Game Marketing Made Simple with Andrew Lowen

Game Marketing Made Simple with Andrew Lowen

Released Thursday, 20th March 2025
Good episode? Give it some love!
Game Marketing Made Simple with Andrew Lowen

Game Marketing Made Simple with Andrew Lowen

Game Marketing Made Simple with Andrew Lowen

Game Marketing Made Simple with Andrew Lowen

Thursday, 20th March 2025
Good episode? Give it some love!
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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

0:38

just been an excellent, excellent partner

0:40

in my journey as a publishing company.

0:42

And now that they're offering this online

0:44

course, I reached out to Andrew and

0:46

I said, hey man, let me put

0:48

it out to the Borgame Design Lab

0:50

community. I obviously believe in this stuff.

0:52

This is a lot of learnings and

0:54

a lot of information and things that

0:56

I've been able to be the guinea

0:58

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

1:18

up and available for you to run

1:20

your own campaigns and new marketing like

1:22

a pro. And if you go to

1:25

crowdfunding nerds.com/bgDL and you get the course

1:27

through that link through my affiliate. link

1:29

not only will you get an amazing

1:32

set of online courses you'll also receive

1:34

a one-hour free coaching call with me

1:36

and we'll talk about your campaign we'll

1:39

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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