The big project for me since Origins has been working with our exceptional graphic designer, Kody Chamberlain, on the Infamous rulebook. Rulebooks are always a bear, and this one is no exception. I do wish I had the graphic design skills (like Vital Lacerda, or Ryan Laukat) to do the rulebook myself. Then I wouldn't have to worry about minimizing the number of revision requests I make, and I could obsess over small details and changes on a never-ending basis. Actually, that sounds terrible, so maybe this is all for the best.
|All will be revealed...|
Otherwise, I've asked Kody to make a few minor adjustments to the components, per some feedback I received at Origins. And while EGG and I have a fairly good idea of what the Kickstarter for Infamous is going to look like, there are a number of details to still work out:
- Kickstarter video needs to be recorded
- Kickstarter page graphics needs to be designed (wish I could do this myself)
- Specific order in which we reveal stretch-goals needs to be determined
- Promotional work
It's that last bullet-point - "promotional work" - that really sticks in my craw. Some companies (and designers) are better at this than others. It seems so hard to stick out in a crowd of so many games, to generate enthusiasm for yet another Kickstarter, to reach potential backers & buyers who just don't know you exist. Over the years, I'd read so much on this topic: from Jamey Stegmaier's amazing blog series on Kickstarters, to dozens of post-mortems. I do wish that EGG did more than they do now; they are not the most nimble or creative company when it comes to promotion. Having said that, they have a solid presence and reputation in the industry, they reach international customers better than many companies, and they do have a very solid "following" of customers who often support EGG games.
I did recently post a nice summary of Infamous on BoardGameGeek, and you can read it here if you want: