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Give it a rest.

It's been roughly a year since I started working heavily on Conquest at Kismet. Now that it's out, the reviewers have come in and said their opinions, the audience has bought my games...now I find myself in a position where I can go in certain directions with the game or go completely in another direction by working on another game.

Unfortunately, I've found myself being stagnant as of late.

Part of it may be the fact my wife is pregnant with our first child. That's a welcome and a heavy announcement. I'm happy, but yet I'm faced with the fact that promoting my game by going to conventions is going to severely be limited. I've already canceled some conventions I always go to just so I could save up for my new child.

But where do I stand? I've climbed a mountain of creating and producing a game that many have attempted and failed and yet I stand at the bottom of yet another mountain. While promoting my game, I'm seeing that I'm in the crowd of many first-time game designers and now I'm clawing to get some recognition in this small community of an industry.

It's humbling but yet challenging at the same time. Amongst the people making their first game, I see a lot of things I've learned that others struggle through because they are pretty much doing it on their own. Amongst the people that have created their first game, I see a lot of designs that could use some improvement, but I always try and glean some wisdom when talking to them about their baby. I see my game and the errors are glaring.

So for the last month I've been resting. It's been a long road getting to where I'm at and I know there's a long road ahead of me. In Everest terms, I've just reached Base Camp; the hardest part of the mountain still lies ahead of me.

I'll admit, I'm very...assertive on these forums, but at the same time I'm learning from every post that shows up on this website. I can work a crowd...fairly well. But in here I'm in a crowd of my peers...some have made games, some are still trying, all are learning.

I have to continue my journey soon. I'm excited, but it really means I needed the rest. Sometimes you have to recharge your batteries before you move on.

Comments

Congratulations!

While you've experienced great joy as a game designer, with all of its accolades, I can tell you that you have a much greater experience awaiting you as a father. Again congratulations, and I wish you success in both your familial and professional endeavors.

Cheers,
Joe

BTDT

Congratulations

The main problem is that you’re published by a very small publisher that doesn’t have the resources to promote games heavily so unless you get lucky your game may be like most and go unplayed or even unnoticed by the majority game enthusiasts.

Pretty much happens to us all at some point. My first few releases didn’t sell as well as I expected for much of the same reason.

Not really a problem...

Dralius wrote:
Congratulations

The main problem is that you’re published by a very small publisher that doesn’t have the resources to promote games heavily so unless you get lucky your game may be like most and go unplayed or even unnoticed by the majority game enthusiasts.

Pretty much happens to us all at some point. My first few releases didn’t sell as well as I expected for much of the same reason.

To be honest, I wasn't really expecting a huge response to my game. I mainly wanted to see how the process works and figure out what this board game industry had to offer. In addition, I much prefer gaining respect from my peers before profit...money goes away, but respect goes a long way.

I know this is backwards to what a lot of designers are doing. They sacrifice potential respect for profit. By poking around in the industry, I've been able to create connections that can push me into the public eye more, and that's far more valuable to me than a game that shoots out the door and fizzles.

Want to chime in here - as I

Want to chime in here - as I have a daughter and she is 1 year and 2 month old right now. In my case I had even more time working on my game after she was born which gave my design endavours a big boost. The reason for this is, that I had to reduce most of my sports and other hobbies and had a much more contemplative time - going for long walks, while she slept etc. and that was where the ideas came up. I wish you and your family all the best!

Be certain...

To smoke a "Cuban" for me! Now you guys in the US can probably import them!

Congrats on your future child.

radioactivemouse

radioactivemouse wrote:
Dralius wrote:
Congratulations

The main problem is that you’re published by a very small publisher that doesn’t have the resources to promote games heavily so unless you get lucky your game may be like most and go unplayed or even unnoticed by the majority game enthusiasts.

Pretty much happens to us all at some point. My first few releases didn’t sell as well as I expected for much of the same reason.

To be honest, I wasn't really expecting a huge response to my game. I mainly wanted to see how the process works and figure out what this board game industry had to offer. In addition, I much prefer gaining respect from my peers before profit...money goes away, but respect goes a long way.

I know this is backwards to what a lot of designers are doing. They sacrifice potential respect for profit. By poking around in the industry, I've been able to create connections that can push me into the public eye more, and that's far more valuable to me than a game that shoots out the door and fizzles.

While to many it may seem backwards, this is the way it should be. Anyone designing games with only an eye to profit is just doing it wrong. Design for the love of games. Design for the creative aspects of it. Design because it's what you like to do.

Do it that way and the respect and recognition will come. With the respect and recognition comes the money, as little as there is in this industry.

Kudos to you on being published and make sure to spend as much time as you can with the little one! They grow up fast (I have 4 daughters, aged 19-25 years old now).

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