WEBVTT

00:00:00.000 --> 00:00:00.090 align:middle line:90%


00:00:00.090 --> 00:00:02.490 align:middle line:84%
The following content is
provided under a Creative

00:00:02.490 --> 00:00:04.030 align:middle line:90%
Commons license.

00:00:04.030 --> 00:00:06.330 align:middle line:84%
Your support will help
MIT OpenCourseWare

00:00:06.330 --> 00:00:10.720 align:middle line:84%
continue to offer high-quality,
educational resources for free.

00:00:10.720 --> 00:00:13.320 align:middle line:84%
To make a donation or
view additional materials

00:00:13.320 --> 00:00:17.280 align:middle line:84%
from hundreds of MIT courses,
visit MIT OpenCourseWare

00:00:17.280 --> 00:00:18.450 align:middle line:90%
at ocw.mit.edu.

00:00:18.450 --> 00:00:21.128 align:middle line:90%


00:00:21.128 --> 00:00:23.860 align:middle line:84%
PROFESSOR: OK, So
let's get started.

00:00:23.860 --> 00:00:26.680 align:middle line:84%
Today we have got the pleasure
of two local game builders.

00:00:26.680 --> 00:00:30.040 align:middle line:84%
So they're here to talk to
us about some of their work.

00:00:30.040 --> 00:00:33.989 align:middle line:84%
We've got Glenn, and I
don't have your last name

00:00:33.989 --> 00:00:35.030 align:middle line:90%
in front of me right now.

00:00:35.030 --> 00:00:35.530 align:middle line:90%
Given.

00:00:35.530 --> 00:00:36.250 align:middle line:90%
Glenn Given.

00:00:36.250 --> 00:00:38.336 align:middle line:84%
PROFESSOR: Glenn Given
from Games by Play Date.

00:00:38.336 --> 00:00:40.775 align:middle line:84%
And you're located
in New Hampshire?

00:00:40.775 --> 00:00:41.640 align:middle line:90%
GLENN GIVEN: Yes.

00:00:41.640 --> 00:00:43.340 align:middle line:90%
Well, 2/3 of us are.

00:00:43.340 --> 00:00:46.920 align:middle line:90%
It's like a three-person studio.

00:00:46.920 --> 00:00:50.732 align:middle line:84%
Two of us in Andrew and one
of us who's in [INAUDIBLE].

00:00:50.732 --> 00:00:51.440 align:middle line:90%
PROFESSOR: Great.

00:00:51.440 --> 00:00:53.247 align:middle line:84%
And then you do board
games and card games?

00:00:53.247 --> 00:00:54.580 align:middle line:90%
GLENN GIVEN: Yes, a lot of them.

00:00:54.580 --> 00:00:55.780 align:middle line:90%
PROFESSOR: And then Mack.

00:00:55.780 --> 00:00:57.120 align:middle line:90%
How do you spell your last name?

00:00:57.120 --> 00:00:58.661 align:middle line:84%
MACKENZIE CAMERON:
Mackenzie Cameron.

00:00:58.661 --> 00:01:01.830 align:middle line:84%
PROFESSOR: And he is one of
the co-organizers from the Game

00:01:01.830 --> 00:01:04.350 align:middle line:84%
Makers Guild, a
local meet up, meets

00:01:04.350 --> 00:01:08.810 align:middle line:84%
up at various places
around the Cambridge area

00:01:08.810 --> 00:01:12.350 align:middle line:84%
for people who are interested in
developing board games and card

00:01:12.350 --> 00:01:14.432 align:middle line:84%
games and meet with each
other and learn more

00:01:14.432 --> 00:01:15.390 align:middle line:90%
about how to make them.

00:01:15.390 --> 00:01:20.044 align:middle line:84%
So each here, we're going
to go just Glenn then Mack.

00:01:20.044 --> 00:01:23.350 align:middle line:84%
Talk a little bit about what
you do, about the kind of work

00:01:23.350 --> 00:01:24.898 align:middle line:84%
you do, and then
afterwards, we're

00:01:24.898 --> 00:01:26.200 align:middle line:90%
going to open up for questions.

00:01:26.200 --> 00:01:27.810 align:middle line:90%
GLENN GIVEN: Sure.

00:01:27.810 --> 00:01:30.739 align:middle line:90%
So make games.

00:01:30.739 --> 00:01:31.530 align:middle line:90%
I make board games.

00:01:31.530 --> 00:01:33.276 align:middle line:90%
I make card games.

00:01:33.276 --> 00:01:36.480 align:middle line:84%
And I try and never
stop doing them.

00:01:36.480 --> 00:01:39.990 align:middle line:90%
I don't have a particular--

00:01:39.990 --> 00:01:45.660 align:middle line:84%
anything that I can play that
I can make happen, I'll do it.

00:01:45.660 --> 00:01:48.480 align:middle line:90%
We do Targi games.

00:01:48.480 --> 00:01:53.100 align:middle line:84%
So I just got 2,500 copies of
my first party game delivered

00:01:53.100 --> 00:01:55.920 align:middle line:84%
to my house three hours
ago, which is interesting,

00:01:55.920 --> 00:01:59.040 align:middle line:84%
moving those myself
and then getting here.

00:01:59.040 --> 00:02:04.020 align:middle line:84%
But I also am developing
a gigantic, stupid board

00:02:04.020 --> 00:02:06.750 align:middle line:84%
game that's just called
a Big Dumb Wargame, which

00:02:06.750 --> 00:02:09.870 align:middle line:84%
is like these guys play Axis
& Allies or any of those old.

00:02:09.870 --> 00:02:13.380 align:middle line:84%
So I used to play that
when I was in high school

00:02:13.380 --> 00:02:16.730 align:middle line:84%
because I liked
being lonely and then

00:02:16.730 --> 00:02:19.230 align:middle line:84%
I decided I wanted to make a
version of that that's actually

00:02:19.230 --> 00:02:19.860 align:middle line:90%
fun.

00:02:19.860 --> 00:02:22.650 align:middle line:84%
We're also working
on a game called

00:02:22.650 --> 00:02:25.610 align:middle line:90%
Pack the Pack, which is--

00:02:25.610 --> 00:02:27.197 align:middle line:84%
you guys know Cards
Against Humanity?

00:02:27.197 --> 00:02:28.780 align:middle line:84%
So they're running
this contest called

00:02:28.780 --> 00:02:31.520 align:middle line:84%
the Cards Against Humanity
Tabletop Deathmatch,

00:02:31.520 --> 00:02:35.040 align:middle line:84%
and they got indie developers
from all over the country

00:02:35.040 --> 00:02:35.980 align:middle line:90%
to submit stuff.

00:02:35.980 --> 00:02:39.840 align:middle line:84%
And so one of our
games is in that.

00:02:39.840 --> 00:02:42.960 align:middle line:84%
It's like if you've
ever played Old Diablo,

00:02:42.960 --> 00:02:44.460 align:middle line:84%
remember when you
would collect loot

00:02:44.460 --> 00:02:45.710 align:middle line:84%
and you would have
to fit it in your bag

00:02:45.710 --> 00:02:47.010 align:middle line:90%
and it was all weird shaped?

00:02:47.010 --> 00:02:50.010 align:middle line:84%
So it's been
inventory Tetris games

00:02:50.010 --> 00:02:54.370 align:middle line:84%
where everyone is pulling tiles,
which are effectively dominoes

00:02:54.370 --> 00:02:57.120 align:middle line:84%
with different images
on them, and then you're

00:02:57.120 --> 00:02:59.250 align:middle line:90%
aligning them to make gems.

00:02:59.250 --> 00:03:03.680 align:middle line:84%
So it's like an analog version
of Super Puzzle Fighter.

00:03:03.680 --> 00:03:05.400 align:middle line:84%
But the moral to the
point, everything

00:03:05.400 --> 00:03:06.780 align:middle line:84%
I've just described to
you doesn't tell you

00:03:06.780 --> 00:03:09.240 align:middle line:84%
anything about the games except
in reference to other games

00:03:09.240 --> 00:03:10.910 align:middle line:90%
that I talked about.

00:03:10.910 --> 00:03:14.740 align:middle line:90%
But that's how I do design.

00:03:14.740 --> 00:03:16.650 align:middle line:84%
I look at games
that I like and then

00:03:16.650 --> 00:03:20.240 align:middle line:84%
I dissect them and take
the parts that I want

00:03:20.240 --> 00:03:22.470 align:middle line:84%
and then put them back
together with other parts

00:03:22.470 --> 00:03:24.690 align:middle line:84%
and see if there's a
theme that goes with it.

00:03:24.690 --> 00:03:25.470 align:middle line:90%
But yeah.

00:03:25.470 --> 00:03:31.350 align:middle line:84%
Also, I did printing and
publishing for 10 years,

00:03:31.350 --> 00:03:33.970 align:middle line:84%
and then that drove
me madder than normal.

00:03:33.970 --> 00:03:37.050 align:middle line:90%
So I left that to do this.

00:03:37.050 --> 00:03:42.040 align:middle line:84%
So me and my team very
rapidly design games.

00:03:42.040 --> 00:03:48.690 align:middle line:84%
We bring a design all the
way to a publishing level

00:03:48.690 --> 00:03:53.700 align:middle line:84%
in about a month, from
conception to execution.

00:03:53.700 --> 00:03:58.380 align:middle line:84%
They're not big, huge
endeavors, but it's

00:03:58.380 --> 00:04:01.392 align:middle line:84%
good to stay really busy
with it and exercise with it

00:04:01.392 --> 00:04:03.600 align:middle line:84%
and realize that sometimes
a project is going to fail

00:04:03.600 --> 00:04:05.558 align:middle line:84%
and you can back away
from it and go, ah, well,

00:04:05.558 --> 00:04:06.770 align:middle line:90%
that month is kind of a bust.

00:04:06.770 --> 00:04:09.300 align:middle line:84%
And so we're actually
also exploring

00:04:09.300 --> 00:04:10.770 align:middle line:84%
different kind of
business models

00:04:10.770 --> 00:04:14.620 align:middle line:84%
for board games because this
isn't really a huge leap.

00:04:14.620 --> 00:04:18.029 align:middle line:84%
There's very few people who are
going to be very wealthy on it

00:04:18.029 --> 00:04:21.132 align:middle line:90%
or even do good on it.

00:04:21.132 --> 00:04:22.840 align:middle line:84%
MACKENZIE CAMERON:
Scare them off, right?

00:04:22.840 --> 00:04:24.048 align:middle line:90%
GLENN GIVEN: Yeah, seriously.

00:04:24.048 --> 00:04:26.700 align:middle line:84%
So maybe you make the
next Settlers of Catan

00:04:26.700 --> 00:04:31.280 align:middle line:84%
and then you're selling a
steady 5,000 copies a year,

00:04:31.280 --> 00:04:34.650 align:middle line:84%
which is really not that
much when you think of it.

00:04:34.650 --> 00:04:37.290 align:middle line:84%
Depending on the way
your business is set up,

00:04:37.290 --> 00:04:39.210 align:middle line:84%
you may see a fraction
of that money.

00:04:39.210 --> 00:04:43.320 align:middle line:84%
So that's why a lot of
very, very good designers,

00:04:43.320 --> 00:04:46.500 align:middle line:84%
like I'm a big fan of Bruno
Faidutti who just came out

00:04:46.500 --> 00:04:48.910 align:middle line:90%
with Mascarade.

00:04:48.910 --> 00:04:50.309 align:middle line:90%
Mascarade is a really cool game.

00:04:50.309 --> 00:04:51.600 align:middle line:90%
MACKENZIE CAMERON: [INAUDIBLE]?

00:04:51.600 --> 00:04:52.950 align:middle line:90%
GLENN GIVEN: Yeah.

00:04:52.950 --> 00:04:56.940 align:middle line:84%
So he'll put out
a couple of games,

00:04:56.940 --> 00:05:00.750 align:middle line:84%
and then he just gets a
cut from each of them.

00:05:00.750 --> 00:05:06.270 align:middle line:84%
But using short-run
printing, we directly

00:05:06.270 --> 00:05:13.800 align:middle line:84%
manufacture our monthly games,
and then people subscribe to us

00:05:13.800 --> 00:05:15.690 align:middle line:90%
through stuff like Patreon.

00:05:15.690 --> 00:05:19.979 align:middle line:84%
And then we send them
physical copies of the games

00:05:19.979 --> 00:05:20.520 align:middle line:90%
that we make.

00:05:20.520 --> 00:05:24.090 align:middle line:84%
And I brought nine
different games

00:05:24.090 --> 00:05:26.827 align:middle line:84%
that I've made in
the past six months.

00:05:26.827 --> 00:05:28.410 align:middle line:84%
MACKENZIE CAMERON:
I didn't bring any.

00:05:28.410 --> 00:05:29.160 align:middle line:90%
GLENN GIVEN: Yeah.

00:05:29.160 --> 00:05:30.840 align:middle line:84%
Well, you can
borrow some of mine.

00:05:30.840 --> 00:05:34.020 align:middle line:84%
And then you can
borrow the bad ones.

00:05:34.020 --> 00:05:36.450 align:middle line:84%
And then also we
go to Kickstarter

00:05:36.450 --> 00:05:40.560 align:middle line:84%
for larger games, ones
where we want to make

00:05:40.560 --> 00:05:43.670 align:middle line:90%
multi-thousand copies of it.

00:05:43.670 --> 00:05:47.970 align:middle line:84%
But yeah, I will
never stop talking.

00:05:47.970 --> 00:05:48.628 align:middle line:90%
OK, cool.

00:05:48.628 --> 00:05:54.030 align:middle line:90%


00:05:54.030 --> 00:05:55.280 align:middle line:90%
Yeah.

00:05:55.280 --> 00:05:56.860 align:middle line:90%
Board games are really awesome.

00:05:56.860 --> 00:05:58.620 align:middle line:90%
I think that you guys know that.

00:05:58.620 --> 00:06:00.750 align:middle line:84%
And they're more awesome
now than they used to be,

00:06:00.750 --> 00:06:03.690 align:middle line:84%
not just because they're more
complicated because complexity

00:06:03.690 --> 00:06:05.497 align:middle line:84%
isn't what makes a
game really good.

00:06:05.497 --> 00:06:07.080 align:middle line:84%
In fact, usually a
really complex game

00:06:07.080 --> 00:06:09.000 align:middle line:84%
is really bad
because it's a sign

00:06:09.000 --> 00:06:11.430 align:middle line:84%
that there was a huge problem
and that the designer said,

00:06:11.430 --> 00:06:12.554 align:middle line:90%
oh, I know how to fix this.

00:06:12.554 --> 00:06:15.310 align:middle line:84%
I'll add another page
to the rule book.

00:06:15.310 --> 00:06:18.070 align:middle line:90%
That's poor planning.

00:06:18.070 --> 00:06:21.660 align:middle line:84%
But games are better now
because people want them more.

00:06:21.660 --> 00:06:24.480 align:middle line:84%
I mean, what I think the
reason people want them more

00:06:24.480 --> 00:06:33.130 align:middle line:84%
is because we crave physical,
analog time with other people

00:06:33.130 --> 00:06:39.750 align:middle line:84%
now more so than when I
was a kid because we're

00:06:39.750 --> 00:06:42.000 align:middle line:84%
super interconnected
with smartphones and all

00:06:42.000 --> 00:06:45.270 align:middle line:84%
that stuff that we can't
live our life without.

00:06:45.270 --> 00:06:48.090 align:middle line:84%
I'm twittering all the way down
here doing 80 on the highway

00:06:48.090 --> 00:06:50.280 align:middle line:90%
because I'm a bad person.

00:06:50.280 --> 00:06:53.790 align:middle line:84%
But the ability to
say, OK, I've been

00:06:53.790 --> 00:06:55.500 align:middle line:84%
staring at these
screens all day long,

00:06:55.500 --> 00:06:58.260 align:middle line:90%
and my entire life is scheduled.

00:06:58.260 --> 00:07:00.180 align:middle line:84%
I need to schedule
my relaxing time

00:07:00.180 --> 00:07:02.850 align:middle line:84%
and it needs to not be
me staring at the screen.

00:07:02.850 --> 00:07:07.290 align:middle line:84%
So I think there's
something in the zeitgeist

00:07:07.290 --> 00:07:09.330 align:middle line:84%
of that personal
feeling that people

00:07:09.330 --> 00:07:12.720 align:middle line:84%
had that has caused a resurgence
in face-to-face gaming.

00:07:12.720 --> 00:07:14.510 align:middle line:90%


00:07:14.510 --> 00:07:15.510 align:middle line:90%
MACKENZIE CAMERON: Yeah.

00:07:15.510 --> 00:07:17.100 align:middle line:84%
Because Even like
apps and stuff,

00:07:17.100 --> 00:07:18.930 align:middle line:84%
I will straight up
just hands down beat

00:07:18.930 --> 00:07:20.915 align:middle line:84%
anyone that plays the
Race for the Galaxy app

00:07:20.915 --> 00:07:23.690 align:middle line:84%
than playing them face to face
because the skills that you

00:07:23.690 --> 00:07:24.940 align:middle line:90%
need are completely different.

00:07:24.940 --> 00:07:26.930 align:middle line:84%
Just like this board
games do really

00:07:26.930 --> 00:07:28.830 align:middle line:84%
well that you don't
find in other mediums.

00:07:28.830 --> 00:07:30.840 align:middle line:84%
GLENN GIVEN: So I play
a ton of Netrunner,

00:07:30.840 --> 00:07:32.132 align:middle line:90%
which is a really awesome game.

00:07:32.132 --> 00:07:34.215 align:middle line:84%
MACKENZIE CAMERON: The
rule book on that is awful.

00:07:34.215 --> 00:07:35.960 align:middle line:84%
GLENN GIVEN: The
rulebook is the worst.

00:07:35.960 --> 00:07:38.226 align:middle line:84%
But some people have
hacked together.

00:07:38.226 --> 00:07:39.600 align:middle line:84%
There's a program
called Octagon,

00:07:39.600 --> 00:07:42.210 align:middle line:84%
which is like a virtual
tabletop where you can basically

00:07:42.210 --> 00:07:44.664 align:middle line:84%
simulate any game
that's been made.

00:07:44.664 --> 00:07:46.830 align:middle line:84%
I mean, there's a whole
interesting other discussion

00:07:46.830 --> 00:07:52.980 align:middle line:84%
of how do you do internet
piracy of board games.

00:07:52.980 --> 00:07:54.880 align:middle line:90%
That could be a class.

00:07:54.880 --> 00:07:56.220 align:middle line:90%
It's a good idea for a class.

00:07:56.220 --> 00:07:57.690 align:middle line:84%
Anyway, so Octagon
is really neat

00:07:57.690 --> 00:08:00.720 align:middle line:84%
except one of the things
about Netrunner is that--

00:08:00.720 --> 00:08:03.490 align:middle line:84%
if you played it, raise
your hands so I know--

00:08:03.490 --> 00:08:05.340 align:middle line:84%
AUDIENCE: Does the
original version count?

00:08:05.340 --> 00:08:05.620 align:middle line:90%
GLENN GIVEN: Yes.

00:08:05.620 --> 00:08:06.121 align:middle line:90%
Sure.

00:08:06.121 --> 00:08:07.578 align:middle line:84%
Although the new
version is better.

00:08:07.578 --> 00:08:09.630 align:middle line:84%
You should totally get
back into the new version.

00:08:09.630 --> 00:08:11.520 align:middle line:90%
It's amazing.

00:08:11.520 --> 00:08:16.500 align:middle line:84%
So it's by the same guy who
designed Magic, the Gathering.

00:08:16.500 --> 00:08:19.860 align:middle line:84%
It has some sort of
similarities to that.

00:08:19.860 --> 00:08:22.860 align:middle line:84%
But what makes it really neat is
that it's an asymmetrical game.

00:08:22.860 --> 00:08:26.070 align:middle line:84%
Like I'll be an evil
corporation, for instance,

00:08:26.070 --> 00:08:29.430 align:middle line:84%
and you might be a
scrappy computer hacker.

00:08:29.430 --> 00:08:33.539 align:middle line:84%
And you're trying to
infiltrate my servers, which

00:08:33.539 --> 00:08:36.809 align:middle line:84%
are represented by my deck
of cards, my hand of cards,

00:08:36.809 --> 00:08:39.360 align:middle line:84%
my discard pile of cards,
or like other things that I

00:08:39.360 --> 00:08:42.929 align:middle line:84%
have installed and find
what my nefarious plans are.

00:08:42.929 --> 00:08:44.760 align:middle line:84%
And you get all these
crazy programs that

00:08:44.760 --> 00:08:48.126 align:middle line:84%
allow you to
circumnavigate my defenses,

00:08:48.126 --> 00:08:49.500 align:middle line:84%
and I get all
these programs that

00:08:49.500 --> 00:08:51.480 align:middle line:84%
allow me to put down
defenses, or maybe I

00:08:51.480 --> 00:08:53.250 align:middle line:84%
get a card that
says, I orbitally

00:08:53.250 --> 00:08:57.690 align:middle line:84%
bombard your apartment
building, which is always fun.

00:08:57.690 --> 00:09:00.870 align:middle line:84%
But a huge part of that game,
although you can play it

00:09:00.870 --> 00:09:04.960 align:middle line:84%
on Octagon, a tremendous
part of that game

00:09:04.960 --> 00:09:09.800 align:middle line:84%
is it's bluffing because what
makes the game really rich

00:09:09.800 --> 00:09:13.470 align:middle line:84%
is not that it's asymmetrical,
but there's a huge component

00:09:13.470 --> 00:09:14.500 align:middle line:90%
of hidden information.

00:09:14.500 --> 00:09:16.500 align:middle line:84%
As a corporation in
that game, everything

00:09:16.500 --> 00:09:18.900 align:middle line:84%
I do I do by placing
my cards face down.

00:09:18.900 --> 00:09:20.790 align:middle line:84%
So I know what they
are, but you don't.

00:09:20.790 --> 00:09:24.707 align:middle line:84%
And you have to start to
count cards a little bit

00:09:24.707 --> 00:09:26.790 align:middle line:84%
or start to make educated
guesses about what you--

00:09:26.790 --> 00:09:30.430 align:middle line:90%


00:09:30.430 --> 00:09:34.320 align:middle line:84%
can I attack his hand
even though I have

00:09:34.320 --> 00:09:37.380 align:middle line:90%
no offensive capabilities here?

00:09:37.380 --> 00:09:39.870 align:middle line:84%
Is that going to
mean that he explodes

00:09:39.870 --> 00:09:43.890 align:middle line:84%
like a thing in my brain
and my computer hacker dies?

00:09:43.890 --> 00:09:45.430 align:middle line:90%
There's all that.

00:09:45.430 --> 00:09:48.170 align:middle line:84%
So a lot of that game
is about managing

00:09:48.170 --> 00:09:54.390 align:middle line:84%
what's called pilt, which is
something you get in poker.

00:09:54.390 --> 00:09:57.550 align:middle line:84%
If you play poker, when
you start losing poker,

00:09:57.550 --> 00:10:00.850 align:middle line:84%
if you forget that poker
is kind of a long game

00:10:00.850 --> 00:10:02.850 align:middle line:84%
and that you should
really be playing it

00:10:02.850 --> 00:10:05.100 align:middle line:84%
with an eye on what the
rest of your weak looks

00:10:05.100 --> 00:10:06.930 align:middle line:84%
like as opposed to
this hand, you'll

00:10:06.930 --> 00:10:09.720 align:middle line:84%
start to play worse
because you're doing worse

00:10:09.720 --> 00:10:12.300 align:middle line:90%
and you'll just pilt.

00:10:12.300 --> 00:10:16.770 align:middle line:84%
So it's kind of like a tell,
but it's more than just saying

00:10:16.770 --> 00:10:18.840 align:middle line:90%
I've got a bad card in my hand.

00:10:18.840 --> 00:10:23.060 align:middle line:84%
It's going, I'm losing so I
need to play harder, which

00:10:23.060 --> 00:10:25.470 align:middle line:84%
would be great if
it was handball

00:10:25.470 --> 00:10:29.460 align:middle line:84%
or something, but in a
card, that doesn't work

00:10:29.460 --> 00:10:31.710 align:middle line:84%
because really
what you want to do

00:10:31.710 --> 00:10:35.730 align:middle line:84%
is establish regularity
in what you're doing,

00:10:35.730 --> 00:10:38.615 align:middle line:84%
especially in a game that's
that mathematically perfect.

00:10:38.615 --> 00:10:39.900 align:middle line:84%
MACKENZIE CAMERON: I think I'm
going to go ahead and introduce

00:10:39.900 --> 00:10:40.399 align:middle line:90%
myself.

00:10:40.399 --> 00:10:42.054 align:middle line:90%
GLENN GIVEN: Please do.

00:10:42.054 --> 00:10:43.955 align:middle line:90%
I don't even know where I am.

00:10:43.955 --> 00:10:46.080 align:middle line:84%
MACKENZIE CAMERON: So my
name is Mackenzie Cameron.

00:10:46.080 --> 00:10:50.220 align:middle line:84%
I'm an event coordinator
for the Game Makers Guild.

00:10:50.220 --> 00:10:52.500 align:middle line:84%
So we host a lot
of events, which

00:10:52.500 --> 00:10:55.130 align:middle line:84%
you guys have had any games
at any level of prototype,

00:10:55.130 --> 00:10:59.454 align:middle line:84%
whether it's nearly finished
or you just scrapped down

00:10:59.454 --> 00:11:01.620 align:middle line:84%
something on a napkin and
you're like it might play.

00:11:01.620 --> 00:11:05.340 align:middle line:84%
Let me go grab some dice or
whatever, we accept that.

00:11:05.340 --> 00:11:07.470 align:middle line:90%
Check out our site.

00:11:07.470 --> 00:11:09.530 align:middle line:90%
meetup/gamemakersguild.

00:11:09.530 --> 00:11:12.025 align:middle line:84%
Actually, we just recently
got gamemakersguild.com.

00:11:12.025 --> 00:11:13.275 align:middle line:90%
So you can go to that website.

00:11:13.275 --> 00:11:14.399 align:middle line:90%
GLENN GIVEN: That's a coup.

00:11:14.399 --> 00:11:16.800 align:middle line:84%
MACKENZIE CAMERON: --which
I'm a little [INAUDIBLE].

00:11:16.800 --> 00:11:17.880 align:middle line:90%
It's sweet.

00:11:17.880 --> 00:11:21.176 align:middle line:84%
I'm slowly trying to make sure
that we build copies for that.

00:11:21.176 --> 00:11:23.026 align:middle line:90%
GLENN GIVEN: [INAUDIBLE].

00:11:23.026 --> 00:11:24.780 align:middle line:84%
MACKENZIE CAMERON:
gamemakersguild.com,

00:11:24.780 --> 00:11:26.090 align:middle line:90%
which is awesome.

00:11:26.090 --> 00:11:28.423 align:middle line:84%
I don't know how we managed
to get that without somebody

00:11:28.423 --> 00:11:30.190 align:middle line:90%
else already having it.

00:11:30.190 --> 00:11:33.420 align:middle line:84%
But I host some of other
events that we hose.

00:11:33.420 --> 00:11:35.040 align:middle line:84%
We have your standard
play testing,

00:11:35.040 --> 00:11:39.330 align:middle line:84%
but we also do indie board
games showcases, actually.

00:11:39.330 --> 00:11:43.200 align:middle line:84%
I've hosted that in
Brookline three times now,

00:11:43.200 --> 00:11:45.487 align:middle line:84%
where we just get anyone
that has a cool design.

00:11:45.487 --> 00:11:47.570 align:middle line:84%
So make your designs, and
then we try and bring it

00:11:47.570 --> 00:11:48.990 align:middle line:90%
out to the public.

00:11:48.990 --> 00:11:50.791 align:middle line:84%
And then what's the
other stuff that I do?

00:11:50.791 --> 00:11:53.040 align:middle line:84%
I try to get my hands in
everything board game related

00:11:53.040 --> 00:11:54.492 align:middle line:90%
in Boston.

00:11:54.492 --> 00:11:56.910 align:middle line:84%
I help out at Knight
Moves, the board game

00:11:56.910 --> 00:11:59.740 align:middle line:84%
cafe out in Brookline,
which is a lot of fun.

00:11:59.740 --> 00:12:03.330 align:middle line:84%
If you guys don't know about
it, you pay $10, you get in.

00:12:03.330 --> 00:12:05.490 align:middle line:84%
They have a library of
something like 700 games.

00:12:05.490 --> 00:12:07.260 align:middle line:84%
You can play for
as long as you like

00:12:07.260 --> 00:12:08.892 align:middle line:90%
with anybody that's around.

00:12:08.892 --> 00:12:12.840 align:middle line:84%
I also do a board game seen to
web comic, overboard-comic.com.

00:12:12.840 --> 00:12:15.385 align:middle line:90%


00:12:15.385 --> 00:12:17.845 align:middle line:90%
And then there's one more thing.

00:12:17.845 --> 00:12:21.410 align:middle line:84%
I'm going to be doing a
panel of techs this year.

00:12:21.410 --> 00:12:22.890 align:middle line:84%
Me and five other
folks are going

00:12:22.890 --> 00:12:26.530 align:middle line:84%
to be talking about board
game language, which

00:12:26.530 --> 00:12:27.950 align:middle line:90%
should be pretty interesting.

00:12:27.950 --> 00:12:29.470 align:middle line:84%
It's talk like a
board game geek,

00:12:29.470 --> 00:12:30.553 align:middle line:90%
if anyone is going to PAX.

00:12:30.553 --> 00:12:33.074 align:middle line:90%
Who's going to PAX?

00:12:33.074 --> 00:12:33.740 align:middle line:90%
Not many of you.

00:12:33.740 --> 00:12:34.730 align:middle line:90%
You should totally go.

00:12:34.730 --> 00:12:35.670 align:middle line:90%
It's the best thing.

00:12:35.670 --> 00:12:38.820 align:middle line:84%
It's The reason I
moved to Boston.

00:12:38.820 --> 00:12:42.060 align:middle line:84%
And then in the sort
of a distant future,

00:12:42.060 --> 00:12:46.940 align:middle line:84%
I've got plans for my maiden
voyage into Kickstarter

00:12:46.940 --> 00:12:51.390 align:middle line:84%
called Killer Croquet, which
is the croquet-based murder

00:12:51.390 --> 00:12:52.000 align:middle line:90%
simulator.

00:12:52.000 --> 00:12:54.030 align:middle line:90%
That will be a board game.

00:12:54.030 --> 00:12:56.540 align:middle line:90%
And it's amazing.

00:12:56.540 --> 00:12:58.700 align:middle line:84%
Not to say that Glenn is
wrong about everything,

00:12:58.700 --> 00:13:03.160 align:middle line:84%
but I'm doing the one
idea, build it up,

00:13:03.160 --> 00:13:04.590 align:middle line:84%
do the kickstarter
sort of thing.

00:13:04.590 --> 00:13:07.654 align:middle line:84%
The rapid iteration
is really important,

00:13:07.654 --> 00:13:09.570 align:middle line:84%
but there's definitely
lots of different paths

00:13:09.570 --> 00:13:11.585 align:middle line:84%
towards making a board game
and having it be successful.

00:13:11.585 --> 00:13:12.750 align:middle line:84%
GLENN GIVEN: I think
the main difference

00:13:12.750 --> 00:13:14.210 align:middle line:90%
is that he has another job.

00:13:14.210 --> 00:13:14.980 align:middle line:90%
MACKENZIE CAMERON: Oh, yeah.

00:13:14.980 --> 00:13:15.380 align:middle line:90%
GLENN GIVEN: And I don't.

00:13:15.380 --> 00:13:17.000 align:middle line:90%
MACKENZIE CAMERON: That's true.

00:13:17.000 --> 00:13:18.900 align:middle line:90%
I do this for no money at all.

00:13:18.900 --> 00:13:19.650 align:middle line:90%
GLENN GIVEN: Yeah.

00:13:19.650 --> 00:13:22.600 align:middle line:84%
I did this for no money too,
except that's a problem.

00:13:22.600 --> 00:13:25.120 align:middle line:90%


00:13:25.120 --> 00:13:27.170 align:middle line:90%
So rapid iteration.

00:13:27.170 --> 00:13:32.850 align:middle line:84%
But do you want to talk about
how you went from game idea

00:13:32.850 --> 00:13:34.230 align:middle line:90%
to the prototype?

00:13:34.230 --> 00:13:35.230 align:middle line:90%
MACKENZIE CAMERON: Sure.

00:13:35.230 --> 00:13:38.162 align:middle line:84%
GLENN GIVEN: I mean, do you
want to let them ask questions?

00:13:38.162 --> 00:13:39.971 align:middle line:90%
PROFESSOR: [INAUDIBLE].

00:13:39.971 --> 00:13:40.470 align:middle line:90%
Process.

00:13:40.470 --> 00:13:41.219 align:middle line:90%
GLENN GIVEN: Yeah.

00:13:41.219 --> 00:13:43.210 align:middle line:84%
PROFESSOR: And then
the next question.

00:13:43.210 --> 00:13:45.460 align:middle line:90%
MACKENZIE CAMERON: So process.

00:13:45.460 --> 00:13:47.460 align:middle line:84%
Mine is definitely
rapid iteration,

00:13:47.460 --> 00:13:49.890 align:middle line:84%
but I've finally
settled on one idea

00:13:49.890 --> 00:13:53.450 align:middle line:84%
that I actually watch you push
forward rather than trying

00:13:53.450 --> 00:13:57.202 align:middle line:84%
to bundle them up in small
ideas, get the one big one.

00:13:57.202 --> 00:13:58.660 align:middle line:84%
I think the main
difference of that

00:13:58.660 --> 00:14:00.930 align:middle line:84%
is that I'm hoping that
with that one idea,

00:14:00.930 --> 00:14:07.120 align:middle line:84%
I'll be able to use momentum
to generally generate

00:14:07.120 --> 00:14:12.210 align:middle line:84%
more funding for the general
brand name of my design studio.

00:14:12.210 --> 00:14:14.455 align:middle line:84%
But coming up of that
idea is definitely

00:14:14.455 --> 00:14:16.720 align:middle line:84%
a rapid iteration
process where you come up

00:14:16.720 --> 00:14:19.450 align:middle line:90%
with the very sketchy idea.

00:14:19.450 --> 00:14:21.336 align:middle line:84%
Some designers start
with a mechanic,

00:14:21.336 --> 00:14:23.210 align:middle line:84%
so they're like I want
to do something that's

00:14:23.210 --> 00:14:25.017 align:middle line:84%
deck building where
you build decks

00:14:25.017 --> 00:14:27.100 align:middle line:84%
over the course of the
game, which makes an engine

00:14:27.100 --> 00:14:29.700 align:middle line:84%
that you then draw to
then do other cool things.

00:14:29.700 --> 00:14:33.580 align:middle line:84%
And then other designers,
myself, I'm usually like this.

00:14:33.580 --> 00:14:36.290 align:middle line:84%
Start with some sort of
system or some sort of theme,

00:14:36.290 --> 00:14:40.030 align:middle line:84%
like a croquet, and see if you
can turn that into a board game

00:14:40.030 --> 00:14:42.190 align:middle line:84%
by adding different mechanics
and seeing what works

00:14:42.190 --> 00:14:45.877 align:middle line:84%
and what doesn't, which
the Game Makers Guild is

00:14:45.877 --> 00:14:46.960 align:middle line:90%
pretty fantastic for that.

00:14:46.960 --> 00:14:48.834 align:middle line:84%
Because when you get a
game and you design it

00:14:48.834 --> 00:14:50.959 align:middle line:84%
and on your first [INAUDIBLE]
you look at your game

00:14:50.959 --> 00:14:52.084 align:middle line:90%
and you go this is amazing.

00:14:52.084 --> 00:14:53.290 align:middle line:90%
This is going to work.

00:14:53.290 --> 00:14:55.040 align:middle line:84%
And you try and tell
someone about it,

00:14:55.040 --> 00:14:56.800 align:middle line:84%
and you try and
have them play it.

00:14:56.800 --> 00:14:59.428 align:middle line:84%
And that doesn't
always work so well.

00:14:59.428 --> 00:15:00.594 align:middle line:90%
GLENN GIVEN: It never works.

00:15:00.594 --> 00:15:01.570 align:middle line:84%
MACKENZIE CAMERON: It
never works, actually.

00:15:01.570 --> 00:15:03.486 align:middle line:84%
GLENN GIVEN: The first
time you put your thing

00:15:03.486 --> 00:15:07.950 align:middle line:84%
down on the table, it's going
to maybe burst into flames.

00:15:07.950 --> 00:15:09.550 align:middle line:90%
MACKENZIE CAMERON: Yeah.

00:15:09.550 --> 00:15:12.460 align:middle line:84%
A best case scenario is
that it bursts into flames

00:15:12.460 --> 00:15:13.850 align:middle line:90%
and you've made some mistakes.

00:15:13.850 --> 00:15:17.617 align:middle line:84%
And it's basically unplayable
because you need dice.

00:15:17.617 --> 00:15:19.450 align:middle line:84%
And you realize that
when you roll the dice,

00:15:19.450 --> 00:15:22.135 align:middle line:84%
the numbers always add up to
some combination of factors

00:15:22.135 --> 00:15:24.280 align:middle line:84%
that when you apply
that to system,

00:15:24.280 --> 00:15:26.557 align:middle line:84%
it's like oh, well, you're
supposed to move one space,

00:15:26.557 --> 00:15:29.140 align:middle line:84%
but every time you do this, you
actually just die immediately.

00:15:29.140 --> 00:15:29.848 align:middle line:90%
GLENN GIVEN: Yes.

00:15:29.848 --> 00:15:32.040 align:middle line:84%
So people can break
it in mechanically.

00:15:32.040 --> 00:15:36.340 align:middle line:84%
You find a tautology element
in it and just repeatedly--

00:15:36.340 --> 00:15:39.400 align:middle line:84%
MACKENZIE CAMERON: But one of
the worst thing that you can

00:15:39.400 --> 00:15:42.160 align:middle line:84%
do, I had a game that I
was developing for a while.

00:15:42.160 --> 00:15:44.250 align:middle line:90%
I pitched it to Game Salute.

00:15:44.250 --> 00:15:45.720 align:middle line:84%
And it was a
semi-cooperative game.

00:15:45.720 --> 00:15:48.490 align:middle line:84%
So the idea was that
all players have

00:15:48.490 --> 00:15:50.490 align:middle line:84%
to work together so that
everybody doesn't lose,

00:15:50.490 --> 00:15:52.823 align:middle line:84%
but then once you're going
to reach a certain threshold,

00:15:52.823 --> 00:15:54.550 align:middle line:90%
only one player can win.

00:15:54.550 --> 00:15:57.431 align:middle line:84%
And kind of a difficult
concept to really balance well,

00:15:57.431 --> 00:15:59.180 align:middle line:84%
but I'm eventually
going to really finagle

00:15:59.180 --> 00:16:00.520 align:middle line:90%
it and get it working.

00:16:00.520 --> 00:16:02.374 align:middle line:84%
And a bunch of my play
testers played it,

00:16:02.374 --> 00:16:04.290 align:middle line:84%
and it worked out exactly
the way I wanted to.

00:16:04.290 --> 00:16:05.500 align:middle line:84%
They'd play it to
a certain point

00:16:05.500 --> 00:16:06.740 align:middle line:84%
and then they
turned on each other

00:16:06.740 --> 00:16:08.710 align:middle line:84%
and then there's this
big, climactic battle,

00:16:08.710 --> 00:16:09.585 align:middle line:90%
and it was fantastic.

00:16:09.585 --> 00:16:12.180 align:middle line:84%
I was Watching just the
mechanics of how it works.

00:16:12.180 --> 00:16:15.467 align:middle line:84%
And then I asked them, it
seemed to work out really well.

00:16:15.467 --> 00:16:16.550 align:middle line:90%
How did you guys enjoy it?

00:16:16.550 --> 00:16:17.920 align:middle line:90%
They said, it was awful.

00:16:17.920 --> 00:16:19.390 align:middle line:90%
I said but it works.

00:16:19.390 --> 00:16:22.050 align:middle line:84%
You guys functioned in the way
that was really functional.

00:16:22.050 --> 00:16:25.350 align:middle line:84%
Yeah, but it wasn't
fun, which is something

00:16:25.350 --> 00:16:29.410 align:middle line:84%
that you realize as a designer,
you're putting stuff together

00:16:29.410 --> 00:16:30.940 align:middle line:84%
that the things
that you necessarily

00:16:30.940 --> 00:16:34.060 align:middle line:84%
think are really interesting
or even if they're working

00:16:34.060 --> 00:16:36.225 align:middle line:84%
don't necessarily
come across as fun.

00:16:36.225 --> 00:16:37.932 align:middle line:84%
AUDIENCE: But that's
really interesting.

00:16:37.932 --> 00:16:38.890 align:middle line:90%
They finished the game.

00:16:38.890 --> 00:16:40.595 align:middle line:84%
They didn't like
playing the game,

00:16:40.595 --> 00:16:41.990 align:middle line:90%
yet they both played the game.

00:16:41.990 --> 00:16:43.440 align:middle line:90%
MACKENZIE CAMERON: Yes.

00:16:43.440 --> 00:16:45.626 align:middle line:84%
AUDIENCE: Is that common
when you do play tests?

00:16:45.626 --> 00:16:46.126 align:middle line:90%
[INAUDIBLE]

00:16:46.126 --> 00:16:48.470 align:middle line:84%
MACKENZIE CAMERON: They're
involved in the game.

00:16:48.470 --> 00:16:50.040 align:middle line:84%
GLENN GIVEN: Usually
like, especially

00:16:50.040 --> 00:16:51.540 align:middle line:84%
if it's in a dedicated
play testing group

00:16:51.540 --> 00:16:53.415 align:middle line:84%
and especially in the
Game Makers Guild where

00:16:53.415 --> 00:17:00.400 align:middle line:84%
it's primarily designers, that
has its own downsides to it.

00:17:00.400 --> 00:17:03.070 align:middle line:84%
But yeah, they'll
see it through.

00:17:03.070 --> 00:17:05.650 align:middle line:84%
I mean, they'll go
[INAUDIBLE] on it,

00:17:05.650 --> 00:17:09.970 align:middle line:84%
push that boulder all
the way up just to see--

00:17:09.970 --> 00:17:12.550 align:middle line:84%
I mean, even when
we found stuff that

00:17:12.550 --> 00:17:14.710 align:middle line:90%
is completely broken in a game.

00:17:14.710 --> 00:17:17.890 align:middle line:84%
I was playing a game where
it was robots rising up

00:17:17.890 --> 00:17:20.829 align:middle line:84%
against humans or something and
there's this whole propaganda

00:17:20.829 --> 00:17:21.390 align:middle line:90%
element.

00:17:21.390 --> 00:17:22.848 align:middle line:84%
And then in the
first few turns, we

00:17:22.848 --> 00:17:25.990 align:middle line:84%
had identified that if you
just went to this one space

00:17:25.990 --> 00:17:29.260 align:middle line:84%
on the board and continued
to buy propaganda posters,

00:17:29.260 --> 00:17:31.860 align:middle line:84%
you could shut every other
player out of the game.

00:17:31.860 --> 00:17:33.820 align:middle line:84%
And so it's just I'm
going to go there.

00:17:33.820 --> 00:17:34.737 align:middle line:90%
I'm not going to move.

00:17:34.737 --> 00:17:36.945 align:middle line:84%
I'm just going to keep doing
this for the entire game

00:17:36.945 --> 00:17:37.570 align:middle line:90%
until I win.

00:17:37.570 --> 00:17:39.130 align:middle line:84%
And at that point,
you could be like, OK,

00:17:39.130 --> 00:17:40.480 align:middle line:84%
I don't want to play
this game anymore.

00:17:40.480 --> 00:17:42.730 align:middle line:84%
This is dumb, but we just
did it for a half hour

00:17:42.730 --> 00:17:45.250 align:middle line:84%
and different people
tried different things

00:17:45.250 --> 00:17:48.580 align:middle line:84%
using the rule set to
unseat that bad decision.

00:17:48.580 --> 00:17:51.550 align:middle line:84%
So sometimes even when you
identity something that's

00:17:51.550 --> 00:17:57.810 align:middle line:84%
broken, it just gives you a new
wound to start poking at to see

00:17:57.810 --> 00:17:59.505 align:middle line:90%
does this hurt?

00:17:59.505 --> 00:18:00.570 align:middle line:90%
It's like a doctor.

00:18:00.570 --> 00:18:03.400 align:middle line:90%
That's how doctors work.

00:18:03.400 --> 00:18:04.440 align:middle line:90%
Stab you.

00:18:04.440 --> 00:18:07.340 align:middle line:84%
MACKENZIE CAMERON: Well,
that's that doctor's game.

00:18:07.340 --> 00:18:08.770 align:middle line:90%
Solve them.

00:18:08.770 --> 00:18:11.080 align:middle line:90%
That's great.

00:18:11.080 --> 00:18:12.970 align:middle line:84%
Encouraging play
testers to finish a game

00:18:12.970 --> 00:18:15.214 align:middle line:90%
can be an art in and of itself.

00:18:15.214 --> 00:18:16.630 align:middle line:84%
Oftentimes, when
you get designers

00:18:16.630 --> 00:18:19.361 align:middle line:84%
that think that they can
fix your game for you,

00:18:19.361 --> 00:18:21.610 align:middle line:84%
it will be hard pressed to
get them to finish the game

00:18:21.610 --> 00:18:22.420 align:middle line:90%
because they're like no, no.

00:18:22.420 --> 00:18:24.360 align:middle line:84%
This is where you
should do it like this.

00:18:24.360 --> 00:18:26.200 align:middle line:84%
But in trying to urge
your play testers,

00:18:26.200 --> 00:18:28.440 align:middle line:84%
we actually had an event
where we brought somebody

00:18:28.440 --> 00:18:32.249 align:middle line:84%
in who was an expert on
generating play tests feedback,

00:18:32.249 --> 00:18:33.790 align:middle line:84%
actually, for video
games, which need

00:18:33.790 --> 00:18:36.772 align:middle line:84%
a lot of paper prototyping,
so it was a carry over.

00:18:36.772 --> 00:18:38.980 align:middle line:84%
And often times it's just
trying to encourage players

00:18:38.980 --> 00:18:41.440 align:middle line:84%
to go all the way through
because sometimes even

00:18:41.440 --> 00:18:44.140 align:middle line:84%
as players, even
with published games,

00:18:44.140 --> 00:18:46.540 align:middle line:84%
you'll play a game like in
the first playthrough you'll

00:18:46.540 --> 00:18:49.400 align:middle line:84%
be like, oh, this one
strategy is completely broken.

00:18:49.400 --> 00:18:51.880 align:middle line:84%
I don't know if anyone is
familiar with the card game

00:18:51.880 --> 00:18:54.340 align:middle line:90%
Race for the Galaxy.

00:18:54.340 --> 00:18:56.170 align:middle line:90%
Maybe a couple.

00:18:56.170 --> 00:18:59.030 align:middle line:84%
But there's one particular
strategy where the first time

00:18:59.030 --> 00:19:01.270 align:middle line:84%
you play through, there's
a military strategy

00:19:01.270 --> 00:19:03.330 align:middle line:84%
where if you have a
certain level of military,

00:19:03.330 --> 00:19:05.620 align:middle line:84%
you can play a lot
of cards roughly

00:19:05.620 --> 00:19:07.560 align:middle line:84%
for free, which is
based on the mechanics.

00:19:07.560 --> 00:19:10.018 align:middle line:84%
And almost everybody that plays
the game for the first time

00:19:10.018 --> 00:19:12.790 align:middle line:84%
realizes, oh, man, military
is such great strategy.

00:19:12.790 --> 00:19:14.625 align:middle line:90%
How did they make this game?

00:19:14.625 --> 00:19:16.000 align:middle line:84%
And then the second
time you play

00:19:16.000 --> 00:19:17.835 align:middle line:84%
through, two players try
and use that strategy,

00:19:17.835 --> 00:19:19.793 align:middle line:84%
and the third player does
a different strategy.

00:19:19.793 --> 00:19:22.730 align:middle line:84%
And all of a sudden that's the
strategy that's overpowered.

00:19:22.730 --> 00:19:25.980 align:middle line:84%
And oftentimes, because
the game doesn't completely

00:19:25.980 --> 00:19:29.050 align:middle line:84%
lay itself out in front of all
the players in the first play

00:19:29.050 --> 00:19:33.890 align:middle line:84%
test, the perception
that it's broken

00:19:33.890 --> 00:19:35.182 align:middle line:90%
is not always necessarily true.

00:19:35.182 --> 00:19:37.265 align:middle line:84%
GLENN GIVEN: And you can't
find that kind of stuff

00:19:37.265 --> 00:19:38.305 align:middle line:90%
until you play test it.

00:19:38.305 --> 00:19:39.610 align:middle line:90%
[INAUDIBLE]

00:19:39.610 --> 00:19:40.840 align:middle line:90%
Questions?

00:19:40.840 --> 00:19:43.390 align:middle line:84%
AUDIENCE: Essentially, I think
[INAUDIBLE] example of that

00:19:43.390 --> 00:19:46.170 align:middle line:84%
is [INAUDIBLE], where how
many people [INAUDIBLE],

00:19:46.170 --> 00:19:47.115 align:middle line:90%
like oh, man.

00:19:47.115 --> 00:19:48.490 align:middle line:84%
This strategy is
so overpowering.

00:19:48.490 --> 00:19:52.372 align:middle line:84%
This person scored 70 points
with it, and none of us

00:19:52.372 --> 00:19:54.000 align:middle line:90%
were above 40 or so.

00:19:54.000 --> 00:19:56.380 align:middle line:90%
And then you respond like 70.

00:19:56.380 --> 00:19:57.905 align:middle line:90%
[INAUDIBLE]

00:19:57.905 --> 00:20:00.030 align:middle line:84%
GLENN GIVEN: Well, there
is always stuff like that.

00:20:00.030 --> 00:20:03.130 align:middle line:84%
I think that illuminates
another interesting thing

00:20:03.130 --> 00:20:05.584 align:middle line:90%
about play testing.

00:20:05.584 --> 00:20:07.000 align:middle line:84%
The group that
you're play testing

00:20:07.000 --> 00:20:09.790 align:middle line:84%
with really can make
a huge difference,

00:20:09.790 --> 00:20:11.520 align:middle line:84%
not just is this
person a designer

00:20:11.520 --> 00:20:13.070 align:middle line:84%
or is this person
not a designer,

00:20:13.070 --> 00:20:19.690 align:middle line:84%
but how deeply they want to
get into mastering that system

00:20:19.690 --> 00:20:22.082 align:middle line:84%
or how much they care about
mastering that system.

00:20:22.082 --> 00:20:23.540 align:middle line:84%
MACKENZIE CAMERON:
Yeah, because we

00:20:23.540 --> 00:20:25.079 align:middle line:84%
offer multiple tiers
of play testing

00:20:25.079 --> 00:20:26.120 align:middle line:90%
at the Game Makers Guild.

00:20:26.120 --> 00:20:27.790 align:middle line:84%
We have like just the standard
where you come and you

00:20:27.790 --> 00:20:30.310 align:middle line:84%
play with a bunch of designers,
and they tell you it's crap.

00:20:30.310 --> 00:20:31.750 align:middle line:84%
And you go home and
you cry, and then

00:20:31.750 --> 00:20:33.570 align:middle line:84%
you make it a little bit better
and you feel a little better.

00:20:33.570 --> 00:20:35.835 align:middle line:84%
But then also we have
intensive play testing,

00:20:35.835 --> 00:20:38.875 align:middle line:84%
which is phase two after
you get a certain number.

00:20:38.875 --> 00:20:40.870 align:middle line:84%
We have a nomination
and serration system.

00:20:40.870 --> 00:20:44.590 align:middle line:84%
We're trying to set up a
game maker's seal of approval

00:20:44.590 --> 00:20:47.830 align:middle line:84%
so we can hopefully better
pitch our games to designers

00:20:47.830 --> 00:20:49.632 align:middle line:90%
and the general public.

00:20:49.632 --> 00:20:52.209 align:middle line:84%
But the phase two intensive
was the chance for you

00:20:52.209 --> 00:20:54.250 align:middle line:84%
to get the same group of
people together and play

00:20:54.250 --> 00:20:56.200 align:middle line:90%
your game a bunch of times.

00:20:56.200 --> 00:21:00.670 align:middle line:84%
And I mean, again,
part of the fun of that

00:21:00.670 --> 00:21:02.500 align:middle line:84%
for Play Chesters,
for a designer,

00:21:02.500 --> 00:21:04.780 align:middle line:84%
it helps to iterate that
even if the game is broken so

00:21:04.780 --> 00:21:07.200 align:middle line:84%
you can find those little
bits and pieces where

00:21:07.200 --> 00:21:09.965 align:middle line:84%
the games completely
falls apart.

00:21:09.965 --> 00:21:13.755 align:middle line:84%
But at Play Chester, it can
kind of fun to just find--

00:21:13.755 --> 00:21:16.360 align:middle line:84%
I mean, it's like when
you play a video game

00:21:16.360 --> 00:21:19.060 align:middle line:84%
and find some
element of the game

00:21:19.060 --> 00:21:20.980 align:middle line:84%
where the graphics
are screwed up

00:21:20.980 --> 00:21:24.132 align:middle line:84%
or you fall through
the world or almost

00:21:24.132 --> 00:21:25.340 align:middle line:90%
just the exploration of that.

00:21:25.340 --> 00:21:26.714 align:middle line:84%
And I have a lot
of play testers.

00:21:26.714 --> 00:21:31.640 align:middle line:84%
They enjoy finding the chinks
in the armor, so to speak

00:21:31.640 --> 00:21:33.390 align:middle line:84%
GLENN GIVEN: Well, I
think the other thing

00:21:33.390 --> 00:21:35.880 align:middle line:84%
about do repeat a
play test especially

00:21:35.880 --> 00:21:39.430 align:middle line:84%
if it's the same group, has
anybody played the Vlambeer

00:21:39.430 --> 00:21:42.700 align:middle line:84%
game, Luftrausers,
that just came out?

00:21:42.700 --> 00:21:43.214 align:middle line:90%
It's great.

00:21:43.214 --> 00:21:44.005 align:middle line:90%
You should play it.

00:21:44.005 --> 00:21:45.290 align:middle line:90%
It's Totally worth the money.

00:21:45.290 --> 00:21:51.520 align:middle line:84%
It's kind of like a Lunar
Lander meets Asteroids game.

00:21:51.520 --> 00:21:56.410 align:middle line:84%
So you're kind of drifting, but
you can customize your airplane

00:21:56.410 --> 00:21:58.630 align:middle line:84%
with different engines
and different bodies

00:21:58.630 --> 00:21:59.770 align:middle line:90%
and different weapons.

00:21:59.770 --> 00:22:02.090 align:middle line:84%
And they all make
the game play--

00:22:02.090 --> 00:22:06.760 align:middle line:84%
they all screw with the physics
of the game in different ways.

00:22:06.760 --> 00:22:08.650 align:middle line:84%
Well, unless you
put three or four

00:22:08.650 --> 00:22:10.990 align:middle line:84%
hours into playing
that game, which

00:22:10.990 --> 00:22:15.590 align:middle line:84%
is a lot of time for a
very arcady-style game,

00:22:15.590 --> 00:22:18.375 align:middle line:84%
you won't really know how do I
get past this certain threshold

00:22:18.375 --> 00:22:19.850 align:middle line:90%
of points.

00:22:19.850 --> 00:22:23.860 align:middle line:84%
And what is my sweet spot
in controlling this airplane

00:22:23.860 --> 00:22:28.170 align:middle line:84%
that I can maximize how
powerful I am with it.

00:22:28.170 --> 00:22:29.980 align:middle line:90%
The same thing in boardgames.

00:22:29.980 --> 00:22:32.920 align:middle line:84%
Often, it doesn't happen
in that time frame.

00:22:32.920 --> 00:22:36.040 align:middle line:84%
But for instance, with Netrunner
or Magical or whatever,

00:22:36.040 --> 00:22:38.080 align:middle line:84%
you play and play
and play and play.

00:22:38.080 --> 00:22:41.410 align:middle line:84%
And you start to realize that
some of the things in this game

00:22:41.410 --> 00:22:43.560 align:middle line:90%
are just red herrings.

00:22:43.560 --> 00:22:49.810 align:middle line:84%
They're just included to dilute
the power of other things,

00:22:49.810 --> 00:22:53.230 align:middle line:84%
or they're included
to counterbalance

00:22:53.230 --> 00:22:54.790 align:middle line:90%
very specific scenarios.

00:22:54.790 --> 00:22:57.250 align:middle line:84%
And things that seem
like total waste

00:22:57.250 --> 00:23:00.750 align:middle line:84%
are actually really important
later on in the game

00:23:00.750 --> 00:23:02.807 align:middle line:84%
and you just can't
get that up front.

00:23:02.807 --> 00:23:04.390 align:middle line:84%
MACKENZIE CAMERON:
So just real quick.

00:23:04.390 --> 00:23:06.100 align:middle line:84%
Going back to
Sulkeen really quick

00:23:06.100 --> 00:23:08.980 align:middle line:84%
is that there is a
certain difficulty

00:23:08.980 --> 00:23:10.229 align:middle line:90%
with the length of games.

00:23:10.229 --> 00:23:12.520 align:middle line:84%
So if you have a game and
you're trying to play test it

00:23:12.520 --> 00:23:16.240 align:middle line:84%
and you hit 30 minutes
and it's not fun,

00:23:16.240 --> 00:23:18.430 align:middle line:84%
and then you tell your
players, don't worry.

00:23:18.430 --> 00:23:21.910 align:middle line:84%
There's two and a half hours
more to it and we'll get it

00:23:21.910 --> 00:23:26.500 align:middle line:84%
figured out, you've got a much
harder row to tow on that,

00:23:26.500 --> 00:23:29.110 align:middle line:84%
which actually,
you'll find I think,

00:23:29.110 --> 00:23:31.420 align:middle line:84%
in part you'll see a lot
more games that are designed

00:23:31.420 --> 00:23:34.810 align:middle line:84%
for the 45-minute mark
because that's usually--

00:23:34.810 --> 00:23:37.210 align:middle line:84%
I mean, that's the easiest
way to iterate a game.

00:23:37.210 --> 00:23:38.050 align:middle line:84%
GLENN GIVEN: It's
also about the time.

00:23:38.050 --> 00:23:39.841 align:middle line:84%
I mean, think about
the amount of free time

00:23:39.841 --> 00:23:41.050 align:middle line:90%
you really have in your life.

00:23:41.050 --> 00:23:43.174 align:middle line:84%
MACKENZIE CAMERON: Well,
they certainly have a lot.

00:23:43.174 --> 00:23:44.085 align:middle line:90%
They're students.

00:23:44.085 --> 00:23:45.876 align:middle line:84%
GLENN GIVEN: But even
that, I mean, there's

00:23:45.876 --> 00:23:48.216 align:middle line:84%
kegs to stand on
and all that stuff.

00:23:48.216 --> 00:23:50.460 align:middle line:84%
I don't know what
they do at MIT.

00:23:50.460 --> 00:23:52.950 align:middle line:84%
MACKENZIE CAMERON: It's some
sort of giant-like robot.

00:23:52.950 --> 00:23:53.700 align:middle line:90%
GLENN GIVEN: Yeah.

00:23:53.700 --> 00:23:55.270 align:middle line:90%
You build a robot.

00:23:55.270 --> 00:23:56.380 align:middle line:90%
I'm sorry.

00:23:56.380 --> 00:24:00.880 align:middle line:84%
I have a dime in my time
because I'm a professional.

00:24:00.880 --> 00:24:02.834 align:middle line:90%
It's just driving me mad.

00:24:02.834 --> 00:24:05.250 align:middle line:84%
Otherwise, another important
thing about being a designer,

00:24:05.250 --> 00:24:06.750 align:middle line:90%
develop a mental disorder.

00:24:06.750 --> 00:24:09.370 align:middle line:84%
That will really, really help
you get the tiny problems

00:24:09.370 --> 00:24:11.036 align:middle line:90%
like dimes in your tie out.

00:24:11.036 --> 00:24:14.830 align:middle line:90%


00:24:14.830 --> 00:24:16.330 align:middle line:90%
So yeah.

00:24:16.330 --> 00:24:20.020 align:middle line:84%
Half hour, 45-minute games
are becoming the thing.

00:24:20.020 --> 00:24:23.320 align:middle line:84%
As board games become more
and more popular in America,

00:24:23.320 --> 00:24:24.640 align:middle line:90%
because they were always--

00:24:24.640 --> 00:24:27.550 align:middle line:84%
well, for the past
25, 30 years they

00:24:27.550 --> 00:24:30.589 align:middle line:90%
were very popular in Europe.

00:24:30.589 --> 00:24:32.380 align:middle line:84%
And when we were talking
about board games,

00:24:32.380 --> 00:24:36.010 align:middle line:84%
I think we're not talking
about traditional games

00:24:36.010 --> 00:24:42.490 align:middle line:84%
like Monopoly, Scrabble, that
kind of early American family

00:24:42.490 --> 00:24:43.560 align:middle line:90%
board game, I think.

00:24:43.560 --> 00:24:45.809 align:middle line:84%
MACKENZIE CAMERON: Because
they're still a great game.

00:24:45.809 --> 00:24:46.530 align:middle line:90%
There's so much.

00:24:46.530 --> 00:24:47.620 align:middle line:84%
When we talk about
board games, we

00:24:47.620 --> 00:24:50.410 align:middle line:84%
talk about they're roughly this
big because the designer's name

00:24:50.410 --> 00:24:54.840 align:middle line:84%
on the box, they take
between 45 to 3 hours.

00:24:54.840 --> 00:24:58.340 align:middle line:84%
Produce some things like War
Hammer and different war games.

00:24:58.340 --> 00:25:00.620 align:middle line:84%
Because there's whole
other cultures out there,

00:25:00.620 --> 00:25:02.120 align:middle line:90%
which is really cool.

00:25:02.120 --> 00:25:04.620 align:middle line:84%
But when we say board games,
we're talking about that again.

00:25:04.620 --> 00:25:07.390 align:middle line:84%
GLENN GIVEN: And that's
different from say,

00:25:07.390 --> 00:25:09.800 align:middle line:84%
I like to use the
term tabletop games,

00:25:09.800 --> 00:25:12.430 align:middle line:90%
but I'll expand that really far.

00:25:12.430 --> 00:25:15.015 align:middle line:84%
I did a tabletop producing
for the Boston Festival Indie

00:25:15.015 --> 00:25:16.640 align:middle line:84%
Games, which is coming
up in September.

00:25:16.640 --> 00:25:18.514 align:middle line:84%
MACKENZIE CAMERON: We
should talk about that.

00:25:18.514 --> 00:25:21.340 align:middle line:84%
GLENN GIVEN: The game is
like a hockey rink filled up

00:25:21.340 --> 00:25:23.085 align:middle line:90%
with indie games.

00:25:23.085 --> 00:25:24.460 align:middle line:84%
I don't know much
more than that.

00:25:24.460 --> 00:25:26.560 align:middle line:84%
We just opened the
submissions yesterday.

00:25:26.560 --> 00:25:27.750 align:middle line:90%
AUDIENCE: [INAUDIBLE].

00:25:27.750 --> 00:25:31.090 align:middle line:90%


00:25:31.090 --> 00:25:33.790 align:middle line:84%
GLENN GIVEN: Well, one of the
differences from last year

00:25:33.790 --> 00:25:37.150 align:middle line:84%
that when I came onboard because
it was my first year doing it,

00:25:37.150 --> 00:25:39.700 align:middle line:84%
I really wanted the
stress was that a tabletop

00:25:39.700 --> 00:25:45.880 align:middle line:84%
game or an analog game is a
different term than a board

00:25:45.880 --> 00:25:46.450 align:middle line:90%
game.

00:25:46.450 --> 00:25:49.180 align:middle line:84%
A board game is literally
something with a board.

00:25:49.180 --> 00:25:52.240 align:middle line:84%
But a tabletop game, I'll
stretch that and say card games

00:25:52.240 --> 00:25:53.080 align:middle line:90%
are tabletop games.

00:25:53.080 --> 00:25:54.910 align:middle line:84%
Roll-playing games
are tabletop games.

00:25:54.910 --> 00:25:59.130 align:middle line:84%
You can be playing the
clunkiest most grognard DMD--

00:25:59.130 --> 00:26:05.657 align:middle line:84%
"grognard" is a French term
for curmudgeonly old guys.

00:26:05.657 --> 00:26:06.490 align:middle line:90%
That's basically it.

00:26:06.490 --> 00:26:08.966 align:middle line:84%
I think it actually is
for generals or something.

00:26:08.966 --> 00:26:12.170 align:middle line:90%
They're the worst.

00:26:12.170 --> 00:26:16.434 align:middle line:84%
So Apples to Apples
is a tabletop game.

00:26:16.434 --> 00:26:18.100 align:middle line:84%
What's the game where
you're pulling out

00:26:18.100 --> 00:26:19.641 align:middle line:84%
the sticks and the
marbles fall down?

00:26:19.641 --> 00:26:20.270 align:middle line:90%
Ker-Plunk.

00:26:20.270 --> 00:26:21.580 align:middle line:90%
God, I love that game.

00:26:21.580 --> 00:26:22.900 align:middle line:90%
Ker-Plunk is a tabletop game.

00:26:22.900 --> 00:26:25.880 align:middle line:90%
Dominoes is a tabletop game.

00:26:25.880 --> 00:26:28.650 align:middle line:84%
Bocce Ball is not a tabletop
game, but it's great.

00:26:28.650 --> 00:26:32.700 align:middle line:84%
But also if roll-playing
games or tabletop games,

00:26:32.700 --> 00:26:34.510 align:middle line:84%
does that mean a LARP
is a tabletop game?

00:26:34.510 --> 00:26:38.080 align:middle line:84%
Because a LARP is just the
roll-playing game without dice.

00:26:38.080 --> 00:26:40.280 align:middle line:84%
And if LARPs are tabletop
games, then how about--

00:26:40.280 --> 00:26:40.965 align:middle line:84%
MACKENZIE CAMERON:
I think they're

00:26:40.965 --> 00:26:42.131 align:middle line:90%
technically dexterity games.

00:26:42.131 --> 00:26:44.860 align:middle line:84%
GLENN GIVEN: Well, if
you're doing proper LARPs.

00:26:44.860 --> 00:26:47.290 align:middle line:84%
But if you're doing
something like a Nordic LARP,

00:26:47.290 --> 00:26:51.730 align:middle line:84%
which is the brand of
live-action roll playing from

00:26:51.730 --> 00:26:53.365 align:middle line:90%
Norway, Sweden, and Finland--

00:26:53.365 --> 00:26:55.770 align:middle line:84%
MACKENZIE CAMERON: God,
those folks leave me nuts.

00:26:55.770 --> 00:26:58.270 align:middle line:84%
GLENN GIVEN: I was invited to
a convention with those people

00:26:58.270 --> 00:27:00.557 align:middle line:84%
last week, and
they are hilarious.

00:27:00.557 --> 00:27:02.140 align:middle line:84%
MACKENZIE CAMERON:
The only one that I

00:27:02.140 --> 00:27:05.410 align:middle line:84%
know that they do there's a
Battlestar Galactica, where

00:27:05.410 --> 00:27:07.760 align:middle line:84%
they actually they
rent out an old--

00:27:07.760 --> 00:27:08.892 align:middle line:90%
GLENN GIVEN: Battleship.

00:27:08.892 --> 00:27:10.225 align:middle line:90%
MACKENZIE CAMERON: --battleship.

00:27:10.225 --> 00:27:11.425 align:middle line:90%
GLENN GIVEN: For a weekend.

00:27:11.425 --> 00:27:12.925 align:middle line:84%
MACKENZIE CAMERON:
[INAUDIBLE] on it

00:27:12.925 --> 00:27:15.760 align:middle line:84%
for a weekend, and yeah, they
go and they play this game

00:27:15.760 --> 00:27:18.980 align:middle line:84%
on right on a frigid
waters and military bunkers

00:27:18.980 --> 00:27:21.700 align:middle line:84%
playing Battlestar
Galactica-themed live action

00:27:21.700 --> 00:27:22.450 align:middle line:90%
role playing game.

00:27:22.450 --> 00:27:24.199 align:middle line:84%
GLENN GIVEN: So it is
a roll-playing game,

00:27:24.199 --> 00:27:26.860 align:middle line:84%
but it's also like an
interactive theater

00:27:26.860 --> 00:27:28.390 align:middle line:90%
performance.

00:27:28.390 --> 00:27:32.530 align:middle line:90%
That game was crazy, apparently.

00:27:32.530 --> 00:27:34.780 align:middle line:84%
So is everybody familiar
with Battlestar Galactica?

00:27:34.780 --> 00:27:35.280 align:middle line:90%
OK.

00:27:35.280 --> 00:27:37.960 align:middle line:84%
So there's robots, and
they look like people.

00:27:37.960 --> 00:27:40.120 align:middle line:84%
So it was a
Battlestar Galactica,

00:27:40.120 --> 00:27:44.410 align:middle line:84%
and then they had people who
were cylons who were agents.

00:27:44.410 --> 00:27:47.500 align:middle line:84%
And then anyone who was wearing
red was a hallucination.

00:27:47.500 --> 00:27:50.452 align:middle line:84%
It could only be seen
by specific characters.

00:27:50.452 --> 00:27:52.206 align:middle line:84%
MACKENZIE CAMERON:
It gets better.

00:27:52.206 --> 00:27:54.080 align:middle line:84%
GLENN GIVEN: From the
second day of the LARP,

00:27:54.080 --> 00:27:55.538 align:middle line:84%
and this is like
a three-day thing.

00:27:55.538 --> 00:27:57.160 align:middle line:84%
You frigging sleep
on this battleship

00:27:57.160 --> 00:27:59.200 align:middle line:84%
and everybody is in
character the whole time.

00:27:59.200 --> 00:28:02.020 align:middle line:84%
On the second day of the
LARP, one of the guys

00:28:02.020 --> 00:28:05.830 align:middle line:84%
who has red who was part of
the plot as a hallucination,

00:28:05.830 --> 00:28:10.140 align:middle line:84%
they brought his twin brother
in who nobody else knew

00:28:10.140 --> 00:28:12.040 align:middle line:90%
that he had a twin brother.

00:28:12.040 --> 00:28:14.332 align:middle line:84%
So all of a sudden there's
two identical hallucinations

00:28:14.332 --> 00:28:15.998 align:middle line:84%
wandering around the
ship, and everybody

00:28:15.998 --> 00:28:17.360 align:middle line:90%
is flipping their fucking wig.

00:28:17.360 --> 00:28:19.974 align:middle line:90%


00:28:19.974 --> 00:28:22.390 align:middle line:84%
So I guess what I'm saying is,
if we can rent a battleship

00:28:22.390 --> 00:28:23.432 align:middle line:90%
for [INAUDIBLE].

00:28:23.432 --> 00:28:26.470 align:middle line:90%


00:28:26.470 --> 00:28:28.990 align:middle line:84%
And then like games
like Johann Sebastian

00:28:28.990 --> 00:28:32.560 align:middle line:84%
Joust, which is a digital
game, but is it really

00:28:32.560 --> 00:28:33.340 align:middle line:90%
a digital game?

00:28:33.340 --> 00:28:34.810 align:middle line:90%
It's really kind of like tag.

00:28:34.810 --> 00:28:35.726 align:middle line:90%
MACKENZIE CAMERON: No.

00:28:35.726 --> 00:28:38.170 align:middle line:90%
I wouldn't say-- what is it?

00:28:38.170 --> 00:28:38.810 align:middle line:90%
Spaceteam.

00:28:38.810 --> 00:28:41.580 align:middle line:84%
I don't know if you guys know
Spaceteam at all. iOS game.

00:28:41.580 --> 00:28:44.110 align:middle line:84%
You play it by basically
you have a user interface.

00:28:44.110 --> 00:28:46.770 align:middle line:84%
And you press buttons
before a timer runs out.

00:28:46.770 --> 00:28:48.610 align:middle line:84%
Unfortunately, what
button you have to press

00:28:48.610 --> 00:28:51.290 align:middle line:84%
is not on your screen, but
on someone else's screen.

00:28:51.290 --> 00:28:53.320 align:middle line:84%
So they'll tell you to
flash the paper screw,

00:28:53.320 --> 00:28:54.945 align:middle line:84%
and you look on
your thing and do

00:28:54.945 --> 00:28:56.410 align:middle line:90%
I have the paper screw flash?

00:28:56.410 --> 00:28:59.230 align:middle line:84%
But at the same that is that a
video game because there's not

00:28:59.230 --> 00:29:01.930 align:middle line:84%
really much to it in terms
of the digital aspect

00:29:01.930 --> 00:29:03.928 align:middle line:84%
so much as that
it's a timer and you

00:29:03.928 --> 00:29:04.660 align:middle line:84%
have to press buttons
at the right time.

00:29:04.660 --> 00:29:06.368 align:middle line:84%
You could make an
analog version of that.

00:29:06.368 --> 00:29:08.762 align:middle line:84%
GLENN GIVEN: You can make
an analog version of that.

00:29:08.762 --> 00:29:12.150 align:middle line:84%
AUDIENCE: So that brings us into
the funding aspects of things.

00:29:12.150 --> 00:29:14.650 align:middle line:84%
All these different categories,
all these different markets,

00:29:14.650 --> 00:29:16.346 align:middle line:90%
you can think of.

00:29:16.346 --> 00:29:17.340 align:middle line:90%
How are you exploring?

00:29:17.340 --> 00:29:18.990 align:middle line:84%
How are you
marketing your games?

00:29:18.990 --> 00:29:21.580 align:middle line:84%
What are you marketing
your games as?

00:29:21.580 --> 00:29:22.580 align:middle line:90%
What's your [INAUDIBLE]?

00:29:22.580 --> 00:29:24.080 align:middle line:84%
MACKENZIE CAMERON:
Well, certainly--

00:29:24.080 --> 00:29:25.370 align:middle line:90%
GLENN GIVEN: I have no idea.

00:29:25.370 --> 00:29:27.620 align:middle line:84%
MACKENZIE CAMERON: Certainly,
when we say board games,

00:29:27.620 --> 00:29:31.440 align:middle line:84%
we mean like against the box
about yeah big, which is,

00:29:31.440 --> 00:29:34.840 align:middle line:84%
in this instance, I call
it the hobby industry,

00:29:34.840 --> 00:29:38.670 align:middle line:84%
though there's a lot of
very nebulous terms of what

00:29:38.670 --> 00:29:39.630 align:middle line:90%
that falls under.

00:29:39.630 --> 00:29:44.020 align:middle line:84%
But the hobby industry is
separate from the toy industry,

00:29:44.020 --> 00:29:49.220 align:middle line:84%
which I was actually at
Toy Fair in New York.

00:29:49.220 --> 00:29:53.792 align:middle line:84%
Mostly, I actually just
wrote an article on my blog

00:29:53.792 --> 00:29:56.250 align:middle line:84%
about there is a difference
between a game inventor, a game

00:29:56.250 --> 00:29:57.750 align:middle line:84%
designer, and a
game writer, and how

00:29:57.750 --> 00:30:02.220 align:middle line:84%
it separates out the different
industries that are out there.

00:30:02.220 --> 00:30:05.814 align:middle line:84%
But for myself
personally, our kind

00:30:05.814 --> 00:30:07.230 align:middle line:84%
of industry and
where we're hoping

00:30:07.230 --> 00:30:09.330 align:middle line:84%
that we're seeing
the most growth

00:30:09.330 --> 00:30:11.860 align:middle line:84%
is the feeling that
people that are mostly

00:30:11.860 --> 00:30:13.860 align:middle line:84%
on social media, a lot
of people that are really

00:30:13.860 --> 00:30:17.790 align:middle line:84%
into Kickstarter, and
very into thematic games

00:30:17.790 --> 00:30:22.299 align:middle line:84%
that are both themselves
semantically interesting

00:30:22.299 --> 00:30:24.090 align:middle line:84%
as well as the systems
that are within them

00:30:24.090 --> 00:30:29.250 align:middle line:84%
are fair and balanced
and are worthwhile to do.

00:30:29.250 --> 00:30:32.100 align:middle line:84%
So my strategy is
actually to initiate.

00:30:32.100 --> 00:30:34.716 align:middle line:84%
My Kickstarter is
in about six months.

00:30:34.716 --> 00:30:36.090 align:middle line:84%
And in that time,
I'm going to be

00:30:36.090 --> 00:30:40.860 align:middle line:84%
creating a trans-media
storytelling ad campaign that

00:30:40.860 --> 00:30:44.760 align:middle line:84%
will take the theme of the game,
turn it into sort of a story,

00:30:44.760 --> 00:30:47.700 align:middle line:84%
and then promote that
as well as talking

00:30:47.700 --> 00:30:51.010 align:middle line:84%
about just the general
design as a result hoping

00:30:51.010 --> 00:30:56.430 align:middle line:84%
to engage social media networks
that will then generate

00:30:56.430 --> 00:30:59.220 align:middle line:84%
the needed buzz for when the
Kickstarter campaign actually

00:30:59.220 --> 00:31:00.450 align:middle line:90%
launches.

00:31:00.450 --> 00:31:02.160 align:middle line:84%
GLENN GIVEN: A
lot of fundraising

00:31:02.160 --> 00:31:06.180 align:middle line:84%
has less to do with what
you're making and more

00:31:06.180 --> 00:31:09.090 align:middle line:84%
to do with what
you can conceivably

00:31:09.090 --> 00:31:10.550 align:middle line:90%
accomplish in marketing.

00:31:10.550 --> 00:31:12.750 align:middle line:84%
So if you have no
budget, you have

00:31:12.750 --> 00:31:14.850 align:middle line:84%
to rely on certain marketing
techniques as opposed

00:31:14.850 --> 00:31:16.014 align:middle line:90%
to others.

00:31:16.014 --> 00:31:17.430 align:middle line:84%
A lot of people
who have no budget

00:31:17.430 --> 00:31:19.490 align:middle line:84%
like to think that
commercials don't work.

00:31:19.490 --> 00:31:20.274 align:middle line:90%
That's stupid.

00:31:20.274 --> 00:31:21.690 align:middle line:84%
Why would anybody
do that as a way

00:31:21.690 --> 00:31:23.564 align:middle line:84%
of kind of convincing
themselves that they've

00:31:23.564 --> 00:31:24.530 align:middle line:90%
made a noble choice?

00:31:24.530 --> 00:31:25.080 align:middle line:90%
No.

00:31:25.080 --> 00:31:26.413 align:middle line:90%
They just didn't have the money.

00:31:26.413 --> 00:31:27.930 align:middle line:84%
Sometimes commercials
really work.

00:31:27.930 --> 00:31:32.550 align:middle line:84%
For instance, as I was
touring on my way down here,

00:31:32.550 --> 00:31:36.440 align:middle line:84%
I relaunched a Google
AdWords campaign for our game

00:31:36.440 --> 00:31:40.640 align:middle line:84%
Slash because now I can
fulfill orders for it.

00:31:40.640 --> 00:31:44.160 align:middle line:84%
Using multiple marketing
vectors in order

00:31:44.160 --> 00:31:46.740 align:middle line:84%
to get people interested in
your project is really, really

00:31:46.740 --> 00:31:52.170 align:middle line:84%
important, especially
because the means--

00:31:52.170 --> 00:31:55.410 align:middle line:90%
it's a very competitive space.

00:31:55.410 --> 00:32:01.230 align:middle line:84%
It is an industry that is like
a hobby and toy industry was

00:32:01.230 --> 00:32:04.965 align:middle line:84%
like $6.1 billion last year,
which is not insignificant,

00:32:04.965 --> 00:32:06.780 align:middle line:90%
but it isn't video games.

00:32:06.780 --> 00:32:09.600 align:middle line:84%
But unlike video games,
it is an industry

00:32:09.600 --> 00:32:15.060 align:middle line:84%
that has grown 11% on average,
for the year over year

00:32:15.060 --> 00:32:17.121 align:middle line:90%
for the past five years.

00:32:17.121 --> 00:32:18.870 align:middle line:84%
MACKENZIE CAMERON:
Before that it was even

00:32:18.870 --> 00:32:20.510 align:middle line:90%
growing more so than that.

00:32:20.510 --> 00:32:21.180 align:middle line:90%
GLENN GIVEN: No.

00:32:21.180 --> 00:32:24.810 align:middle line:84%
It's actually gone up, but
it's predicted in 2018,

00:32:24.810 --> 00:32:28.340 align:middle line:84%
I just got the University
of Texas research.

00:32:28.340 --> 00:32:30.690 align:middle line:90%
I take it real serious.

00:32:30.690 --> 00:32:32.430 align:middle line:84%
So it's a very fast
growing industry

00:32:32.430 --> 00:32:34.486 align:middle line:84%
because there's space
in America for it.

00:32:34.486 --> 00:32:36.860 align:middle line:84%
It's not as fast growing in
Europe because that's already

00:32:36.860 --> 00:32:39.150 align:middle line:90%
a supersaturated market.

00:32:39.150 --> 00:32:44.220 align:middle line:84%
But stuff like Kickstarter,
Patreon, and Indiegogo,

00:32:44.220 --> 00:32:49.590 align:middle line:84%
even just going to shows
and selling your wares,

00:32:49.590 --> 00:32:53.760 align:middle line:84%
which is actually really
the best way to do it.

00:32:53.760 --> 00:32:56.070 align:middle line:84%
The way that you get
people to come to them

00:32:56.070 --> 00:33:01.440 align:middle line:84%
is to find the audiences that
are already keyed into that.

00:33:01.440 --> 00:33:04.290 align:middle line:84%
They like the idea of I'm
helping a person make a thing.

00:33:04.290 --> 00:33:07.560 align:middle line:84%
I'm not investing,
but I'm kind of

00:33:07.560 --> 00:33:09.240 align:middle line:90%
like pre-ordering this thing.

00:33:09.240 --> 00:33:11.760 align:middle line:84%
So you've got to identify
what those markets are

00:33:11.760 --> 00:33:13.940 align:middle line:84%
and find the best ways
to get them and convince

00:33:13.940 --> 00:33:16.770 align:middle line:84%
them to throw money down
a hole called Kickstarter.

00:33:16.770 --> 00:33:18.870 align:middle line:84%
Because not everything
on Kickstarter gets

00:33:18.870 --> 00:33:21.900 align:middle line:84%
funded, and not everything
that gets funded on Kickstarter

00:33:21.900 --> 00:33:22.600 align:middle line:90%
gets done.

00:33:22.600 --> 00:33:23.135 align:middle line:90%
And then--

00:33:23.135 --> 00:33:23.970 align:middle line:84%
MACKENZIE CAMERON: There's
some horror stories.

00:33:23.970 --> 00:33:25.345 align:middle line:84%
GLENN GIVEN: --many
of the things

00:33:25.345 --> 00:33:28.066 align:middle line:84%
that get funded and
get done are crap.

00:33:28.066 --> 00:33:32.337 align:middle line:90%


00:33:32.337 --> 00:33:34.170 align:middle line:84%
MACKENZIE CAMERON:
[INAUDIBLE] a little bit.

00:33:34.170 --> 00:33:36.330 align:middle line:84%
Like you said, it's
a growing industry.

00:33:36.330 --> 00:33:40.620 align:middle line:84%
So the hobby end of
the growing industry as

00:33:40.620 --> 00:33:42.360 align:middle line:90%
opposed to the toy industry.

00:33:42.360 --> 00:33:44.880 align:middle line:84%
So if you're trying to
get your games to Hasbro

00:33:44.880 --> 00:33:48.030 align:middle line:84%
or I guess Parker
Brothers, but anything

00:33:48.030 --> 00:33:50.220 align:middle line:84%
else that ultimately
leads back to Hasbro.

00:33:50.220 --> 00:33:52.482 align:middle line:84%
GLENN GIVEN: Yeah, because
Hasbro, [INAUDIBLE].

00:33:52.482 --> 00:33:53.940 align:middle line:84%
MACKENZIE CAMERON:
But anything you

00:33:53.940 --> 00:33:56.540 align:middle line:84%
want to get you game into
Toys R Us, at that point,

00:33:56.540 --> 00:33:59.250 align:middle line:90%
that industry is pretty static.

00:33:59.250 --> 00:34:04.170 align:middle line:84%
So as a result, it's very
hard to get known or mentioned

00:34:04.170 --> 00:34:05.400 align:middle line:90%
at all in that.

00:34:05.400 --> 00:34:08.259 align:middle line:84%
But because the hobby
games industry is growing,

00:34:08.259 --> 00:34:09.800 align:middle line:84%
there's more and
more people that are

00:34:09.800 --> 00:34:11.940 align:middle line:90%
looking for the ground floor.

00:34:11.940 --> 00:34:14.590 align:middle line:84%
And as a result, if you
can get your foot in, make

00:34:14.590 --> 00:34:18.026 align:middle line:84%
a little brand for yourself, get
your name out there, then when

00:34:18.026 --> 00:34:19.650 align:middle line:84%
you actually do you
start making games,

00:34:19.650 --> 00:34:21.630 align:middle line:84%
people will recognize
you, and you'll

00:34:21.630 --> 00:34:24.690 align:middle line:84%
be able to kind of market
yourself as a brand.

00:34:24.690 --> 00:34:28.350 align:middle line:84%
Again, that's probably one
of the most important things.

00:34:28.350 --> 00:34:29.850 align:middle line:84%
And the only reason
this is possible

00:34:29.850 --> 00:34:33.726 align:middle line:84%
is because game designers start
putting their names on the box.

00:34:33.726 --> 00:34:36.090 align:middle line:84%
When we talk about
designers, let's

00:34:36.090 --> 00:34:40.530 align:middle line:84%
talk about Reiner Knizia,
one of the most prolific game

00:34:40.530 --> 00:34:41.170 align:middle line:90%
designers.

00:34:41.170 --> 00:34:43.469 align:middle line:84%
And all of his brands
are great, but his name

00:34:43.469 --> 00:34:45.540 align:middle line:84%
is known in the
hobby game industry

00:34:45.540 --> 00:34:50.042 align:middle line:84%
because the dude designed like
300 games and actually has them

00:34:50.042 --> 00:34:52.080 align:middle line:90%
all published.

00:34:52.080 --> 00:34:55.770 align:middle line:84%
And as a result, when you see
Reiner Knizia's name on a box,

00:34:55.770 --> 00:34:58.010 align:middle line:84%
you're going to start to
recognize that a little bit.

00:34:58.010 --> 00:34:59.260 align:middle line:90%
When you're able to generate--

00:34:59.260 --> 00:35:00.120 align:middle line:84%
GLENN GIVEN: I mean,
they're not that all good.

00:35:00.120 --> 00:35:02.080 align:middle line:84%
MACKENZIE CAMERON:
They're not all good.

00:35:02.080 --> 00:35:03.554 align:middle line:90%
But Reiner Knizia.

00:35:03.554 --> 00:35:04.720 align:middle line:90%
I've heard that name before.

00:35:04.720 --> 00:35:05.080 align:middle line:90%
GLENN GIVEN: I agree.

00:35:05.080 --> 00:35:06.810 align:middle line:84%
I mean, he created
a brand for himself

00:35:06.810 --> 00:35:13.927 align:middle line:84%
just like video game companies
d, or labels in music.

00:35:13.927 --> 00:35:16.260 align:middle line:84%
The music industry, you guys
weren't around in the '90s,

00:35:16.260 --> 00:35:19.034 align:middle line:90%
so you don't know it exists.

00:35:19.034 --> 00:35:21.520 align:middle line:90%
For you, still exists.

00:35:21.520 --> 00:35:22.140 align:middle line:90%
Yeah.

00:35:22.140 --> 00:35:25.110 align:middle line:84%
So I think the interesting
thing about the market

00:35:25.110 --> 00:35:30.510 align:middle line:84%
and being able to have that
personal brand as a designer is

00:35:30.510 --> 00:35:33.780 align:middle line:84%
really important because the
people who are playing board

00:35:33.780 --> 00:35:37.500 align:middle line:84%
games right now and
the growing market are,

00:35:37.500 --> 00:35:39.800 align:middle line:84%
I guess, they're
iconoclastic people.

00:35:39.800 --> 00:35:43.320 align:middle line:84%
They're hey, we're
all individual types,

00:35:43.320 --> 00:35:46.140 align:middle line:84%
but they're all we're
really big on geek culture.

00:35:46.140 --> 00:35:50.970 align:middle line:84%
And then geek culture is
bringing 75,000 people here

00:35:50.970 --> 00:35:53.496 align:middle line:84%
this weekend, so maybe
it's not as marginal

00:35:53.496 --> 00:35:54.870 align:middle line:84%
as we'd like to
think that it is.

00:35:54.870 --> 00:35:59.610 align:middle line:84%
But it is a market that
values individuality

00:35:59.610 --> 00:36:02.190 align:middle line:90%
and individual productivity.

00:36:02.190 --> 00:36:06.450 align:middle line:84%
So finding the ways to market
to those people directly

00:36:06.450 --> 00:36:09.540 align:middle line:84%
can often be really rewarding,
especially if you're putting

00:36:09.540 --> 00:36:11.809 align:middle line:90%
your face on what you're doing.

00:36:11.809 --> 00:36:13.350 align:middle line:84%
MACKENZIE CAMERON:
Another example is

00:36:13.350 --> 00:36:16.294 align:middle line:90%
Daniel Solis, who's down in--

00:36:16.294 --> 00:36:17.460 align:middle line:90%
GLENN GIVEN: North Carolina.

00:36:17.460 --> 00:36:19.800 align:middle line:84%
MACKENZIE CAMERON:
North Carolina.

00:36:19.800 --> 00:36:22.630 align:middle line:84%
For the longest time, I mean,
he was a graphic designer,

00:36:22.630 --> 00:36:25.230 align:middle line:84%
but he started a
board game blog.

00:36:25.230 --> 00:36:27.930 align:middle line:90%


00:36:27.930 --> 00:36:30.120 align:middle line:84%
He just talked
about his expertise

00:36:30.120 --> 00:36:31.530 align:middle line:90%
in designing a lot of games.

00:36:31.530 --> 00:36:34.830 align:middle line:84%
He's a very prolific guy,
and he does a lot of stuff

00:36:34.830 --> 00:36:39.300 align:middle line:84%
that's just completely open
source, print-and-play games.

00:36:39.300 --> 00:36:43.710 align:middle line:84%
GLENN GIVEN: Actually, he works
out of his house like I do,

00:36:43.710 --> 00:36:46.127 align:middle line:84%
and we actually do a
conference call every morning

00:36:46.127 --> 00:36:47.502 align:middle line:84%
with a number of
other designers.

00:36:47.502 --> 00:36:49.320 align:middle line:84%
MACKENZIE CAMERON: I was
wondering how you knew him.

00:36:49.320 --> 00:36:50.955 align:middle line:84%
GLENN GIVEN: He's
just released-- you

00:36:50.955 --> 00:36:51.954 align:middle line:90%
guys ever watch Firefly?

00:36:51.954 --> 00:36:53.070 align:middle line:90%
That show?

00:36:53.070 --> 00:36:55.090 align:middle line:90%
So he just did the layout for--

00:36:55.090 --> 00:36:59.497 align:middle line:84%
like his normal job is
doing graphic design layout.

00:36:59.497 --> 00:37:01.330 align:middle line:84%
MACKENZIE CAMERON:
Where's your other stuff?

00:37:01.330 --> 00:37:04.200 align:middle line:90%


00:37:04.200 --> 00:37:06.580 align:middle line:84%
GLENN GIVEN: So he just laid
out the Firefly BG, which

00:37:06.580 --> 00:37:10.800 align:middle line:84%
is available for
download now as PDF

00:37:10.800 --> 00:37:13.080 align:middle line:84%
and then they're
provisioning it later.

00:37:13.080 --> 00:37:15.600 align:middle line:84%
So he does that, and
then he has this whole

00:37:15.600 --> 00:37:17.620 align:middle line:84%
I'm going to make games
a lot and put them up

00:37:17.620 --> 00:37:21.420 align:middle line:84%
on DriveThruCards, which is an
online service that allows you

00:37:21.420 --> 00:37:24.290 align:middle line:84%
to do print on demand, which is
another one of the things that

00:37:24.290 --> 00:37:29.980 align:middle line:84%
in the past year has really
shaken up the board game

00:37:29.980 --> 00:37:32.060 align:middle line:90%
industry.

00:37:32.060 --> 00:37:35.217 align:middle line:84%
You used to not be able to get
anything done unless you're are

00:37:35.217 --> 00:37:37.915 align:middle line:84%
ready to do 3,000 copies of
it, but now I can make a game,

00:37:37.915 --> 00:37:39.290 align:middle line:84%
put it up through
DriveThruCards,

00:37:39.290 --> 00:37:41.880 align:middle line:84%
and you can go send
$10 and download it.

00:37:41.880 --> 00:37:46.030 align:middle line:84%
Or they would actually send you
individual print in seconds.

00:37:46.030 --> 00:37:49.400 align:middle line:84%
MACKENZIE CAMERON: But
again, some of [INAUDIBLE].

00:37:49.400 --> 00:37:51.480 align:middle line:84%
So Daniel Solis has been
doing all this stuff,

00:37:51.480 --> 00:37:55.815 align:middle line:84%
just presenting himself
as an expert creating

00:37:55.815 --> 00:37:57.740 align:middle line:90%
a brand of himself.

00:37:57.740 --> 00:38:02.730 align:middle line:84%
Actually, I brought him up to
Hacks last year as an expert.

00:38:02.730 --> 00:38:07.290 align:middle line:84%
He, about six months
ago, ran a Kickstarter

00:38:07.290 --> 00:38:09.450 align:middle line:90%
for Bell of the Ball.

00:38:09.450 --> 00:38:12.400 align:middle line:84%
And he leveraged some
of his connections.

00:38:12.400 --> 00:38:14.460 align:middle line:84%
And the game itself
is very good,

00:38:14.460 --> 00:38:17.020 align:middle line:84%
but the Kickstarter
was wildly successful.

00:38:17.020 --> 00:38:20.340 align:middle line:84%
I think he got something
like three times what

00:38:20.340 --> 00:38:24.490 align:middle line:84%
he asked for just in terms
of kick starting the game.

00:38:24.490 --> 00:38:28.170 align:middle line:84%
And as a result, I believe,
a lot of his connections

00:38:28.170 --> 00:38:30.560 align:middle line:84%
and leveraging his
brand as an expert.

00:38:30.560 --> 00:38:34.990 align:middle line:84%
I think at some point, he's
got 5,000 Twitter followers

00:38:34.990 --> 00:38:38.500 align:middle line:90%
and decent blog presence.

00:38:38.500 --> 00:38:41.130 align:middle line:84%
And as a result of
having that before he

00:38:41.130 --> 00:38:46.390 align:middle line:84%
launches a Kickstarter of
starts to generate pre-sales

00:38:46.390 --> 00:38:50.230 align:middle line:84%
for a board game, that he's
going to do much better.

00:38:50.230 --> 00:38:52.300 align:middle line:84%
And the effort that
he puts into it

00:38:52.300 --> 00:38:55.260 align:middle line:84%
is really just talking
about board games,

00:38:55.260 --> 00:38:58.000 align:middle line:84%
putting information
for free online

00:38:58.000 --> 00:39:00.590 align:middle line:84%
and establishing himself
as someone who's an expert.

00:39:00.590 --> 00:39:03.470 align:middle line:84%
AUDIENCE: So all of these
crowd funding models,

00:39:03.470 --> 00:39:06.480 align:middle line:84%
there is a little bit of
precedence in a publisher

00:39:06.480 --> 00:39:09.040 align:middle line:90%
[INAUDIBLE] groups like GMP.

00:39:09.040 --> 00:39:12.474 align:middle line:84%
But for the most part, they're
fairly recent developments.

00:39:12.474 --> 00:39:15.690 align:middle line:84%
because we'll be willing
to give money online.

00:39:15.690 --> 00:39:18.255 align:middle line:84%
I'm assuming that your
interactions [INAUDIBLE].

00:39:18.255 --> 00:39:20.920 align:middle line:90%


00:39:20.920 --> 00:39:28.166 align:middle line:84%
But what is this role of
stores, especially hobby stores?

00:39:28.166 --> 00:39:32.200 align:middle line:84%
MACKENZIE CAMERON: I do you also
work at a games store Eureka!

00:39:32.200 --> 00:39:35.380 align:middle line:90%
Puzzles down Brookline.

00:39:35.380 --> 00:39:39.230 align:middle line:84%
And that's an interesting
function as well.

00:39:39.230 --> 00:39:41.240 align:middle line:84%
I do a little a
little bit of research

00:39:41.240 --> 00:39:44.200 align:middle line:84%
in general on retail stores,
not just board game stores,

00:39:44.200 --> 00:39:46.830 align:middle line:90%
but anywhere that sells things.

00:39:46.830 --> 00:39:50.330 align:middle line:84%
It's taking a nosedive
as an industry, which

00:39:50.330 --> 00:39:55.420 align:middle line:84%
is hard to imagine just stores
selling things as an industry.

00:39:55.420 --> 00:39:58.210 align:middle line:84%
But idea is with the
internet and [INAUDIBLE]

00:39:58.210 --> 00:40:00.980 align:middle line:84%
like with Amazon
Prime, oftentimes,

00:40:00.980 --> 00:40:02.890 align:middle line:84%
you can find the
same product online.

00:40:02.890 --> 00:40:07.420 align:middle line:84%
And even with
shipping, they can beat

00:40:07.420 --> 00:40:12.220 align:middle line:84%
the price of any retail
store, which is board games,

00:40:12.220 --> 00:40:14.870 align:middle line:84%
war game retail outlets
are pretty hard.

00:40:14.870 --> 00:40:17.411 align:middle line:84%
Because you can go and
hell, I work at Eureka!

00:40:17.411 --> 00:40:17.910 align:middle line:90%
Puzzles.

00:40:17.910 --> 00:40:20.800 align:middle line:84%
I get in and play discount,
and it's still cheaper for me

00:40:20.800 --> 00:40:26.086 align:middle line:84%
to go on Funagain Games
and buy a game on that end.

00:40:26.086 --> 00:40:27.460 align:middle line:84%
With shipping,
it's still cheaper

00:40:27.460 --> 00:40:29.204 align:middle line:90%
than what I pay at Eureka!

00:40:29.204 --> 00:40:31.840 align:middle line:90%
Puzzles for a board game.

00:40:31.840 --> 00:40:33.880 align:middle line:84%
As a result, a lot
of retail outlets

00:40:33.880 --> 00:40:37.570 align:middle line:84%
are starting to realize that
if they're going to survive,

00:40:37.570 --> 00:40:42.370 align:middle line:84%
they can't do it by trying to
beat prices with online stores.

00:40:42.370 --> 00:40:43.780 align:middle line:90%
GLENN GIVEN: I turned it down.

00:40:43.780 --> 00:40:45.560 align:middle line:84%
MACKENZIE CAMERON:
As a result, they're

00:40:45.560 --> 00:40:48.280 align:middle line:84%
realizing that they're
strength is that they

00:40:48.280 --> 00:40:51.322 align:middle line:90%
have a physical presence.

00:40:51.322 --> 00:40:53.530 align:middle line:84%
So their idea is that if
they're going to charge more

00:40:53.530 --> 00:40:55.600 align:middle line:84%
for board games that
you can get online,

00:40:55.600 --> 00:40:58.187 align:middle line:90%
they need to add value to that.

00:40:58.187 --> 00:40:59.770 align:middle line:84%
GLENN GIVEN: They'll
probably do stuff

00:40:59.770 --> 00:41:03.580 align:middle line:84%
like the Knight Moves Cafe,
where they're taking that.

00:41:03.580 --> 00:41:06.340 align:middle line:84%
So the interesting
thing about this--

00:41:06.340 --> 00:41:09.250 align:middle line:84%
well, one of the interesting
things about this

00:41:09.250 --> 00:41:11.860 align:middle line:90%
is comic books, right?

00:41:11.860 --> 00:41:14.629 align:middle line:84%
So comic books, in
the '90s were huge,

00:41:14.629 --> 00:41:16.170 align:middle line:84%
and then they went
through this bust,

00:41:16.170 --> 00:41:19.770 align:middle line:84%
and the people who owned
comic book stores started

00:41:19.770 --> 00:41:22.120 align:middle line:84%
to see the margins
on their products

00:41:22.120 --> 00:41:24.400 align:middle line:84%
get shorter and shorter and
shorter and less and less

00:41:24.400 --> 00:41:25.650 align:middle line:90%
and less people buying comics.

00:41:25.650 --> 00:41:28.270 align:middle line:90%
So it's a really dire situation.

00:41:28.270 --> 00:41:30.760 align:middle line:84%
And in the past 10
years, it's become

00:41:30.760 --> 00:41:34.870 align:middle line:84%
really easy to pirate comics
online, but more so than that,

00:41:34.870 --> 00:41:38.650 align:middle line:84%
there are apps for your phone
or your iPad like comiXology

00:41:38.650 --> 00:41:41.290 align:middle line:84%
or the Marvel app that actually
do a really, really good job

00:41:41.290 --> 00:41:44.020 align:middle line:90%
of presenting comics to you.

00:41:44.020 --> 00:41:45.760 align:middle line:84%
My wife wouldn't
read comics at all

00:41:45.760 --> 00:41:47.687 align:middle line:84%
before just because
sometimes people

00:41:47.687 --> 00:41:49.270 align:middle line:84%
who don't really
know how to do layout

00:41:49.270 --> 00:41:50.561 align:middle line:90%
end up doing layout for comics.

00:41:50.561 --> 00:41:53.860 align:middle line:84%
And so literally, it
can be confusing to read

00:41:53.860 --> 00:41:56.620 align:middle line:84%
just because they don't
have artistic mastery of how

00:41:56.620 --> 00:41:59.840 align:middle line:84%
to make someone's eye
flow across the page.

00:41:59.840 --> 00:42:01.879 align:middle line:84%
One of the things that
comiXology app does

00:42:01.879 --> 00:42:03.670 align:middle line:84%
is that you can just
zoom in panel to panel

00:42:03.670 --> 00:42:06.735 align:middle line:84%
to panel to panel to panel,
and it's a surprising shift

00:42:06.735 --> 00:42:07.860 align:middle line:90%
in the way you can read it.

00:42:07.860 --> 00:42:10.390 align:middle line:84%
Anyway, the important thing is
that comic stores were getting

00:42:10.390 --> 00:42:11.806 align:middle line:84%
a lot less money,
and so what they

00:42:11.806 --> 00:42:13.750 align:middle line:84%
did is they took all
their floor space

00:42:13.750 --> 00:42:16.600 align:middle line:84%
and started to dive heavier
into the parts of their business

00:42:16.600 --> 00:42:19.720 align:middle line:84%
that were generating the money,
which was board games and hobby

00:42:19.720 --> 00:42:20.860 align:middle line:90%
games.

00:42:20.860 --> 00:42:23.620 align:middle line:84%
And the ones that survived--
because a lot of them

00:42:23.620 --> 00:42:24.820 align:middle line:90%
have gone out of business.

00:42:24.820 --> 00:42:28.322 align:middle line:84%
The ones that survived tend
to be really, really good.

00:42:28.322 --> 00:42:30.280 align:middle line:84%
And the reason that
they're really, really good

00:42:30.280 --> 00:42:31.988 align:middle line:84%
is because they realized
that they're not

00:42:31.988 --> 00:42:34.000 align:middle line:84%
in the business of
selling you comics.

00:42:34.000 --> 00:42:36.190 align:middle line:84%
They're in the business
of creating a community.

00:42:36.190 --> 00:42:38.940 align:middle line:90%


00:42:38.940 --> 00:42:42.520 align:middle line:84%
I drive an hour to my comic
store because I'm an idiot.

00:42:42.520 --> 00:42:45.550 align:middle line:90%


00:42:45.550 --> 00:42:47.930 align:middle line:84%
I could just be
buying them online.

00:42:47.930 --> 00:42:49.640 align:middle line:84%
I drive an hour
to my comic store

00:42:49.640 --> 00:42:53.720 align:middle line:84%
because they have their
good operators creating

00:42:53.720 --> 00:42:57.470 align:middle line:84%
a good community for people
to come together and talk

00:42:57.470 --> 00:42:58.730 align:middle line:90%
about different projects.

00:42:58.730 --> 00:43:00.320 align:middle line:90%
They're always running events.

00:43:00.320 --> 00:43:01.340 align:middle line:90%
It's barely a store.

00:43:01.340 --> 00:43:03.048 align:middle line:84%
It's like a little
mini convention that's

00:43:03.048 --> 00:43:05.510 align:middle line:90%
always slightly happening.

00:43:05.510 --> 00:43:09.680 align:middle line:84%
And so a large part of
that is realizing we

00:43:09.680 --> 00:43:12.230 align:middle line:84%
can get people in this store
for a longer period of time

00:43:12.230 --> 00:43:14.310 align:middle line:84%
if we're all playing
games together,

00:43:14.310 --> 00:43:16.836 align:middle line:84%
if we're running card game
tournaments and board game

00:43:16.836 --> 00:43:17.336 align:middle line:90%
tournaments.

00:43:17.336 --> 00:43:18.961 align:middle line:84%
MACKENZIE CAMERON:
The interesting part

00:43:18.961 --> 00:43:22.020 align:middle line:84%
is how do we as
designers take that?

00:43:22.020 --> 00:43:23.680 align:middle line:90%
What's their role to us?

00:43:23.680 --> 00:43:25.880 align:middle line:84%
And I mean, before
it was definitely,

00:43:25.880 --> 00:43:29.767 align:middle line:84%
you could your game picked up by
distributors or to a publisher

00:43:29.767 --> 00:43:31.850 align:middle line:84%
and a publisher gets picked
up by his distributor.

00:43:31.850 --> 00:43:34.640 align:middle line:84%
And all of a sudden, you're not
selling to a direct audience

00:43:34.640 --> 00:43:35.140 align:middle line:90%
online.

00:43:35.140 --> 00:43:38.837 align:middle line:84%
You're selling to
hundreds of thousands

00:43:38.837 --> 00:43:40.795 align:middle line:84%
of little mom and pop
stores across the nation,

00:43:40.795 --> 00:43:42.205 align:middle line:90%
the numbers are huge.

00:43:42.205 --> 00:43:44.120 align:middle line:90%
But now--

00:43:44.120 --> 00:43:46.810 align:middle line:84%
GLENN GIVEN: You can still
wind up making a lot less.

00:43:46.810 --> 00:43:47.070 align:middle line:90%
MACKENZIE CAMERON: True.

00:43:47.070 --> 00:43:48.310 align:middle line:84%
Because your margins
are going to be--

00:43:48.310 --> 00:43:50.143 align:middle line:84%
GLENN GIVEN: Because
your margins are worse.

00:43:50.143 --> 00:43:53.210 align:middle line:84%
MACKENZIE CAMERON: But the part
of the thing you can do now

00:43:53.210 --> 00:43:55.940 align:middle line:84%
is that board games can
really help with the promotion

00:43:55.940 --> 00:43:57.400 align:middle line:90%
of your game.

00:43:57.400 --> 00:43:58.190 align:middle line:90%
I know Eureka!

00:43:58.190 --> 00:44:00.950 align:middle line:84%
Puzzles, Knight Moves
are huge online.

00:44:00.950 --> 00:44:03.366 align:middle line:84%
If you've got a game that
you want to show people

00:44:03.366 --> 00:44:05.990 align:middle line:84%
that you come and teach it to a
bunch of people at their store,

00:44:05.990 --> 00:44:10.550 align:middle line:84%
they're happy to do that
because on the one hand,

00:44:10.550 --> 00:44:15.290 align:middle line:84%
you're adding value to their
store which they love and need.

00:44:15.290 --> 00:44:17.480 align:middle line:84%
So people will, like
oh, your new puzzle.

00:44:17.480 --> 00:44:19.840 align:middle line:84%
They had one guy come in
and that was really cool.

00:44:19.840 --> 00:44:21.890 align:middle line:90%
I learned how he made this game.

00:44:21.890 --> 00:44:23.730 align:middle line:84%
But then you're
getting value out that,

00:44:23.730 --> 00:44:25.990 align:middle line:84%
and now people know
about your game.

00:44:25.990 --> 00:44:29.237 align:middle line:84%
And then when a store
buys games from you,

00:44:29.237 --> 00:44:31.740 align:middle line:84%
you still get maybe
not necessarily

00:44:31.740 --> 00:44:32.910 align:middle line:90%
the margins you need, but--

00:44:32.910 --> 00:44:35.100 align:middle line:84%
GLENN GIVEN: They're
still a lot better.

00:44:35.100 --> 00:44:39.140 align:middle line:84%
So normally in
traditional publishing,

00:44:39.140 --> 00:44:42.300 align:middle line:84%
if I was going to put out
a board game 20 years ago,

00:44:42.300 --> 00:44:44.780 align:middle line:84%
15 years ago, I would
have to find a distributor

00:44:44.780 --> 00:44:47.210 align:middle line:84%
like Alliance or
Diamond or something,

00:44:47.210 --> 00:44:51.590 align:middle line:84%
and then I would sell my game
to them for 20% of the MSRP,

00:44:51.590 --> 00:44:54.260 align:middle line:84%
which is the manufacturer's
suggested retail price.

00:44:54.260 --> 00:44:57.440 align:middle line:84%
So if I had a game that
was $25, I would sell it

00:44:57.440 --> 00:45:03.800 align:middle line:84%
to the distributor
for $5, and then

00:45:03.800 --> 00:45:06.595 align:middle line:84%
he would turn around and sell
it to a store for somewhere

00:45:06.595 --> 00:45:11.604 align:middle line:84%
in between that $5 and half
the MSRP, and that's his cut.

00:45:11.604 --> 00:45:13.520 align:middle line:84%
And in between, there's
all these other people

00:45:13.520 --> 00:45:14.938 align:middle line:84%
who are taking their
cut and taking their cut

00:45:14.938 --> 00:45:15.290 align:middle line:90%
and taking their cut.

00:45:15.290 --> 00:45:18.200 align:middle line:84%
And the reason I've made jokes
about the music industry model

00:45:18.200 --> 00:45:20.650 align:middle line:84%
from the '90s is because
it's the same fucking model.

00:45:20.650 --> 00:45:21.620 align:middle line:90%
It's The same thing.

00:45:21.620 --> 00:45:23.450 align:middle line:84%
There are people who
are creating stuff,

00:45:23.450 --> 00:45:26.120 align:middle line:84%
but because there is no
really awesome way for them

00:45:26.120 --> 00:45:28.667 align:middle line:84%
to get it directly to the
people who care about it,

00:45:28.667 --> 00:45:30.500 align:middle line:84%
they have to go through
all these weird side

00:45:30.500 --> 00:45:34.200 align:middle line:84%
projects, side industries
or middleman industries.

00:45:34.200 --> 00:45:39.380 align:middle line:84%
Only a few people who
are tapped by very, very

00:45:39.380 --> 00:45:44.000 align:middle line:84%
powerful companies got
to be famous in the '90s.

00:45:44.000 --> 00:45:47.825 align:middle line:84%
And then the internet came
and destroyed all music,

00:45:47.825 --> 00:45:49.700 align:middle line:84%
even though music is
making more than it ever

00:45:49.700 --> 00:45:51.200 align:middle line:90%
has and all these other things.

00:45:51.200 --> 00:45:54.152 align:middle line:84%
But what was rediscovered
in that shift,

00:45:54.152 --> 00:45:56.360 align:middle line:84%
and this is something that's
happening in board games

00:45:56.360 --> 00:46:03.080 align:middle line:84%
right now, is that people
want the direct audience

00:46:03.080 --> 00:46:05.150 align:middle line:90%
to create a connection.

00:46:05.150 --> 00:46:08.540 align:middle line:84%
If you could spend $20
on a CD because they

00:46:08.540 --> 00:46:14.570 align:middle line:84%
used to be $20 or $20 on
a ticket to go see a show,

00:46:14.570 --> 00:46:16.700 align:middle line:84%
of a band that you enjoy,
even though you don't get

00:46:16.700 --> 00:46:20.060 align:middle line:84%
to keep that show
forever, come on,

00:46:20.060 --> 00:46:22.380 align:middle line:90%
it's so much more enjoyable.

00:46:22.380 --> 00:46:26.955 align:middle line:84%
Because you could get that CD
in a million different ways

00:46:26.955 --> 00:46:29.360 align:middle line:84%
from a million
different locations.

00:46:29.360 --> 00:46:31.640 align:middle line:84%
It's really easy, but
you're getting an experience

00:46:31.640 --> 00:46:33.770 align:middle line:90%
with the other thing.

00:46:33.770 --> 00:46:36.917 align:middle line:84%
And you're getting to know
that you're directly supporting

00:46:36.917 --> 00:46:39.500 align:middle line:84%
the creator, which is something
that a lot of audience members

00:46:39.500 --> 00:46:40.820 align:middle line:90%
are really invested in.

00:46:40.820 --> 00:46:44.720 align:middle line:84%
And as someone who is a creator,
I'm very invested in that.

00:46:44.720 --> 00:46:46.790 align:middle line:84%
But also it's
financially beneficial.

00:46:46.790 --> 00:46:53.840 align:middle line:84%
So for me, for instance, I can
make a short-run print product

00:46:53.840 --> 00:47:00.260 align:middle line:84%
for $3 and sell it for $20 and
then cook the mailing price

00:47:00.260 --> 00:47:01.460 align:middle line:90%
into that and get some--

00:47:01.460 --> 00:47:04.130 align:middle line:84%
I've actually made a
reasonably good profit on it.

00:47:04.130 --> 00:47:06.860 align:middle line:84%
But if I make it for $3
and want to sell for $20,

00:47:06.860 --> 00:47:10.760 align:middle line:84%
I end up having to sell
it to a distributor still

00:47:10.760 --> 00:47:12.560 align:middle line:90%
for like $4 or $5.

00:47:12.560 --> 00:47:15.050 align:middle line:84%
And then in order for
it to be worth my time,

00:47:15.050 --> 00:47:16.800 align:middle line:84%
I really need to make
a whole lot of them.

00:47:16.800 --> 00:47:19.520 align:middle line:84%
And the distributors
probably only want it

00:47:19.520 --> 00:47:21.060 align:middle line:84%
if I can make a
whole lot of them.

00:47:21.060 --> 00:47:22.476 align:middle line:84%
So now I've got
find a way to make

00:47:22.476 --> 00:47:25.430 align:middle line:84%
1,000 of this thing,
which, in board games,

00:47:25.430 --> 00:47:27.870 align:middle line:84%
is a ridiculous number
of game to have.

00:47:27.870 --> 00:47:30.740 align:middle line:90%


00:47:30.740 --> 00:47:32.034 align:middle line:90%
Unbelievably large number.

00:47:32.034 --> 00:47:33.950 align:middle line:84%
But unfortunately, you
can't get it affordable

00:47:33.950 --> 00:47:35.260 align:middle line:90%
unless it's above that number.

00:47:35.260 --> 00:47:35.660 align:middle line:90%
MACKENZIE CAMERON: Right.

00:47:35.660 --> 00:47:37.570 align:middle line:84%
And that's the front
end of financing too.

00:47:37.570 --> 00:47:40.480 align:middle line:84%
But if you think about Bell
Publishing and stuff, OK,

00:47:40.480 --> 00:47:42.052 align:middle line:84%
to make it, I'll
need 1,000 copies.

00:47:42.052 --> 00:47:43.760 align:middle line:84%
And you'll be able to
get a decent budget

00:47:43.760 --> 00:47:44.771 align:middle line:90%
and figure out how to use it.

00:47:44.771 --> 00:47:44.852 align:middle line:90%
All right.

00:47:44.852 --> 00:47:45.675 align:middle line:90%
That's fine.

00:47:45.675 --> 00:47:47.383 align:middle line:84%
But then when you do
things like, OK, I'm

00:47:47.383 --> 00:47:50.780 align:middle line:84%
just going to keep these in my
house until I sell them all,

00:47:50.780 --> 00:47:54.570 align:middle line:84%
you don't realize how much
space 1,000 board games takes up

00:47:54.570 --> 00:47:55.690 align:middle line:90%
until you see it.

00:47:55.690 --> 00:47:57.065 align:middle line:84%
GLENN GIVEN: Oh,
actually, I have

00:47:57.065 --> 00:48:01.780 align:middle line:84%
a video because I have 2,500
in my garage right now.

00:48:01.780 --> 00:48:04.130 align:middle line:84%
And it takes up
exactly a car's worth.

00:48:04.130 --> 00:48:06.974 align:middle line:90%


00:48:06.974 --> 00:48:08.870 align:middle line:84%
MACKENZIE CAMERON:
You have $2,500?

00:48:08.870 --> 00:48:10.250 align:middle line:90%
GLENN GIVEN: 2,500 copies--

00:48:10.250 --> 00:48:11.490 align:middle line:90%
25,000.

00:48:11.490 --> 00:48:12.570 align:middle line:90%
[LAUGHTER]

00:48:12.570 --> 00:48:14.410 align:middle line:84%
MACKENZIE CAMERON:
It's a card game?

00:48:14.410 --> 00:48:15.800 align:middle line:90%
GLENN GIVEN: It's a card game.

00:48:15.800 --> 00:48:20.555 align:middle line:90%
It is this card game.

00:48:20.555 --> 00:48:24.300 align:middle line:84%
And I've got 2,500
of them in my garage

00:48:24.300 --> 00:48:26.720 align:middle line:84%
and then some more of them
down at the port [INAUDIBLE].

00:48:26.720 --> 00:48:28.549 align:middle line:84%
MACKENZIE CAMERON:
We should bring up--

00:48:28.549 --> 00:48:29.840 align:middle line:90%
I don't think you ever said it.

00:48:29.840 --> 00:48:33.754 align:middle line:84%
There is some benefit to going
through traditional publishing.

00:48:33.754 --> 00:48:35.420 align:middle line:84%
GLENN GIVEN: It's
right for some people.

00:48:35.420 --> 00:48:36.420 align:middle line:90%
It's not right for--

00:48:36.420 --> 00:48:37.878 align:middle line:84%
MACKENZIE CAMERON:
And the reason I

00:48:37.878 --> 00:48:40.570 align:middle line:84%
would suggest that is if you
get a really good game idea

00:48:40.570 --> 00:48:44.720 align:middle line:84%
and you pitch it to a publisher
and they really like it,

00:48:44.720 --> 00:48:46.430 align:middle line:84%
there's so much more
to that than just

00:48:46.430 --> 00:48:47.580 align:middle line:90%
being like take this game.

00:48:47.580 --> 00:48:48.530 align:middle line:90%
You love your game.

00:48:48.530 --> 00:48:49.370 align:middle line:90%
Well, take it.

00:48:49.370 --> 00:48:50.708 align:middle line:90%
GLENN GIVEN: And here's money.

00:48:50.708 --> 00:48:51.604 align:middle line:90%
Forever.

00:48:51.604 --> 00:48:53.290 align:middle line:84%
MACKENZIE CAMERON:
If you create an idea

00:48:53.290 --> 00:48:56.587 align:middle line:84%
and you sell it to a
publisher, you're done.

00:48:56.587 --> 00:48:58.420 align:middle line:84%
GLENN GIVEN: And it's
not your idea anymore.

00:48:58.420 --> 00:49:00.503 align:middle line:84%
MACKENZIE CAMERON: And
it's not your idea anymore.

00:49:00.503 --> 00:49:05.090 align:middle line:84%
But all of a sudden, with
self-publishing, I mean,

00:49:05.090 --> 00:49:08.540 align:middle line:84%
the amount of effort to
make a game fly is huge.

00:49:08.540 --> 00:49:11.060 align:middle line:84%
It's massive, especially if
you're doing it on your own.

00:49:11.060 --> 00:49:13.830 align:middle line:84%
But if you sell
it to a publisher,

00:49:13.830 --> 00:49:15.560 align:middle line:84%
you're not going to
make as much money,

00:49:15.560 --> 00:49:18.626 align:middle line:84%
but there comes a point where
you're not doing anything

00:49:18.626 --> 00:49:20.000 align:middle line:84%
and you're still
getting paid it.

00:49:20.000 --> 00:49:20.750 align:middle line:90%
GLENN GIVEN: Yeah.

00:49:20.750 --> 00:49:22.850 align:middle line:84%
100% of a small number
or 5% of a big number.

00:49:22.850 --> 00:49:23.910 align:middle line:90%
MACKENZIE CAMERON: Yeah.

00:49:23.910 --> 00:49:30.120 align:middle line:84%
GLENN GIVEN: And it's a question
of what are you in it for?

00:49:30.120 --> 00:49:33.500 align:middle line:84%
And what does your
time look like?

00:49:33.500 --> 00:49:37.610 align:middle line:84%
For me, I make games
and I chose to leave

00:49:37.610 --> 00:49:39.800 align:middle line:84%
a life that was
not making me happy

00:49:39.800 --> 00:49:43.280 align:middle line:84%
but was making me lots of money
for a life that is making me

00:49:43.280 --> 00:49:47.652 align:middle line:84%
significantly less money but
is making me really happy,

00:49:47.652 --> 00:49:49.610 align:middle line:84%
because I get to create
things and they're fun.

00:49:49.610 --> 00:49:51.901 align:middle line:84%
MACKENZIE CAMERON: You seem
like a really happy person.

00:49:51.901 --> 00:49:53.330 align:middle line:84%
GLENN GIVEN: It's
the medication.

00:49:53.330 --> 00:49:56.200 align:middle line:90%


00:49:56.200 --> 00:49:59.810 align:middle line:84%
Also, I don't work
in an office so well.

00:49:59.810 --> 00:50:06.890 align:middle line:84%
So it fulfills that artistic
or productive drive.

00:50:06.890 --> 00:50:11.390 align:middle line:84%
And that's not
something to be ignored.

00:50:11.390 --> 00:50:11.890 align:middle line:90%
Total up.

00:50:11.890 --> 00:50:14.054 align:middle line:90%
[INAUDIBLE]

00:50:14.054 --> 00:50:15.470 align:middle line:84%
MACKENZIE CAMERON:
The major point

00:50:15.470 --> 00:50:18.200 align:middle line:84%
is that it is you want to
make your career making games,

00:50:18.200 --> 00:50:20.390 align:middle line:84%
do yourself and
you're really big.

00:50:20.390 --> 00:50:24.230 align:middle line:84%
If you want to put a few
games out there and do

00:50:24.230 --> 00:50:27.800 align:middle line:84%
a lot of other things
with your life,

00:50:27.800 --> 00:50:29.930 align:middle line:84%
like once a month sending
out all of your games

00:50:29.930 --> 00:50:34.265 align:middle line:84%
to every publisher
you've got email for,

00:50:34.265 --> 00:50:35.765 align:middle line:84%
you don't have to
make it your life.

00:50:35.765 --> 00:50:36.470 align:middle line:90%
GLENN GIVEN: Yeah.

00:50:36.470 --> 00:50:38.303 align:middle line:84%
It's like if you were
going to start a band,

00:50:38.303 --> 00:50:43.220 align:middle line:84%
is the band your life, or
is it what you do for fun

00:50:43.220 --> 00:50:45.590 align:middle line:90%
with some of your friends?

00:50:45.590 --> 00:50:48.139 align:middle line:84%
Neither is an illegitimate
way of doing it.

00:50:48.139 --> 00:50:49.805 align:middle line:84%
They're just right
for different people.

00:50:49.805 --> 00:50:51.554 align:middle line:84%
PROFESSOR: We have
more than five minutes.

00:50:51.554 --> 00:50:52.400 align:middle line:90%
So one question.

00:50:52.400 --> 00:50:54.354 align:middle line:90%
MACKENZIE CAMERON: Really?

00:50:54.354 --> 00:50:56.340 align:middle line:90%
We've have time for two hours?

00:50:56.340 --> 00:50:57.627 align:middle line:90%
GLENN GIVEN: I can do that.

00:50:57.627 --> 00:50:58.760 align:middle line:90%
AUDIENCE: [INAUDIBLE].

00:50:58.760 --> 00:51:04.890 align:middle line:90%


00:51:04.890 --> 00:51:08.470 align:middle line:84%
Self publishing is
undertaking that [INAUDIBLE].

00:51:08.470 --> 00:51:12.410 align:middle line:90%


00:51:12.410 --> 00:51:14.540 align:middle line:90%
Learning curve, so to speak.

00:51:14.540 --> 00:51:17.850 align:middle line:84%
And you guys have your fingers
on the pulse of the community,

00:51:17.850 --> 00:51:20.052 align:middle line:84%
and you know what uP
and coming designers

00:51:20.052 --> 00:51:23.796 align:middle line:90%
have and the skill sets.

00:51:23.796 --> 00:51:29.146 align:middle line:84%
Have you considered publishing
other people's games?

00:51:29.146 --> 00:51:31.530 align:middle line:84%
GLENN GIVEN: I
have considered it,

00:51:31.530 --> 00:51:35.280 align:middle line:84%
and I've been approached to
do it, but I've said no to it.

00:51:35.280 --> 00:51:38.520 align:middle line:84%
Because I worked in
publishing for a long time,

00:51:38.520 --> 00:51:42.780 align:middle line:84%
and I am ideologically
opposed to that model.

00:51:42.780 --> 00:51:44.310 align:middle line:84%
That being said,
one of the things

00:51:44.310 --> 00:51:48.060 align:middle line:84%
that I do I do this
on a consulting basis

00:51:48.060 --> 00:51:53.550 align:middle line:84%
and I also do this just through
our website and the fact

00:51:53.550 --> 00:51:55.610 align:middle line:84%
that all games are
Creative Commons licensed

00:51:55.610 --> 00:51:56.990 align:middle line:90%
and the whole process--

00:51:56.990 --> 00:51:58.370 align:middle line:90%
Frank, can you turn that down?

00:51:58.370 --> 00:51:59.970 align:middle line:90%
--is teach people how to do it.

00:51:59.970 --> 00:52:02.160 align:middle line:84%
Because it is an
undertaking but it's

00:52:02.160 --> 00:52:03.910 align:middle line:84%
nowhere near as hard
as you would think.

00:52:03.910 --> 00:52:07.200 align:middle line:90%


00:52:07.200 --> 00:52:10.170 align:middle line:84%
The kind of effort you would
put into studying for a class

00:52:10.170 --> 00:52:13.680 align:middle line:84%
is the kind of effort you need
to put into figure out how

00:52:13.680 --> 00:52:18.810 align:middle line:84%
to deal with Amazon
fulfillment services,

00:52:18.810 --> 00:52:24.690 align:middle line:84%
or what does it take to, oh,
god, figuring out shipping.

00:52:24.690 --> 00:52:27.840 align:middle line:84%
If you ever start at
Kickstarter for anything,

00:52:27.840 --> 00:52:29.700 align:middle line:90%
figure out the damn shipping.

00:52:29.700 --> 00:52:31.140 align:middle line:90%
That will kill you.

00:52:31.140 --> 00:52:35.580 align:middle line:84%
I had a friend of mine who made
this really cool game called

00:52:35.580 --> 00:52:37.800 align:middle line:84%
Mobile Frame Zero,
Rapid Attack, which

00:52:37.800 --> 00:52:42.394 align:middle line:84%
is a robot fighting game
where you make LEGO robots.

00:52:42.394 --> 00:52:43.650 align:middle line:90%
MACKENZIE CAMERON: Oh, yeah.

00:52:43.650 --> 00:52:44.610 align:middle line:90%
It's on [INAUDIBLE].

00:52:44.610 --> 00:52:45.360 align:middle line:90%
GLENN GIVEN: Yeah.

00:52:45.360 --> 00:52:46.890 align:middle line:84%
So they're doing--
and some of it's

00:52:46.890 --> 00:52:48.860 align:middle line:84%
new on this weekend,
which is like a rockets

00:52:48.860 --> 00:52:49.776 align:middle line:90%
in space or something.

00:52:49.776 --> 00:52:54.150 align:middle line:84%
Anyway, he raised
$85,000 on Kickstarter

00:52:54.150 --> 00:52:57.190 align:middle line:84%
to publish what was just a
book and mail it to people.

00:52:57.190 --> 00:52:59.437 align:middle line:84%
But because he had not--
and he's a smart person--

00:52:59.437 --> 00:53:01.520 align:middle line:84%
because he had not figured
out the shipping costs,

00:53:01.520 --> 00:53:05.419 align:middle line:90%
he ended up $25,000 in the hole.

00:53:05.419 --> 00:53:07.710 align:middle line:84%
Yeah, because you didn't go
to the United States Postal

00:53:07.710 --> 00:53:10.950 align:middle line:84%
Service and go,
what are your rates?

00:53:10.950 --> 00:53:14.160 align:middle line:84%
MACKENZIE CAMERON: So
$85,000 and it cost him

00:53:14.160 --> 00:53:15.810 align:middle line:84%
roughly $100,000
just to make it.

00:53:15.810 --> 00:53:21.610 align:middle line:84%
GLENN GIVEN: So that is what
a publisher does for you.

00:53:21.610 --> 00:53:24.180 align:middle line:84%
They figure don't even
frigging worry about it.

00:53:24.180 --> 00:53:26.970 align:middle line:84%
We're take 90% of
whatever this game makes,

00:53:26.970 --> 00:53:29.590 align:middle line:84%
95% of whatever this
game makes, but you

00:53:29.590 --> 00:53:31.650 align:middle line:84%
don't have to worry
about any of that crap.

00:53:31.650 --> 00:53:33.234 align:middle line:84%
And so for some
people that's really--

00:53:33.234 --> 00:53:34.858 align:middle line:84%
MACKENZIE CAMERON:
What you're actually

00:53:34.858 --> 00:53:37.425 align:middle line:84%
finding a lot is that there's
tons of small publishers

00:53:37.425 --> 00:53:38.800 align:middle line:84%
and these are
actually starting--

00:53:38.800 --> 00:53:41.580 align:middle line:84%
I mean, Game Salute
is one, Mayday Game,

00:53:41.580 --> 00:53:42.830 align:middle line:90%
I don't like that one as much.

00:53:42.830 --> 00:53:43.910 align:middle line:90%
Anyway, Mayday, they do--

00:53:43.910 --> 00:53:45.160 align:middle line:90%
GLENN GIVEN: Like my neighbor.

00:53:45.160 --> 00:53:46.110 align:middle line:84%
MACKENZIE CAMERON:
[INAUDIBLE], which

00:53:46.110 --> 00:53:47.640 align:middle line:90%
you might have seen on TV Cops.

00:53:47.640 --> 00:53:48.830 align:middle line:84%
GLENN GIVEN: Yeah,
that's Dave Chalker.

00:53:48.830 --> 00:53:49.420 align:middle line:90%
MACKENZIE CAMERON: Yeah.

00:53:49.420 --> 00:53:50.560 align:middle line:84%
GLENN GIVEN: Yeah,
he's a really good guy.

00:53:50.560 --> 00:53:52.476 align:middle line:84%
MACKENZIE CAMERON: But
lots of small companies

00:53:52.476 --> 00:53:53.550 align:middle line:90%
that-- it was a designer.

00:53:53.550 --> 00:53:54.390 align:middle line:90%
He had one games.

00:53:54.390 --> 00:53:56.620 align:middle line:84%
He's like I'm going to do
it myself and try and make

00:53:56.620 --> 00:53:57.140 align:middle line:90%
this work.

00:53:57.140 --> 00:53:58.409 align:middle line:90%
[INAUDIBLE] was another one.

00:53:58.409 --> 00:53:59.700 align:middle line:90%
There's a lot of these little--

00:53:59.700 --> 00:54:02.010 align:middle line:84%
GLENN GIVEN: [INAUDIBLE]
Games just started like that.

00:54:02.010 --> 00:54:04.659 align:middle line:84%
Now they have whole
conventions [INAUDIBLE].

00:54:04.659 --> 00:54:06.450 align:middle line:84%
MACKENZIE CAMERON: They
start with an idea,

00:54:06.450 --> 00:54:08.940 align:middle line:84%
they do it themselves,
and hey, it works out.

00:54:08.940 --> 00:54:10.380 align:middle line:84%
And then from
there, they realize,

00:54:10.380 --> 00:54:11.820 align:middle line:84%
hey, we should do
a lot more of these

00:54:11.820 --> 00:54:14.319 align:middle line:84%
because that was successful,
and if we're successfuyl at it,

00:54:14.319 --> 00:54:15.440 align:middle line:90%
we can make it work.

00:54:15.440 --> 00:54:19.305 align:middle line:84%
And after the one designer
takes and build the company.

00:54:19.305 --> 00:54:21.720 align:middle line:84%
It becomes three or
four people, and it

00:54:21.720 --> 00:54:25.110 align:middle line:84%
becomes mildly successful, and
they push out all the games

00:54:25.110 --> 00:54:26.801 align:middle line:90%
that they've felt they can.

00:54:26.801 --> 00:54:28.800 align:middle line:84%
I made all the games that
I want to setting out.

00:54:28.800 --> 00:54:30.890 align:middle line:84%
GLENN GIVEN: Or they've used
all their hours in the day

00:54:30.890 --> 00:54:32.310 align:middle line:84%
and they just can't
do it anymore.

00:54:32.310 --> 00:54:36.282 align:middle line:84%
MACKENZIE CAMERON: Well
then once that happens,

00:54:36.282 --> 00:54:37.740 align:middle line:84%
a lot of publishers
will then start

00:54:37.740 --> 00:54:40.190 align:middle line:84%
to look for other designers
and publish their games.

00:54:40.190 --> 00:54:43.720 align:middle line:84%
Because you're
designing your games,

00:54:43.720 --> 00:54:46.920 align:middle line:84%
you've got your A idea, your
B idea, and your C idea.

00:54:46.920 --> 00:54:48.204 align:middle line:90%
these are all great.

00:54:48.204 --> 00:54:49.620 align:middle line:84%
And once you publish
all of those,

00:54:49.620 --> 00:54:51.480 align:middle line:84%
you start to realize
maybe those other ideas

00:54:51.480 --> 00:54:54.290 align:middle line:84%
that you have are
good, but maybe you'd

00:54:54.290 --> 00:54:58.440 align:middle line:84%
be more successful if you
could pick out some other ideas

00:54:58.440 --> 00:54:59.960 align:middle line:84%
that other people
submitted to you.

00:54:59.960 --> 00:55:02.085 align:middle line:84%
Really, that's actually better
than what I would do myself.

00:55:02.085 --> 00:55:04.293 align:middle line:84%
GLENN GIVEN: Or maybe a lot
of times what will happen

00:55:04.293 --> 00:55:07.134 align:middle line:84%
is as a designer you
do have a lot of ideas

00:55:07.134 --> 00:55:08.550 align:middle line:84%
and if you're a
smart [INAUDIBLE],

00:55:08.550 --> 00:55:11.990 align:middle line:84%
you realize that most of
them are probably not good.

00:55:11.990 --> 00:55:13.950 align:middle line:90%
But that's fine.

00:55:13.950 --> 00:55:15.900 align:middle line:90%
That's absolutely fine.

00:55:15.900 --> 00:55:18.240 align:middle line:84%
Nothing springs forth
from someone's head

00:55:18.240 --> 00:55:20.310 align:middle line:90%
like Athena perfectly formed.

00:55:20.310 --> 00:55:22.170 align:middle line:90%
That is not how things are made.

00:55:22.170 --> 00:55:24.730 align:middle line:90%


00:55:24.730 --> 00:55:27.890 align:middle line:84%
All of your favorite
musicians practiced forever

00:55:27.890 --> 00:55:29.910 align:middle line:90%
to get really good.

00:55:29.910 --> 00:55:31.125 align:middle line:90%
It's just the way it is.

00:55:31.125 --> 00:55:32.625 align:middle line:84%
In game design,
it's the same thing.

00:55:32.625 --> 00:55:33.940 align:middle line:84%
You have to make a
lot of really crap.

00:55:33.940 --> 00:55:35.730 align:middle line:84%
There's a really good
phrase about writing

00:55:35.730 --> 00:55:39.139 align:middle line:84%
which is that every writer
has 2,000 bad pages in them,

00:55:39.139 --> 00:55:41.430 align:middle line:84%
and the good writers are the
ones who got the 2,000 out

00:55:41.430 --> 00:55:42.910 align:middle line:90%
somewhere else.

00:55:42.910 --> 00:55:45.190 align:middle line:84%
So you've got to
keep that in mind.

00:55:45.190 --> 00:55:53.010 align:middle line:84%
But I think that the ability
to find publishers is not

00:55:53.010 --> 00:55:55.230 align:middle line:84%
diminishing, but the
ability to self-publish

00:55:55.230 --> 00:55:57.360 align:middle line:84%
is rising, especially,
although we have

00:55:57.360 --> 00:56:02.190 align:middle line:84%
great self-publishing tools
now and the internet is really

00:56:02.190 --> 00:56:05.970 align:middle line:84%
good for sharing things,
the biggest thing that's

00:56:05.970 --> 00:56:08.070 align:middle line:84%
happened in the past year
and going into this year

00:56:08.070 --> 00:56:10.950 align:middle line:90%
is 3D printing.

00:56:10.950 --> 00:56:16.230 align:middle line:84%
So while we've hit the head
into what self-publishing is,

00:56:16.230 --> 00:56:20.370 align:middle line:84%
we're just beginning to see
what desktop manufacturing is,

00:56:20.370 --> 00:56:25.410 align:middle line:84%
like people who are just running
their own little factories

00:56:25.410 --> 00:56:27.295 align:middle line:84%
in their houses,
which is super cool.

00:56:27.295 --> 00:56:29.420 align:middle line:84%
MACKENZIE CAMERON: Actually
doing that for my game.

00:56:29.420 --> 00:56:30.340 align:middle line:90%
GLENN GIVEN: Yeah.

00:56:30.340 --> 00:56:31.340 align:middle line:90%
That's so cool.

00:56:31.340 --> 00:56:33.790 align:middle line:84%
I really want to
do that so much.

00:56:33.790 --> 00:56:36.170 align:middle line:84%
MACKENZIE CAMERON: I think
we have time for a question.

00:56:36.170 --> 00:56:37.164 align:middle line:90%
AUDIENCE: [INAUDIBLE]?

00:56:37.164 --> 00:56:39.995 align:middle line:90%


00:56:39.995 --> 00:56:42.124 align:middle line:84%
GLENN GIVEN: It
depends on the scale.

00:56:42.124 --> 00:56:43.040 align:middle line:90%
AUDIENCE: [INAUDIBLE]?

00:56:43.040 --> 00:56:43.748 align:middle line:90%
GLENN GIVEN: Yes.

00:56:43.748 --> 00:56:44.960 align:middle line:90%
This was printed in China.

00:56:44.960 --> 00:56:46.418 align:middle line:84%
Like I said, just
got off the boat.

00:56:46.418 --> 00:56:48.830 align:middle line:90%


00:56:48.830 --> 00:56:54.792 align:middle line:84%
So I worked with
a printer on this

00:56:54.792 --> 00:56:56.750 align:middle line:84%
because I've been doing
printing and publishing

00:56:56.750 --> 00:57:00.339 align:middle line:84%
for so long, I know the
jargon and know the lingo.

00:57:00.339 --> 00:57:01.880 align:middle line:84%
Again, another thing
that a publisher

00:57:01.880 --> 00:57:04.790 align:middle line:84%
can be really good
for is that you

00:57:04.790 --> 00:57:08.340 align:middle line:84%
don't need to study to
figure out all of the things.

00:57:08.340 --> 00:57:10.615 align:middle line:84%
They have made all those
mistakes in the past for you.

00:57:10.615 --> 00:57:11.990 align:middle line:84%
MACKENZIE CAMERON:
You don't need

00:57:11.990 --> 00:57:14.750 align:middle line:84%
to screw up your bleed
lines, your print cards

00:57:14.750 --> 00:57:16.385 align:middle line:84%
and all of the--
they're all offset.

00:57:16.385 --> 00:57:17.720 align:middle line:84%
GLENN GIVEN: If you've
got the expertise

00:57:17.720 --> 00:57:19.204 align:middle line:84%
or you can organize
the expertise

00:57:19.204 --> 00:57:21.620 align:middle line:84%
amongst the people you know,
you can get past a lot of it.

00:57:21.620 --> 00:57:24.830 align:middle line:84%
But think about
it, everyone who's

00:57:24.830 --> 00:57:27.320 align:middle line:84%
printing stuff or
making things, they

00:57:27.320 --> 00:57:30.740 align:middle line:90%
want you to use their services.

00:57:30.740 --> 00:57:32.540 align:middle line:84%
Because they are a
service industry,

00:57:32.540 --> 00:57:34.635 align:middle line:84%
they're going to make
it as easy as possible.

00:57:34.635 --> 00:57:36.260 align:middle line:84%
And if they don't
make it easy, there's

00:57:36.260 --> 00:57:39.260 align:middle line:84%
someone like four
blocks down that

00:57:39.260 --> 00:57:43.350 align:middle line:84%
is probably going to do it
because yay, capitalism.

00:57:43.350 --> 00:57:45.890 align:middle line:84%
There is, I think,
god, one [INAUDIBLE].

00:57:45.890 --> 00:57:48.550 align:middle line:84%
AUDIENCE: [INAUDIBLE]
like buy a printer?

00:57:48.550 --> 00:57:49.720 align:middle line:90%
GLENN GIVEN: No, it is.

00:57:49.720 --> 00:57:52.010 align:middle line:84%
It's actually a huge
expense to buy a printer.

00:57:52.010 --> 00:57:54.140 align:middle line:84%
The problem with printers
is that they're super

00:57:54.140 --> 00:57:56.770 align:middle line:90%
expensive to have and not use.

00:57:56.770 --> 00:57:59.314 align:middle line:84%
AUDIENCE: It's better
to have a team run it.

00:57:59.314 --> 00:58:00.230 align:middle line:90%
GLENN GIVEN: Oh, yeah.

00:58:00.230 --> 00:58:03.380 align:middle line:84%
You want that machine
running losing money

00:58:03.380 --> 00:58:05.900 align:middle line:84%
because you'll lose
less money than if it

00:58:05.900 --> 00:58:08.340 align:middle line:90%
wasn't running at all.

00:58:08.340 --> 00:58:10.280 align:middle line:84%
MACKENZIE CAMERON: There
are a decent number

00:58:10.280 --> 00:58:12.500 align:middle line:84%
of American
manufacturers, certainly

00:58:12.500 --> 00:58:14.606 align:middle line:90%
for prototype-level materials.

00:58:14.606 --> 00:58:16.730 align:middle line:84%
GLENN GIVEN: And in
Massachusetts, like [INAUDIBLE]

00:58:16.730 --> 00:58:17.702 align:middle line:90%
of Massachusetts.

00:58:17.702 --> 00:58:19.660 align:middle line:84%
MACKENZIE CAMERON:
Specifically, Massachusetts,

00:58:19.660 --> 00:58:22.910 align:middle line:90%
there's a lot of stuff.

00:58:22.910 --> 00:58:24.950 align:middle line:84%
I would say from
what effort, nothing

00:58:24.950 --> 00:58:28.005 align:middle line:84%
will beat China
in terms of cost.

00:58:28.005 --> 00:58:32.510 align:middle line:84%
GLENN GIVEN: It depends on the
exact scope of your project

00:58:32.510 --> 00:58:35.360 align:middle line:84%
and the number of units
that you're doing.

00:58:35.360 --> 00:58:40.220 align:middle line:84%
So if you're doing a few units
of a very complicated thing,

00:58:40.220 --> 00:58:43.460 align:middle line:84%
you could actually probably
get good prices in America.

00:58:43.460 --> 00:58:46.680 align:middle line:84%
If you're doing a lot of units
of something relatively simple,

00:58:46.680 --> 00:58:47.270 align:middle line:90%
you're right.

00:58:47.270 --> 00:58:48.020 align:middle line:90%
You can't beat it.

00:58:48.020 --> 00:58:49.061 align:middle line:90%
MACKENZIE CAMERON: Right.

00:58:49.061 --> 00:58:51.490 align:middle line:84%
And then oftentimes, some
people will do piece mail

00:58:51.490 --> 00:58:53.323 align:middle line:84%
so they'll get some
printers for some things

00:58:53.323 --> 00:58:54.630 align:middle line:90%
like the boxes, the rule books.

00:58:54.630 --> 00:58:57.230 align:middle line:84%
And you can pull that together,
and that can be a nightmare.

00:58:57.230 --> 00:58:58.960 align:middle line:90%
GLENN GIVEN: It can be.

00:58:58.960 --> 00:59:02.510 align:middle line:84%
But there are specifically
services that you can hire.

00:59:02.510 --> 00:59:05.240 align:middle line:84%
They're called pick
and pack warehouses

00:59:05.240 --> 00:59:06.680 align:middle line:84%
where let's say I
had a board game

00:59:06.680 --> 00:59:09.260 align:middle line:84%
and it had components
coming from the four

00:59:09.260 --> 00:59:10.702 align:middle line:90%
corners of the earth.

00:59:10.702 --> 00:59:12.410 align:middle line:84%
I could get them all
shipped to one place

00:59:12.410 --> 00:59:15.140 align:middle line:84%
and then pay a person a
quarter per unit to pack it

00:59:15.140 --> 00:59:17.210 align:middle line:90%
all together and whatever.

00:59:17.210 --> 00:59:20.600 align:middle line:84%
And if I filled out my
spreadsheet correctly,

00:59:20.600 --> 00:59:24.691 align:middle line:84%
I will realize whether that
is a financially viable thing

00:59:24.691 --> 00:59:25.190 align:middle line:90%
or not.

00:59:25.190 --> 00:59:27.870 align:middle line:90%


00:59:27.870 --> 00:59:31.100 align:middle line:84%
So one of the things that I
like about self-manufacturing

00:59:31.100 --> 00:59:33.680 align:middle line:84%
is that I can figure that
stuff out as I'm doing it.

00:59:33.680 --> 00:59:37.388 align:middle line:84%
So for instance, on early
prototypes of Slash,

00:59:37.388 --> 00:59:40.490 align:middle line:84%
I was printing all the cards
and cutting all the cards

00:59:40.490 --> 00:59:44.020 align:middle line:84%
and killing myself because
it's a lot of cards to cut.

00:59:44.020 --> 00:59:46.816 align:middle line:84%
And so it digs back
into the design.

00:59:46.816 --> 00:59:48.440 align:middle line:84%
Well, if I change
the size of the card,

00:59:48.440 --> 00:59:49.940 align:middle line:84%
I can use this
machine to cut it,

00:59:49.940 --> 00:59:53.109 align:middle line:84%
and it's going to save me a
half hour on every single unit.

00:59:53.109 --> 00:59:55.150 align:middle line:84%
MACKENZIE CAMERON: And
that's a whole other thing

00:59:55.150 --> 00:59:56.585 align:middle line:90%
is design around like--

00:59:56.585 --> 00:59:58.210 align:middle line:84%
GLENN GIVEN: Your
typical capabilities.

00:59:58.210 --> 01:00:00.043 align:middle line:84%
MACKENZIE CAMERON: Which
you'll actually see

01:00:00.043 --> 01:00:02.636 align:middle line:90%
the rise of super small games.

01:00:02.636 --> 01:00:03.969 align:middle line:90%
GLENN GIVEN: Micro games.

01:00:03.969 --> 01:00:05.510 align:middle line:84%
Because they take
a lot less to make.

01:00:05.510 --> 01:00:06.510 align:middle line:90%
MACKENZIE CAMERON: Yeah.

01:00:06.510 --> 01:00:09.270 align:middle line:84%
The biggest game you can
create using 10 wooden chips

01:00:09.270 --> 01:00:12.430 align:middle line:84%
and miniature dice and fit
into a package about this big.

01:00:12.430 --> 01:00:16.209 align:middle line:84%
GLENN GIVEN: So
there's that threshold.

01:00:16.209 --> 01:00:17.750 align:middle line:84%
So one of the things
I have with this

01:00:17.750 --> 01:00:21.560 align:middle line:84%
is that when you do printing,
you usually have one big,

01:00:21.560 --> 01:00:23.480 align:middle line:84%
let's say for cards,
one big piece of paper

01:00:23.480 --> 01:00:26.063 align:middle line:84%
with a bunch of different cards
on it then you cut it all out.

01:00:26.063 --> 01:00:28.820 align:middle line:84%
Now, if I'm making 24
copies of the game,

01:00:28.820 --> 01:00:31.190 align:middle line:84%
it just so happens
that I can fit 24 cards

01:00:31.190 --> 01:00:37.089 align:middle line:84%
on one sheet of paper, which
means instead of printing card

01:00:37.089 --> 01:00:39.380 align:middle line:84%
A, B, C, D, E F, G, H, I, J,
K, L, M, N, O, P, Q, R, S,

01:00:39.380 --> 01:00:41.796 align:middle line:84%
whatever on that one page and
then cutting it out and then

01:00:41.796 --> 01:00:45.710 align:middle line:84%
sorting it, I can
print A 24 times

01:00:45.710 --> 01:00:48.980 align:middle line:84%
and then do that 400 times in
a row, stack them all together,

01:00:48.980 --> 01:00:51.396 align:middle line:84%
chop it, chop it, chop it,
chop it, chop it, chop it, chop

01:00:51.396 --> 01:00:52.850 align:middle line:84%
it, chop it, chop
it, and I don't

01:00:52.850 --> 01:00:55.010 align:middle line:90%
have to sort me thing anymore.

01:00:55.010 --> 01:00:58.970 align:middle line:84%
I have cut hours off of
that pick and pack time.

01:00:58.970 --> 01:01:01.490 align:middle line:84%
And now multiply by the number
that I just got out of it.

01:01:01.490 --> 01:01:04.790 align:middle line:84%
Instead of making one
game every half hour,

01:01:04.790 --> 01:01:08.022 align:middle line:84%
I'm making 12 games every
15 minutes or something.

01:01:08.022 --> 01:01:09.980 align:middle line:84%
MACKENZIE CAMERON: I just
want to go back again

01:01:09.980 --> 01:01:13.000 align:middle line:84%
to the China versus the
States as well as I'm

01:01:13.000 --> 01:01:15.130 align:middle line:90%
finding a lot of kickstarters.

01:01:15.130 --> 01:01:19.850 align:middle line:84%
Realize that the margins
they need for small amounts,

01:01:19.850 --> 01:01:23.992 align:middle line:84%
they have to go to China if
they're going to break even.

01:01:23.992 --> 01:01:26.720 align:middle line:84%
But if they exceed
goals or go much

01:01:26.720 --> 01:01:28.980 align:middle line:84%
and they can do larger
quantities produced

01:01:28.980 --> 01:01:31.230 align:middle line:84%
in the States, then they
use the same margins.

01:01:31.230 --> 01:01:35.020 align:middle line:84%
So a lot of people will, if
they can get a game big enough,

01:01:35.020 --> 01:01:38.950 align:middle line:84%
will try and have
a stretch goal,

01:01:38.950 --> 01:01:41.220 align:middle line:84%
bring games to the
United States if they

01:01:41.220 --> 01:01:43.030 align:middle line:90%
can sell enough of them.

01:01:43.030 --> 01:01:47.460 align:middle line:84%
GLENN GIVEN: This is a challenge
that is unique to analog games,

01:01:47.460 --> 01:01:48.099 align:middle line:90%
obviously.

01:01:48.099 --> 01:01:50.640 align:middle line:84%
You don't need to worry about
where you're getting your cards

01:01:50.640 --> 01:01:53.340 align:middle line:84%
cut, I guess unless
you're making

01:01:53.340 --> 01:01:54.620 align:middle line:90%
some kind of Pokemon AR game.

01:01:54.620 --> 01:01:55.860 align:middle line:90%
That would be super cool.

01:01:55.860 --> 01:01:58.354 align:middle line:90%


01:01:58.354 --> 01:01:59.270 align:middle line:90%
How do they have that?

01:01:59.270 --> 01:02:02.850 align:middle line:90%
They've got to have that, right?

01:02:02.850 --> 01:02:04.860 align:middle line:84%
Do they actually
interact with each other?

01:02:04.860 --> 01:02:05.360 align:middle line:90%
They should.

01:02:05.360 --> 01:02:07.440 align:middle line:84%
Because last year
they did a kickstarter

01:02:07.440 --> 01:02:11.400 align:middle line:84%
for Goal Marcana, which is like
an app and a miniatures war

01:02:11.400 --> 01:02:14.220 align:middle line:84%
games where your dude
has a QR code on it,

01:02:14.220 --> 01:02:17.473 align:middle line:84%
and then it uses the app
to do all the combat.

01:02:17.473 --> 01:02:20.310 align:middle line:84%
AUDIENCE: There's a [INAUDIBLE]
tradition of Japanese arcade

01:02:20.310 --> 01:02:22.126 align:middle line:84%
games that reads
cards probability.

01:02:22.126 --> 01:02:23.000 align:middle line:90%
GLENN GIVEN: Oh, god.

01:02:23.000 --> 01:02:23.790 align:middle line:90%
I remember that.

01:02:23.790 --> 01:02:27.076 align:middle line:84%
MACKENZIE CAMERON: Mario Kart
of our games, I've got one.

01:02:27.076 --> 01:02:28.024 align:middle line:90%
That's great.

01:02:28.024 --> 01:02:32.290 align:middle line:90%
PROFESSOR: [INAUDIBLE]

01:02:32.290 --> 01:02:33.712 align:middle line:90%
AUDIENCE: [INAUDIBLE]?

01:02:33.712 --> 01:02:34.510 align:middle line:90%
PROFESSOR: Yeah.

01:02:34.510 --> 01:02:35.009 align:middle line:90%
[INAUDIBLE]

01:02:35.009 --> 01:02:36.137 align:middle line:90%
We're going to play until.

01:02:36.137 --> 01:02:38.999 align:middle line:90%
Thanks for coming.

01:02:38.999 --> 01:02:40.430 align:middle line:90%
One second.

01:02:40.430 --> 01:02:42.815 align:middle line:90%
Thanks again for everybody.

01:02:42.815 --> 01:02:45.690 align:middle line:90%


01:02:45.690 --> 01:02:47.960 align:middle line:84%
So we're going to spend the
last two hours of class.

01:02:47.960 --> 01:02:49.959 align:middle line:84%
Well, first we're going
to have to take a break,

01:02:49.959 --> 01:02:51.502 align:middle line:90%
check in with y'all.

01:02:51.502 --> 01:02:53.000 align:middle line:84%
Did you do that
already with games?

01:02:53.000 --> 01:02:56.290 align:middle line:84%
We'll check in with y'all to
see how you've formed into teams

01:02:56.290 --> 01:02:57.730 align:middle line:90%
yet for that project.

01:02:57.730 --> 01:02:59.825 align:middle line:84%
And then we're going
to be playing--

01:02:59.825 --> 01:03:01.810 align:middle line:84%
do you have a couple
of your games?

01:03:01.810 --> 01:03:04.076 align:middle line:84%
GLENN GIVEN: I brought I
think eight different games

01:03:04.076 --> 01:03:04.700 align:middle line:90%
that I've made.

01:03:04.700 --> 01:03:05.706 align:middle line:90%
PROFESSOR: Well, great.

01:03:05.706 --> 01:03:06.880 align:middle line:84%
So we're going to play
some of those games,

01:03:06.880 --> 01:03:08.830 align:middle line:84%
and we're all going
to play, we've

01:03:08.830 --> 01:03:12.146 align:middle line:84%
got three games that are
related to the assignment

01:03:12.146 --> 01:03:13.370 align:middle line:90%
that we've talked about.

01:03:13.370 --> 01:03:15.370 align:middle line:84%
MACKENZIE CAMERON: Also
if anyone is interested,

01:03:15.370 --> 01:03:17.995 align:middle line:84%
I'm going to go ahead and leave
some of business cards up here.

01:03:17.995 --> 01:03:20.226 align:middle line:84%
As I go through the
process of making

01:03:20.226 --> 01:03:22.400 align:middle line:84%
my game through
Kickstarter, I'm basically

01:03:22.400 --> 01:03:25.300 align:middle line:84%
going to be posting my
experiences every step

01:03:25.300 --> 01:03:28.270 align:middle line:84%
of the way from design
to manufacturer.

01:03:28.270 --> 01:03:30.740 align:middle line:84%
So if you want to watch
someone struggle immensely

01:03:30.740 --> 01:03:33.829 align:middle line:84%
through the process and
watch the mistakes that I've

01:03:33.829 --> 01:03:34.870 align:middle line:90%
made and laugh immensely.

01:03:34.870 --> 01:03:37.180 align:middle line:90%
It's going to be hilarious.

01:03:37.180 --> 01:03:39.720 align:middle line:90%
Just grab a business card.

01:03:39.720 --> 01:03:43.080 align:middle line:84%
If you're interested in playing
Croquet and also murdering

01:03:43.080 --> 01:03:48.688 align:middle line:84%
each other, this is
definitely the game for that.

01:03:48.688 --> 01:03:51.850 align:middle line:84%
GLENN GIVEN: And so
just to show you guys,

01:03:51.850 --> 01:03:54.547 align:middle line:84%
these are the three
phases of prototypes.

01:03:54.547 --> 01:03:56.380 align:middle line:84%
Well, these are the two
phases of prototypes

01:03:56.380 --> 01:03:57.410 align:middle line:90%
that I went through.

01:03:57.410 --> 01:03:59.110 align:middle line:84%
MACKENZIE CAMERON: They
each have VHS cassettes.

01:03:59.110 --> 01:03:59.860 align:middle line:90%
GLENN GIVEN: Yeah.

01:03:59.860 --> 01:04:00.940 align:middle line:90%
And so here's the trick.

01:04:00.940 --> 01:04:02.800 align:middle line:84%
The reason that it's
in a VHS cassette

01:04:02.800 --> 01:04:09.000 align:middle line:84%
is because this will fit into
the smallest flat rate priority

01:04:09.000 --> 01:04:09.640 align:middle line:90%
mailer.

01:04:09.640 --> 01:04:10.890 align:middle line:90%
MACKENZIE CAMERON: Oh, really?

01:04:10.890 --> 01:04:13.780 align:middle line:84%
GLENN GIVEN: I can get any game
that fits in this size anywhere

01:04:13.780 --> 01:04:16.750 align:middle line:90%
in America for $5 in two days.

01:04:16.750 --> 01:04:19.040 align:middle line:90%
And you can't beat that.

01:04:19.040 --> 01:04:21.340 align:middle line:84%
And so if I wanted to
get a lot of these games

01:04:21.340 --> 01:04:23.790 align:middle line:84%
out and not get a second
mortgage on my house

01:04:23.790 --> 01:04:26.770 align:middle line:84%
because I'm not an
idiot, I designed that.

01:04:26.770 --> 01:04:31.142 align:middle line:84%
So I actually do that with
all of my monthly games.

01:04:31.142 --> 01:04:33.100 align:middle line:84%
MACKENZIE CAMERON: And
the cases are probably--

01:04:33.100 --> 01:04:34.400 align:middle line:84%
GLENN GIVEN: The
case are dirt cheap.

01:04:34.400 --> 01:04:35.640 align:middle line:90%
They're like $0.08 each.

01:04:35.640 --> 01:04:36.520 align:middle line:84%
MACKENZIE CAMERON: Yeah, because
nobody uses them anymore.

01:04:36.520 --> 01:04:37.580 align:middle line:90%
GLENN GIVEN: Yeah.

01:04:37.580 --> 01:04:38.680 align:middle line:90%
No one needs it.

01:04:38.680 --> 01:04:41.530 align:middle line:84%
So I found a place that
is still selling them.

01:04:41.530 --> 01:04:45.600 align:middle line:90%
So supply chain stuff.

01:04:45.600 --> 01:04:58.541 align:middle line:90%
AUDIENCE: So [INAUDIBLE]

01:04:58.541 --> 01:05:01.660 align:middle line:90%
GLENN GIVEN: No, I did not.

01:05:01.660 --> 01:05:04.220 align:middle line:90%
I don't know Maybe I did.

01:05:04.220 --> 01:05:07.532 align:middle line:84%
My artist is supposed to
be getting it to me today.

01:05:07.532 --> 01:05:13.108 align:middle line:90%


01:05:13.108 --> 01:05:14.566 align:middle line:84%
PROFESSOR: Thanks
for coming, guys.

01:05:14.566 --> 01:05:15.280 align:middle line:90%
What are you guys doing?

01:05:15.280 --> 01:05:16.382 align:middle line:90%
GLENN GIVEN: Oh, thanks.

01:05:16.382 --> 01:05:17.510 align:middle line:90%
That was great.

01:05:17.510 --> 01:05:19.060 align:middle line:90%
AUDIENCE: [INAUDIBLE]

01:05:19.060 --> 01:05:25.411 align:middle line:90%