Today I’m back at it, discussing the Shadow Throne Kickstarter in detail. Previously I discussed the core Kickstarter and the aspects on the edge, and today I’ll begin to discuss how I reached out beyond Kickstarter. Because I used so many strategies to do this, I’m going to break up the list into two posts. Today I’ll start with reviews/previews, interviews and podcasts, and game nights at local game stores.
Posted by teale on September 12, 2014
In my last post I discussed the Shadow Throne Kickstarter at its most basic: the page, the video, and the reward tiers. But a Kickstarter is so much more than just what you put on the main page! So today I’ll to continue examining the Kickstarter by covering some of the peripheral elements: the stretch goals and the updates.
Posted by teale on August 22, 2014
The Shadow Throne Kickstarter wrapped up over a month ago and the team is hard at work finishing the game so we can send it to the printer. While we get the final files ready, I thought I’d take a little time to go over the Kickstarter to discuss what we did right and what we could improve for next time. I gave some quick impressions in my last post, but today I’ll start going over the campaign in a little more detail.
There’s a lot to cover, so I imagine this will take three or four posts total. To break things up, I’ve decided to start by discussing the basics of the campaign itself: the appearance, the video, and the reward tiers. Moving forward, I’ll discuss the rest of the campaign, from the updates and stretch goals to the reviews and outreach.
Posted by teale on August 6, 2014
The Shadow Throne Kickstarter came to a close at the end of last week, and I’m pleased to announce it was successful, bringing in $16,066! We didn’t quite hit the Shifting Shadows expansion stretch goal, but there was a ton of interest in the expansion, so I will probably look into Kickstarting it next year after backers get their copies of Shadow Throne. If you missed the campaign, it’s not too late to preorder a copy of the game through the Nothing Sacred Games shop!
In the coming weeks I’ll be examining the Kickstarter in a lot more detail, but today I wanted to share a few quick thoughts on it.
Posted by teale on July 3, 2014
Shadow Throne is now up on Kickstarter, so it’s about time I shared the origin story with all of you!
As I mentioned when discussing Shadow Throne design goals, and you saw when I went over the evolution of Shadow Throne card design, games don’t come from a single moment; they are a long slog, the culmination of months of incremental improvements. That said, the design process often starts from a spark of inspiration, which is how Shadow Throne began. Today, I want to tell you that story, which will also give me the opportunity to discuss creativity a little more abstractly.
Posted by teale on June 6, 2014
I really enjoy doing these retrospective posts. Working on a game, you make so many tiny changes, it can be difficult to remember where you started and how far you’ve come. Additionally, it helps show how the designer’s understanding and priorities shift over the design process. Plus, it gives me a chance to show off a really awesome card frame you’ll see in the final game!
So let’s get to it with a card from the first Shadow Throne prototype…
Posted by teale on May 1, 2014
The Kickstarter for Shadow Throne, Nothing Sacred Games’ next big release, is right around the corner! Over the next several months, you’ll be learning a lot about the game and its development. To kick things off, I thought I’d spend a little time describing the design goals that helped inspire and guide the development of the game.
What are design goals? Design goals are high level objectives a designer has for a game. Sometimes, these have to do with theme. Sometimes, they have to do with mechanics. Sometimes they’re about components. They almost always deal with the experience of the player. And while they don’t always limit what the designer will allow in the game, they usually should.
A while back, I discussed the design goals for Fungus, a game I spent many months working on. (Fans of Fungus shouldn’t worry… the game isn’t forgotten!) Today’s treatment of Shadow Throne will follow in that article’s footsteps.
Posted by teale on April 24, 2014
Between playtesting, promotion, and just hanging out with friends, I’ve seen and played Corporate America well over 200 times. Even after playing that many times, I’m happy to say still I enjoy the game. Corporate America really lets individual personalities shine, so each game feels like a new experience.
But when you play a game that much, you see the full gamut of what the game has to offer, from the good to the bad. Couple that with the fact that you are (or should be) your own worst critic, and I’ve had a lot of time to think about how Corporate America could be improved. Today, I want to discuss what I would do different if I could do it over again.
Now, before I spend a couple thousand words tearing apart my own game, I want to emphasize that I actually think Corporate America is awesome. It’s my proudest accomplishment. People around the world have discovered and enjoyed the game. Reviewers seem to like it, too. The game is unique, meaningful, and a ton of fun. So even though the tone of this post will be critical, keep in mind that the game is great and you should definitely get and play it.
But even the greatest games can be improved, especially when they’re as experimental as Corporate America. So, if I could change five things about the game design, what would I do?
Posted by teale on March 24, 2014
Wow, has is really been two years since the founding of Nothing Sacred Games!? Actually, it’s been a little more, but it has been two years since my first blog post about the wonderful art form that is games, and that’s close enough for me!
To celebrate, I thought it would be fun to quickly look back at some highlights for Nothing Sacred Games, and then look forward to what this year has in store!
Posted by teale on March 15, 2014
Corporate America started hitting the mailboxes of Kickstarter supporters and the shelves of game stores back in July of 2013. Eight months later, you might be wondering… how’s the game doing?
The short answer, I’m happy to say, is pretty well! I recently went over the many positive reviews the game has received, and today I’ll cover how the game is selling.
Posted by teale on February 24, 2014