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Considering the insights I have gained with the unsuccessful conclusion of Highways & Byways, I will be creating a brief series on Failure Recovery which will be worked into Start to Finish. This is a really important part of getting started in the board game industry which I had not considered writing about until now. Failed product launches happen from time to time, especially with newcomers. Keep an eye out for the Failure Recovery series around the middle of May 2018.
You may be asking: why stop the Dev Diary now? There are two really compelling reasons:
The Dev Diary series was created to detail to development process of Highways & Byways from start to finish. With Highways & Byways having concluded, so too must the series.
This will also help me since I’ll regain a few hours each week for game development.
Some of you may be wondering what the conclusion of the Dev Diary and the failure of the Highways & Byways campaign means for me personally. What comes next?
First and foremost: I’m still going to make games and write about making games. I’ll be taking the lessons I’ve learned from Highways & Byways and making games more carefully next time. The big two lessons for me are “start by validating the market” and “don’t work alone.” That means I’m doing a lot of polling and question-asking to see what people are into. I’ve also started working with some people who I’ve grown close to over the last couple of years on new games.
In addition, there is a whole lot of clean up I need to do in order to make sure Pangea Games runs smoothly in the future. For one, I have cut back on unnecessary social media accounts, including the War Co. and Highways & Byways accounts. I’ve streamlined my social media to where only the blog and Pangea Games have social media accounts. On top of that, there are a number of small inefficiencies that I’m resolving.
Most importantly, since I’m no longer working alone, I’m going to start making formal budgets and plans. I’ve always relied on written documentation, even while working alone. However, when working with others, it’s extremely critical to capture timelines and to-do lists in a formal way.
Here we stand on the precipice of a brave new world. There is an enormous amount of opportunity ahead for Pangea Games and my future projects. Bringing the Dev Diary series to its conclusion is just one part of that. Thank you for reading this series and enjoy the continuation of Start to Finish 🙂
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It’s funny – I actually planned to write a whole new post from scratch with up-to-date information. I was going to use that old post as an outline and nothing more. Yet I stand by nearly everything I said in that and I don’t see much need to edit it. What I’ll do instead is post the link in really big text below. Then below the picture, I’ll post new things I’ve learned about Twitter in the last year.
Marketing is a slow dance. You have to very slowly build your reputation. Twitter is great because it lets new developers draw attention to themselves with fewer barriers than ever before. But it’s still a long, slow climb from Attention to Action. You have to have a great game, a great website, a good business case, and so on. You can’t tweet yourself to the Top 100 on Board Game Geek. Trust me, I tried.
Lessons Learned Since the Original Article
Read up on that old article? Great! Because I have a few responses to my old work that will be relevant you as a board game dev hoping to get big on Twitter today. Twitter is a dynamic, fluctuating environment that rewards experimentation. Here are some lessons I’ve learned since I posted the original article in May 2017.
Stricter Spam Rules
Twitter has clamped down a lot more on spammy behavior since I got started in 2015. I think it might have something to do with all the bot traffic that the site’s suffered from over the last couple of years. Regardless of the cause, the implications for board game devs are pretty clear: you can’t get away with following hundreds of people every day.
There was a definite time when you could follow 400 or 500 people every day and get away with it. Your followers would often be untargeted and loaded with spam, but there was an argument to be made that it was still worth it because you could get a lot of quality followers because you were getting more followers in general. It’s true – going to @BoardGameGeek and following 400-500 people per day would get you a lot of board game fans.
Twitter won’t let you do that anymore. The threshold for spam-like behavior has been dramatically dropped, and they’ll suspend your account a lot more easily. If you’re doing something shady but not quite spammy, they’ll redirect you the Terms of Service page.
Thank goodness. Twitter has needed to clamp down on the bad behavior for a while and they’re actually taking clear steps now. Good for them! Just understand that if you had any intention of using dirty tactics to grow your following, they probably won’t work anymore and they’ll probably get you banned.
Lead Generation
I used to argue against following people you don’t know to grow your audience, instead of saying you should like/comment/retweet instead. I still think that’s the best form of engagement, but if you’re looking for something faster, I’ve found a method that works. It’s a method of lead generation that uses Twitter.
Go to a website such as ScoutZen, enter in an account with a similar audience to yours (for example, I’ve used @CardboardEdison), and export their followers (1,000 for free on the site I’m using). Then follow 30-50 people every day on that list, skipping over spam accounts and untargeted accounts. Like and comment on their tweets when it makes sense to.
The basic idea here is that you start with a list of people who are likely to like your tweets. Then you initiate contact in the easiest, quickest way possible – following. Like and comment on their tweets so you’re actually engaging with them, if only a little bit. It’s fast, it’s efficient, it’s not bombarding completely random people with unwanted messages, and – most importantly – it works like a charm. Seriously, I’ve gotten a 20% follow-back rate when doing this.
It’s not perfect, though. It’s extremely manual. At some point, you’ll have to unfollow people who don’t follow you back. Yet for people who want to grow their Twitter quickly, this is the method I recommend. Start with 10-20/day and work your way up to 50. You can do more if you’re brave.
Direct Messaging Campaigns
Automatic direct messages – auto DMs – are just about the most annoying thing on Twitter. Yet a hand-crafted direct message from a cool person doing things you like? That’s worth reading!
One quick way to get a lot of people to take action very quickly is to start a Twitter DM campaign. Let’s assume you’re using friendly lead generation methods and your audience is well-targeted. I’ve used Twitter DM campaigns on both Brandon the Game Dev and Highways & Byways. Here are the boilerplate messages I’ve used – I change their text up a little because I read people’s bios.
Hey (Name)! I noticed you’re a board game dev, so I’d like to invite you to my board game dev Discord community. It’s a hang-out spot for about 1,100 game devs and gamers. Is this something you’d be interested in?
Hey (Name)! I noticed you’re a board gamer and that you’re interested in Highways & Byways. Would you like to receive an email notification when the Kickstarter goes up March 26?
If people respond – and they do about 15% of the time – I send them a link to my landing page with clear instructions. My overall conversion rate on DM campaigns is around 10%, which I consider to be really good. I basically built my 1,100 person game dev Discord server with Twitter DMs.
These are all my additions to my old work. If you have any questions or further observations, let me know in the comments below 🙂
After a year of documenting the Highways & Byways development process through the Dev Diary, this is not the post I wanted to write. I would have much preferred to write a post about how Highways & Byways funded on day 1. Yet today I must write a post on why I canceled the Highways & Byways campaign after two weeks at less than one-third funded.
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When I created this blog, I created it to help see creators through the entire game development process. That means the highs and the lows. I will not sweep failure under the rug. That wouldn’t do you any good. It wouldn’t do me any good. Let’s dissect this Kickstarter campaign failure in detail so we can all walk away smarter.
Let’s get something straight first: I make no excuses. I failed. There are reasons for that. It was preventable. I will do better next time.
Why Highways & Byways Failed on Kickstarter
The Highways & Byways Kickstarter campaign failure is the result of poor product-market fit. That basically means that Highways & Byways, intrinsically as a game itself, does not match up well with the desires of the greater Kickstarter board gaming community. I’ve done a lot of hemming and hawing over this, asking “is this really the reason? What other factors could be at play?” There are some smaller factors that contributed to the Kickstarter failure, but this is the big one and I will present my arguments for that a few paragraphs from now. Long story short is that I made Highways & Byways without once asking “what do people want?” I simply pursued a passion project.
A successful Kickstarter campaign, or broadly speaking, a successful product launch hinges upon two big things: product-market fit and audience. If you have a beautiful, perfect product that’s hand-made for a very specific audience, but you have nobody’s attention – you will fail. It’s one of those “tree falls in the forest and no one’s around to hear it” situations. Likewise, if you have a healthy audience, such as the one I’ve grown online, but a product that nobody asked for, you’ll have a few buyers, but ultimately people will ignore you and move on with their day. People are too busy to care about things that only “sort of” interest them.
Imagine the relationship between product-market fit and audience size as a seesaw. The product-market fit is the base of the seesaw and the audience size is the length of the seesaw. If you have a good product-market fit and a small audience, you can put a rock on one end, drop a bowling ball on the other, and the rock will fly (but not very far). It might go high enough to launch. This is how War Co.worked for me. The game ignited strong passion in people, but my marketing techniques were sloppy and disorganized.
On the flip side, if you have a poor product-market fit and a sizable audience, as I did with Highways & Byways, you get the seesaw on the right. Put a rock on one end, drop a bowling ball on the other, and the rock won’t go very far either. I had an efficient marketing system with a big mailing list, a lot of Twitter followers, and even a little love on the Board Game Geek page. Yet the game itself was only appealing to a very specific group of people, most of whom didn’t hang out on Kickstarter.
Perhaps in 2012, Highways & Byways could have worked. I think it could have even worked in 2016 when I started seriously making board games. Yet at this current moment, Kickstarter has become a buffet. If you put food on the buffet line, it has to be one of the most attractive things out there or else it won’t get eaten. Then you have to take all your soup back home from the work potluck…not that this happened to me.
I’m being a bit silly here, but stop and think about what’s gotten big on Kickstarter lately. It’s a lot of light games near or under $20 USD in price. It’s a lot of heavy games with miniatures. There isn’t very much in between. Highways & Byways falls very much in between, targeted family gamers (who use Kickstarter less) for $49 USD (which isn’t a great price point right now) with no standout components. I never once took Kickstarter data before making this game and its stagnation on Kickstarter shows.
Why I Believe Product-Market Fit is the Root Problem
The reason I believe product-market fit is the root problem is mostly because of the process of elimination. I looked at the elements that led up to the Kickstarter based on my own personal “game development process map” from creation to Kickstarter. I’m going to go through them in reverse chronological order so you can see how I arrived at this grim diagnosis.
Was it the Kickstarter campaign itself? I don’t think so. The campaign itself has a conversion rate of 3%, an average pledge rate that matches with the core reward, lots of comments relative to the funds raised, and a staggering 51% completion rate on the video. I’ve received nothing but compliments on the way the page was laid out. I initiated the launch sequence with no problems.
Was it the audience size? I doubt it. I had, at the start of this campaign, over 500 emails for Highways & Byways alone, 137 for War Co., and – get this – nearly 1,200 for this blog. On top of that, I have tons of Twitter and Instagram followers across multiple accounts. Even after giving Facebook relatively little attention, the blog and Byways Facebook pages have over or nearly 400 likes each – most of whom are unique individuals.
Was it lack of outreach in terms of streams, blogs, podcasts, etc.? You can always do more outreach, but I wound up working with the super cool people behind Board Game Design Laband We’re Not Wizards. They have fairly large audiences and are only two of dozens of people I’ve worked within the last three months. I don’t think this was the problem.
Was it a result of bad reviews or poor gameplay? No, they were about as positive as War Co. In fact, they were arguably better. Those who played Highways & Byways showed real desire and passion to play it again. I wouldn’t have gone further if they didn’t.
Was it the artwork? I doubt it. I have received lots of praise for it from reviewers and gamers alike. Ads containing the artwork performed well on Facebook. I would have sent them back to James Masino to be reworked if they did.
Was it the basic concept? Yes. I never asked anybody what they wanted to see. I never used market data to validate this game. I’ve never found an adequate game to make a comparison to. I’ve not seen another campaign like it succeed. I just wasn’t there mentally when I started this game. It was another passion project, much like War Co. I handled the operations much better this time, but the core concept didn’t work.
What Led to Poor Product-Market Fit?
I’ve said it before and it bears repeating. Highways & Byways was a passion project. War Co. was, too, but it was also a sci-fi game with tons of lore and crunchy calculations. Kickstarter really likes sci-fi, lore-heavy games, and crunchy calculations. That was my saving grace despite a marketing plan that was dodgy at best. Highways & Byways is a better game than War Co., but it’s not a better product. It was purely based on my interests, which the board gaming community as a whole does not happen to share.
You can follow your passions and make money. But you can’t blindlyfollow your passions and make money.
Decide right now whether you’re in it for creativity, money, or both. If you’re in it for creativity, don’t worry about the larger trends. If you’re in it for money, become a sellout, make a fantasy worker placement / area control game for $19. If you’re in it for both, figure out where your interests and the market’s interests line up. That’s where you want to be. That’s where I’m moving.
My sellout comment above is a joke, but it hints at some truth. Kickstarter is a big, beautiful data set. You can rip 100 board game campaigns off there and get a pretty good idea at which price points, mechanics, themes, and art styles make money. Use that data! I didn’t use that data because I was pursuing a passion project.
With all this spelled out, there is one more major problem: I worked alone. If I didn’t work alone, there is a very good chance someone would have stopped me. Even if they didn’t, it wouldn’t have taken as long as it did. I may have even had some games in the backlog for after Highways & Byways, which would have also softened the fall.
All of this – poor product-market fit caused by the blind pursuit of passion, a lack of data, and refusal to delegate – is what I believe broke Byways. I think this is far more important than posting on the perfect, magical Facebook groups, getting upvotes on Reddit, or having WIP thread on Board Game Geek. Those things are valuable and I will look into them more in the future, but they’re not the roots.
What am I Going to Do?
By the evening of Day 1, Highways & Byways was funding slower than War Co. It had a higher funding goal and better marketing operations. I knew something was off immediately, so in my spare moments, I started devising a plan B. Thankfully, I have a beautiful place to crash land. I have an incredibly polite and intelligent Discord server of over 1,100 game developers. I have a blog that, ironically, is more popular right now than it was when I started the campaign. I have an online platform. I make plenty of money. I’ve got a lot of friends and family. The world is not in ruins.
I’ve assembled a group of close associates. We are going to start coordinating our efforts, dividing up tasks, and being really open and honest with each other. Being alone was a major factor in my failure, and this is going to help.
Next thing I’m going to do is cut back all the crap. I’m going to stop running so many social media accounts. I’m going to eliminate processes that aren’t effective. Moreover, I’m going to stop doing what I’m not great at. I’m good at a lot of the game development process, but it’s time to delegate some things – such as game design and play-testing – to others who have more intrinsic talent than I do. I’m still going to make games, I’m just going to make sure my contributions really count next time.
This last one is huge. I am never going to create a product without validating the market first. Never, never, never, never, never, never, never again. I’m going to find out what people like, compare that to what I like, and make something that makes us all very happy. This is the first filter in my new game development process and I will use it aggressively.
As for Highways & Byways itself: I may do a small print run. I’m still investigating that.
Writing this post was like performing an exorcism. I’d prefer to not have to have written it, but here we are. I’ve learned a ton. I’m not going to quit. I have a plan for the future and more optimism than I had even a few weeks ago in the run-up to this campaign.
I hope you can learn from my mistakes. Helping you is what this blog is all about 🙂