gaves Link, just to support what
1:22:07
it is that you're doing. I think
1:22:10
it's amazing, just crowdfundingnerds.com/be GDL for like
1:22:12
four game design lab. And I want
1:22:14
to say like I'm so proud of
1:22:16
you for how far you've come, like
1:22:18
you've raised a million dollars over the
1:22:21
course of like, you know, whatever it
1:22:23
is 20 projects or 16 projects that
1:22:25
have been exclusively like generally solo. And
1:22:27
you're really kind of paving new territory.
1:22:30
I don't know, it's just really cool
1:22:32
to see. And you get to like
1:22:34
be like your marketing partner on that.
1:22:36
It's been really fun. But just to
1:22:38
see how you've grown and how you've
1:22:41
made quick decisions, your like your goal
1:22:43
is to fail fast. You're like, I'm
1:22:45
going to figure it out and then
1:22:47
like be done. And you know, it's
1:22:50
and you pivot quickly, which I think
1:22:52
is really fantastic. So you're an excellent
1:22:54
case study to watch. I think, you
1:22:56
know, listeners that have been kind of
1:22:58
wondering what Gave's been up to, he's
1:23:01
been a busy B. like follow game
1:23:03
on you know best with one on
1:23:05
game found like doing all your stuff
1:23:07
what do you what do you got
1:23:10
coming out you have um so Rome
1:23:12
the Rome deluxe and we'll be back
1:23:14
for a second first of all thank
1:23:16
you I appreciate that but the cool
1:23:18
thing about doing so many campaigns is
1:23:21
I can experiment constantly hey what if
1:23:23
we do this what if we change
1:23:25
it to that what if I didn't
1:23:27
pay a bunch of youtopers to do
1:23:30
the videos what if I did the
1:23:32
videos to the videos what if I
1:23:34
did on myself okay let's trying Let's
1:23:36
keep doing that. Let's try ads that
1:23:38
do this. Let's try, let's offer an
1:23:41
add-on. Let's offer a neoprene play map.
1:23:43
Does that work? Okay, it did. Okay,
1:23:45
let's, there's so many experiments that you're
1:23:47
able to run, because, or I'm able
1:23:49
to run, because I'm doing so many
1:23:52
campaigns, but every month's an adventure. I
1:23:54
never really know going in. Okay. I
1:23:56
have an idea. This is gonna go
1:23:58
well. This month is Rome deluxe edition.
1:24:01
I did last year and it did
1:24:03
really well and people love it and
1:24:05
some people a lot of people said
1:24:07
the best game of the year for
1:24:09
solo games. It's like cool. Let's let's
1:24:12
do a reprint. I ran out of
1:24:14
stock immediately. I think I sold out
1:24:16
I had extra copies and I sold
1:24:18
those out in like 15 minutes. Yeah,
1:24:21
there's nothing. I backed that one. Yeah,
1:24:23
I appreciate. And so it's like, all
1:24:25
right, let's do a reprint and let's,
1:24:27
I had all these people asking for
1:24:29
deluxe stuff and it's like, let's, let's
1:24:32
give people what they want. Give them
1:24:34
a good deal on it, right? It
1:24:36
just makes sense. And then everybody's happy,
1:24:38
right? I can pay my bills and
1:24:41
people get what they want in Nashville.
1:24:43
So I think it's nothing about marketing.
1:24:45
Don't overthink it. Figure out what people
1:24:47
want, typically by asking them, against, good
1:24:49
to have people want, typically by asking
1:24:52
them, against, good to have people on
1:24:54
your email list, that way you can
1:24:56
say, hey, I'm thinking about doing this,
1:24:58
put out a poll, and let people
1:25:01
give you their data, you know, their
1:25:03
information, as far as far as far
1:25:05
as like what they prefer what they
1:25:07
prefer what they prefer, what they prefer,
1:25:09
and then, what they prefer, and then,
1:25:12
So I'm excited about this coming up
1:25:14
campaign. I've got some really cool. I
1:25:16
mean, I am so pumped for some
1:25:18
of the games that are coming later
1:25:21
this year. And I'll probably put out
1:25:23
an email soon to the best with
1:25:25
one email list and just say, hey,
1:25:27
here's the cover art for three games
1:25:29
coming later this year. And some of
1:25:32
them are unbelievable. And yeah, I was
1:25:34
really pumped to you on a sign.
1:25:36
I signed a game a couple weeks
1:25:38
ago from a designer who I love.
1:25:41
I think he's an excellent designer. really
1:25:43
cool to get him on board on
1:25:45
the team and then other games coming
1:25:47
out later this year as well. But
1:25:49
yeah man every every month's adventure and
1:25:52
experiment and we just keep riding the
1:25:54
wife. Yeah yeah so I guess I
1:25:56
guess like last minute advice I have
1:25:58
I have one thing that I think
1:26:00
is really important. I see experienced companies
1:26:03
and new companies doing this where they
1:26:05
fail to involve their community and they
1:26:07
just like give them what they think
1:26:09
they think they think they think they
1:26:12
want. And the community responds saying, we
1:26:14
don't want this. And a lot of
1:26:16
the time, and you know, as a
1:26:18
constant, They, you know, experience companies, especially
1:26:20
lately, I don't want to name any
1:26:23
names, but like have canceled campaigns that
1:26:25
they, you know, after many very successful
1:26:27
campaigns, they've canceled others that I've seen
1:26:29
have, you know, made way less than
1:26:32
they, and they were expecting. And it's
1:26:34
oftentimes all rooted even before the game
1:26:36
is conceived. It's rooted in the, or
1:26:38
the Kickstarter, whatever. It's rooted in like
1:26:40
their starting assumptions. That is where companies
1:26:43
just without sharing your very beginning assumptions
1:26:45
with your audience, you can fall flat
1:26:47
on your face. And it's such an
1:26:49
easy thing to do. You can ask
1:26:52
your people, like for example, my deliverance
1:26:54
people, hey, do you guys want an
1:26:56
expansion? Is a really good question to
1:26:58
ask. And they said yes. So I
1:27:00
made an expansion. And we made 60%
1:27:03
more than our first campaign. We reprinted
1:27:05
the base game and we, which is
1:27:07
hard to do. It's hard to make
1:27:09
a lot more on the next printing,
1:27:12
even though we see a lot of
1:27:14
success stories that have reprintings that are,
1:27:16
you know, that have raised more. It's
1:27:18
actually a quite a hard thing to
1:27:20
do. And so if I just made
1:27:23
it without asking, you know, a lot
1:27:25
of companies do, they always come up
1:27:27
with a follow-up product after you've. experience
1:27:29
the first Kickstarter and you're like I'm
1:27:32
I'm assuming that you liked that one
1:27:34
and you're gonna want another game using
1:27:36
that same system sometimes like if I
1:27:38
did that without asking it would have
1:27:40
been fine because my community did want
1:27:43
something like that but many times you
1:27:45
know I'll see people go for like
1:27:47
a deluxe edition or a super duper
1:27:49
deluxe edition and rather than simply it
1:27:52
being as cut and dry as like
1:27:54
oh do you want this or not.
1:27:56
if you have customers that have your
1:27:58
that have purchased a previous edition you
1:28:00
have to make sure that they are
1:28:03
satisfied like hey I'm producing a deluxe
1:28:05
edition of this like if for example
1:28:07
like you produce your Rome deluxe edition
1:28:09
and you don't have an upgrade kit
1:28:12
you get people mad mad but then
1:28:14
you know if you if you ask
1:28:16
them like hey would you guys like
1:28:18
an upgrade kit they're gonna be like
1:28:20
yes I'd really like this token to
1:28:23
be upgraded that be so great Or
1:28:25
I'd really like, here's my ideas, and
1:28:27
you're like, great, because I've already thought
1:28:29
of those things and I'm making it
1:28:31
happen, you're gonna get your people on
1:28:34
board. But the assumptions that people make
1:28:36
at the very beginning of the conception
1:28:38
of their product, oftentimes without talking to
1:28:40
a community of fans, it's just, it's
1:28:43
like, why would you voluntarily put a
1:28:45
blindfold on to? you know, throw darts
1:28:47
at a dartboard, right? If you needed
1:28:49
to hit a bullseye or if you
1:28:51
needed to throw well, you want to
1:28:54
take the blindfold off. And the way
1:28:56
that you do that is by talking
1:28:58
to your community. So that's like, I'm
1:29:00
such a big advocate for that. I
1:29:03
want to talk to my people and
1:29:05
I want them to be able to
1:29:07
talk to me. And so that's my
1:29:09
last bit of parting advice. Yeah, and
1:29:11
I wholeheartedly agree. Well Andrew this has
1:29:14
been great really glad to have you
1:29:16
back on the show and I just
1:29:18
chat through all these things good luck
1:29:20
with crowdfunding nerds and the course and
1:29:23
and bringing deliverance you know the expansion
1:29:25
everything to life I know it's you
1:29:27
got a lot going on as much
1:29:29
as I've got going on you got
1:29:31
a lot going on too man and
1:29:34
so yeah good luck with that and
1:29:36
everything else you got going on right
1:29:38
now. Thanks man I appreciate it.
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