Showing posts with label sales. Show all posts
Showing posts with label sales. Show all posts

Thursday, May 7, 2015

Hitting the corners - Making your best pitch

Ha! Sportsball references! ^_^

Anyway, I was at the local monthly board game designer meetup and we got to talking and one of the things we talked about was how to pitch your game. I'm not going to go into all the details of the pitch but one of the things that struck me was that someone said that he felt like a pitch is misrepresenting your game.

I disagree. I think a bad bitch misrepresents your game.

Also, if you lie in your pitch you're fucked. Honestly and truly.

What a good pitch does is take the essence of your game down to a solid nugget of awesomeness. What is the thing that your game does that makes it a special snowflake among all the other snowflakes. It's important because it's how you get people interested in your game, you're giving them a reason to care about your game.

Once you get people hooked on the awesome premise of your game, you can go into more detail. This doesn't mean that you will now explain the rules of your game. This is where you can talk about the awesome things in your game that make your pitch true. Each one of these should be it's own pitch, you don't have to go into the nitty gritty details of the how it's awesome, just mention why it's awesome.

Then, if they're interested in the game and ready to play the game then you can go into the nitty gritty details of how everything works.

Before then? Don't bother because you'll lose them.

Sunday, October 27, 2013

Demos For You and Me - Part 2 - Running the Game

In part 1 we covered what you need to do ahead of time when running a game demo. Let's talk about what you need to do while you're running a game. This is where you're going to sell the people on the game, this is the actual test drive so make sure it's as smooth and wonderful an experience for the players as you can.

I'm going to assume that you've done the stuff in part one and have a tailor made adventure to introduce people to you game. What's going to make them feel like this is the best game experience in the world. Now here are some things you need to keep in mind over the next 2-4 hours.

I'm going to start with one of the most important ones, because it filters down to the other ones.

1. THIS IS A BUSINESS SETTING, AND A SELLING MOMENT.

There, that's out there. Yes you aren't wearing a three-piece suit, or even dress down to business casual, but if you're running a demo you can't forget that this is your business setting and you should remember that. You need to act professionally at all times. That means the things you wouldn't do because you're in a business setting, don't do them. Just don't. It doesn't matter that you're at a bar, convention space, church basement. You are selling something to someone, be professional about it.

2. Address your players directly

I'm putting this one out there because I have seen this, and have many people come up to me and tell me about this happening to them. You need to address your players directly. By addressing them directly, I mean look at them when you speak to them. It's not that hard. You look at them when you talk to them. You don't have to stare them down, you don't have to gaze lovingly into their eyes, you have to just address them as a person.

You'd be surprised how hard this is, apparently, for a good number of people who run games at events. It is also one of the larger complaints that I have heard from a wide variety of people. There are many stories about people not looking at people when they talk to them at a game, or addressing all questions to someone else at the table.

You can't do that. Can't, can't do that. One it makes the game not entertaining for that person. It's also a potential sale you are leaving on the table.

3. Make sure everyone has their moment

This is standard kind of GMing advice, but it doubly applies here. You want to make sure that every person at the table has a moment to be amazing. Otherwise they're going to get bored and think your game isn't worth buying. Part of that is making sure those moments are in your adventure, but another part is making sure that you give the player those moments in the game.

It's like the "Let the Wookie win" part of demoing a board game. People are more interested in buying your product if your product gives them an experience that they want to have.

4. Have fun

Ultimately we're all just playing a game. Remember that, and have fun when you're demoing a game. If you're having fun, the player can pick up on that and it will infect their play as well. Nothing can ruin a game like not having fun, or being bitter. That includes being bitter about other people's products. No one gets excited by negative marketing, so don't do it.

I'm sure there are more, but these are the four things I think you need to think about when you run your con game.


Saturday, September 7, 2013

Demos For You and Me - Part 1 - The Setup

With the noises of interest coming off of the whole Convention RPG Selling (Found here in Part 1, 2, and 3) articles that I posted. Not to mention Lilian Cohen-Moore's article talking about a frustrating demo experience at PAX, and Ryan Macklin's following up with his own list of things not to do when doing a demo. With that in mind, I had this sitting in my drafts folder for a while so maybe it's time to come down and talk about what to do when running a demo game.

Why do this?


Well, I think running a demo for a game is one of those skills that people just kind of assume they have, and that they can do it just like running any other game. I seem to get that vibe when talking about it with other people. I've seen it in demo kits from larger publishers, and from being in demos for other games. Most of what I'm saying is applicable to RPG demos, but some of this stuff works for board game demos too, I'll try to point out when that's the case.

What's the most important thing to remember?


A game demo is another place where you will be selling your game. It's a sales moment.

In Part 1 of Selling RPGs I talked about how selling RPGs is the Used Car Salesmanship of the game industry. I'm going to use that metaphor again, because this is the test drive. This is where they take the system out for a spin, try it out, see if they like it. This means that it's another point where you have to make a good impression.

This is the same thing with boardgames. You're at the part where they want to see it before the buy. If you make a bad impression here, you've just discouraged them from buying your game and you both walk away disappointed. The player is disappointed because they were interested and the game didn't live up to their expectations, and you're disappointed because you lost a sale.

The Setup

If you are going to run a demo, the first thing you need to do is be prepared. Being prepared means a couple of things. It means that you're prepared to run the game right away. It means that you're prepared to talk about what makes the game awesome.

What Makes Your Game Awesome
This is all about knowing your product. Really, this should come first because if you know this then your demo adventure will be amazing. You should know how to run the game without referring to the book every few minutes. You need to know what makes your game amazing, and how to bring that into the adventure and how you run it. This leads into the next section which is ...

Be Prepared
This means that you have to have an adventure scenario set up. Now before you grab one off the shelf, or just come up with something you need to remember that this is a sales moment. You want a very specific adventure. You want one that's going to highlight what makes the game awesome, and showcase it right off the bat.

When I run Critical!: Go Westerly as a demo, we start with You All Meet in a Tavern. Why? Because the adventure is funny right from the get go, and that's what we're trying to show. Critical can be funny without getting in the way of doing stuff, in fact it's more funny when you're doing stuff. Having an adventurer's night where local adventurer's can meet and then have them go off on an adventure gets the people in the right framework for what's going to happen next.

This also means that you have to set things up so that the players have to interact with the system right away. Remember, this is the test drive, you need to show the players the awesome stuff about the system and why they're going to have fun playing your game. Roleplaying is great, and fun, but they don't need your system to sit around and talk in character for an hour. Have them do things! Have them do awesome things! Quickly!

More example time! When we run YAMIAT the first thing that happens is that we make them figure out what's going on, and then roll on the stairs so they get an idea of how the system works out. Then, usually something funny happens. If not, then we go straight into another encounter to make sure the few other parts of the system that aren't immediately covered by them walking down the stairs happen.

What else does this mean? It means you're going to need pre-generated characters. Unless character/setting creation is such an integral part of your game (think Fiasco, or Geasa) you're going to want to have characters waiting for your players to pick up and run with. This also means you're going to want to leave out a little bit on the character sheet so that the players have some choice. The easiest way is to come up with quick backgrounds and let the players decide on the name, looks, and gender of their character. If you have characters with genders, make sure that you've got an even number of them so that everyone at the table has a choice. Nothing is worse than when you feel like you're stuck with one or two options. 

Make your pregens diverse and interesting, and because you have control over what the characters are you can also make sure that there is something cool for them do to in the adventure. Nothing is worse than feeling like you're sitting on the sidelines doing nothing because you have a character that "doesn't fit" the scenario. If you have a "doesn't fit" pre-gen then that's a problem with your prep that you're going to need to fix.


Next, I'll talk about what to do during a demo. If you have any questions that you'd like to see answered about running a demo, then you can leave a comment or drop me a line and I'll try to include that in the next section.


Saturday, February 23, 2013

The fine art of RPG selling - Part 3

The first two parts of selling an RPG are covered here, and here. Now it comes to the part that I've heard lots of people complaining about, closing the sale.

Before we start I want you to repeat a few things.

It is okay to close a sale.
It is okay to take people's money and give them a product.
This is all part of the process.
The person giving you money is aware of this fact.
It is okay to close a sale.

Repeat that until you feel comfortable. This is all about closing.

When people talk about sales, they say that this is the part that's really hard for them. They seem to think that people are going to be upset that they've brought in filthy lucre into the conversation.

If you are at a convention, in a space designated to sell product, then the people you are talking to are there to ... ready for this ... buy product. They understand that you aren't there for some philanthropic reason. They know that you have a product to sell and if they've gotten to this point there's a good chance they are interested in buying what you have to sell.

It is okay to close a sale.
It is okay to take people's money and give them a product.
This is all part of the process.
The person giving you the money is aware of this fact.
It is okay to close a sale.

Now that you've said the affirmation, let's talk about some tips to help close that sale.

1. Touch

At some point in time it's a good idea to get the product into the customer's hand. It makes it real, and concrete which is important. Why? Have you ever had a situation where someone says, "Hey, that's water's cold" and you walk into the water and go "Wow, this water's cold!" That's the difference between being aware of something conceptually and viscerally. The second one is always more powerful because we knew it was cold, but now it's personally cold.

Same thing with a product. They can be all for the idea of a game, but putting it in their hands helps when they're thinking about buying it. It's no longer an idea, it's a thing and it's right there.

2. Walk towards the sales area

If you're at a convention, usually you'll have a location where the sales take place. It doesn't have to be big, it doesn't have to shout that "HERE BE SALES" but even if it's one guy whose got three thousand dollars in his back pocket that is your sales area. If you're closing the sale, you should be walking towards that spot for a couple of reasons. The first is that it's convenient for the customer. They want to buy your product and get going, you want to make both of those things easy for them to do.

Secondly, it shifts the conversation to the sales part of the conversation. It's the segue into the money part.

3. Make the buying as painless as possible

I mean don't make them wait. If it's cash, make sure you have plenty of change ready. If you do credit cards, make sure you know the process and can do it. If you take 10 minutes to take the customer's money, there's a chance that they'll get annoyed and leave. Also, if you make the purchase hard they'll remember that and while it won't be a huge factor in coming back to buy other stuff, it will still be a factor. If they're pressed for time, or they're hungry, they're going to remember that and say they'll come back later.

At a large convention, come back later becomes come back never.

4. Make small talk

You still want to be conversing with the customer, but you don't really need to go on more about the game. They're convinced, don't over sell because you can lose people that way too. Talk about them, what they think of the convention, what they're excited about on the floor that they haven't seen yet. Nothing is completed until they have given you the money, and they have taken the book with them.

That's the end of the sale. They go away happy, you go away happy, and then you turn around and start the process all over again.

Wednesday, February 20, 2013

The fine art of RPG selling - Part 2

Mikael Andersson, who runs an awesome local convention called Hammercon, linked to the first part of The fine art of RPG selling and had a really salient point that he made, which was:

"your pitch should make it clear how the game fits into my life."

To me, this is important but it comes into the next section which is the middle part of selling an RPG. If you don't get your pitch down to the point where it doesn't catch the interest of the person then the rest of it is pretty moot. The pitch is the most important part of selling your RPG, right up there with all the other parts.

It's true. Because this next section is how you listen to your customer, and find out how your game is a fit for them. You're going to talk about the book, but this is where you get into their concerns as well as how your game fits well into their lives. If you read any books on selling, they say this is where you'll deal with your customer's concerns, and you will be to do that you really only need to do three things:

1. Listen

Listen to what your customer is saying. If they're saying if they don't have a lot of time in their lives you're going to want to talk about how your game saves time. If they really like to share narrative control, talk about the ways your game does that or if it doesn't what might interest someone who does like to share control like that.

The worst thing you can do is just plow ahead with a pre-planned bit of dialogue that doesn't fit with what the customer is saying. I hate it when it happens to me, because then I know that I'm getting a spiel and I just tune out what I'm hearing. Know your product, be prepared with some of the questions that come up time and time again (you'll know what they are because you're listening to your customers) but be ready to modify your answer to fit what your customer is saying.

It's like any conversation really, if you aren't really paying attention to the conversation the other person is going to know and it will do nothing but annoy them.

2. Love your game

I've said this before, but you have to love what you're selling or else it comes across as bullshit. Love the games you make, love the games you sell. It will help you understand what's great about them, and why other people will want to play them too. Love is infectious and if you display it in what you do, then the more people are also going to excited about what you do.

3. Be Honest

Yes, you want to adapt what you're saying to fit what the customer is saying. Yes you want to make sure what you're saying fits into the customer's interest and life, but don't lie. Don't misrepresent your product, because that customer has the chance to be a repeat customer. If you want them to come back and buy the rest of your products, then lying to them is a sure fire way to make sure that they never do that again. Lying in sales doesn't work. If it's not going to be a fit for the customer, then it's not going to be a fit for a customer. If that one particular product isn't going to work for them, find another one. If you only have one product, then no matter how hard you try to push it on the customer it's never going to end well.

There's an example, and I'm not going to be specific because the industry is small and I don't think it was malicious, of something that happened to me with a game. The person had an amazing pitch, and I picked it up their game (or swag traded for it, which made me regret it a little less) and took it home to read. I got home and it wasn't what they said it was at all.

I got rid of the game, and I can't really find it in me to recommend it to anyone. Why? Because I was really disappointed that it didn't really deliver on its promises. It could have been a really good game, but I never got over the initial disappointment at all.

Like I said above, this is going to be the longest part of your sale. This is where you'll do the talking, hear about personal stories, and it's a lot of fun.  Next we'll talk about the thing a lot of people have problems with, which is the close.

Monday, February 4, 2013

The fine art of RPG selling - Part 1

Corey Reid, of Dino Pirates of Ninja Island fame, wrote up a blog post about selling at the convention floor. He's got some good thoughts about how to consider a convention a success. Things to think about like metrics and key indicators which is always a good thing to have. We can discuss them at a later time, because what I want to talk about is the fine art of selling RPGs ... which is really just the fine art of selling.

That being said, when it comes to the hobby game industry it's on the higher difficulty end. I've sold pretty much everything you can sell when it comes to convention in the 10 years (oh god it's been about 10 years hasn't it) of doing all this conventioning and selling and stuff.  I would say that Card Games and Board Games are the easiest to sell. I've sold them without even showing the game, I've just talked about it and for some people it's the right price point with the right conversation and they've bought it sight unseen. I'd say accessories and miniatures are next on the scale because of the price point and/or the extra requirements (if you have an accessory for a game then I need to play it/own it in order to want the accessory). However, if it's a good accessory then it's easy to get the buyer interested.

RPGs themselves? They're the used car of the gaming industry. People want to take it for a test drive, they want to roll down the windows, kick the tires, and after all that you're going to get a "Oh ... I'll think about it and get back to you."  That can be demoralizing, and frustrating especially if you've spent a lot of time with this person and they've shown you a lot of interest in the product.

That said, there are things you can do to help you with your selling. This isn't original, a lot of this are stuff you can find in a wide variety of selling books but I figured I would put it out there anyway. This is mostly information at the beginning of the sales conversation, we can talk about the middle parts and the end later.

1. Give a Damn about what you're selling.

If you don't like the product, there's no way in hell you can consistently convince other people that they should care about it. I don't care what kind of actor you are, I don't care what kind of sales person you think you are, but if you don't care the customer doesn't care.  It's pretty simple, and it should be easy because you're probably going to be selling your stuff. You care about what you've made, right? Right?

2. Greet People, don't Grate People.

People are at a convention to check things out, that can also mean your stuff. Make eye contact, say hello, wave at people. If they're moving don't do much more, they're checking things out and will make their own decision on what to do. If they're stopped, you can move to "Would you like to check out" or asking them what they're interested in.

Don't try to force people into your booth. That's the worst thing you can do, because all it does is make people resent you and trying to win their interest after that is hard, and you want to make this as easy as possible.  If they don't want to stop, you can't make them stop, so let them go. They may come back later, they may not but you can then focus on the people who are interested in what you're doing rather than the ones who aren't.

3. Perfect your Pitch

You have heard this ad nauseum, but it's going to get said again. Have your pitch ready.

For those of you who don't know what a pitch is, it's a short blurb that tries to encapsulate what makes your game awesome. You want to highlight the cool thing that your game does, what makes it special, what might pique their interest and what might get you to a sale.

In reality, with so many things vying for people's attention you've got about 10 seconds to try to give the customer a reason to stay. You've got one or two lines at most before they decide if they want to listen more or they're done with what you have to say. Repeat after me ... 10 seconds. Practice all the words you can intelligibly say in 10 seconds. It's not a whole helluva lot of time so you have to work on getting what makes your game great out there.

4. Adapt your Pitch

If something isn't working for you, don't think you can change it on the fly. I know I've started out using feature X for a pitch and finding out that people really enjoy feature Y. That's great, change your pitch to include Y and get rid of X, or find a way to include Y and X. Find the things that people seem to enjoy about the game, and use that to get them to talk about all the cool things about the game.

5. Be Positive

This isn't some sort of always be happy in a fake kind of way, but it kind of is. When you're selling at a con, it's great and wonderful and exhausting, but it's also a job ... it's your job. That's right, when you decided to do this whole selling your own stuff thing, sales became one of the many hats that you're going to have to wear. Get used to it, and be positive. If you're showing signs of negativity then people will react to that and you'll get less people interested to get passed your pitch to learn about your product. Smile, make eye contact, be friendly.

6. Don't go Overboard with the Positivity

Of course, don't go too far. If you're being fake, then people will pick up on that too and run but more because they're worried you're going to be a serial killer rather than a sales person.

This isn't an exhaustive list, but this is really the important stuff that I find works for me when trying to sell games to people. When I get around to writing Part 2 we'll talk about the middle of a sale, which is where most of the conversation will happen but is actually one of the easier parts of a sale.

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