Jamey Stegmaier Interviews Me – Part 2

Thanks for coming back for Part 2. It will be worth it. I had forgotten how interesting I sound (and Jamey to of course). I hope you enjoy.

Tom: Rhythm. That’s the key. I need a rhythm. And a goal. I need something to shoot for. You have inspired me Mr. Stegmaier!

Jamey: As for the advice, other than what I wrote above, I have a formatting suggestion for bloggers: Write the blog in a way that is easy for people to read. That is, use very short paragraphs, short sentences, and lots of lists and images. Breaking down content into smaller chunks makes it much easier for people to read.

Tom: I like that advice a lot. I tend to run on and on. I will definitely work on this. Starting with this interview. ( I would like to request some pictures now.)

Jamey: Do you have any tactical suggestions like that for fellow bloggers? What’s your favorite gaming-related blog to read and what makes you keep returning to it (both in terms of content and format)?

Tom: Two pop up immediately – Cardboard Edison and Hyperbole Games. Cardboard Edison compiles info from hundreds of gaming sites every day or so. It makes it easy to find real gems. And the folks who run it are awesome. They have a Patreon fund raising campaign going that everyone should check out.

Grant Rodiek of Hyperbole Games is such a prolific blogger about games. And he really delves into gaming why’s, how’s, and many aspects of game design. Every designer and gamer interested in design should visit Hyperbole Games regularly.

Format? I agree with you on the short and sweet points. People will not spend time on a blog unless you get to the point. The K.I.S.S. philosophy works well. AND we will probably have to break this interview into three or four parts if I am serious about starting to live by that. Give the people what they want – quick, useful, pretty. Or at least grab them, draw them in with that.

Tactical suggestions? Take the high ground. On first glance that sounds like a joke and facecious but it’s not. Set high standards for yourself and live by them. Don’t get caught up in the latest BGG or Twitter fire fight, unless you REALLY care about the topic and are contributing something positive / solutional to the situation. Don’t pick fights. Don’t get too emotional. Take a breath. Then respond if you feel it is necessary. There have been some recent scuffles that I almost jumped into because they struck emotional nerves.

Jamey: I really, really like what you’ve shared here about taking the high ground (in a humble way). I actually just wrote an article about customer service, so this idea fits perfectly with that. It’s often our instinct to get defensive, but if you treat people with respect and create a dialogue with them, you might find that you have a really loyal reader at your back from then on. And for the people who just like to pick fights, if you don’t fight back, they’ll quickly move on.

Tom: The biggest fight I know of  at the moment is on Kickstarter – why do backers or potential backers now feel that a game HAS to have finished art when the project is in the campaign? A few months ago, prototype are was fine. Why the change? Do you understand what Kickstarter is about? I don’t get them. It was very apparent in a recent campaign and possibly affected the outcome of that project. I don’t get them. Oh, man. I was starting to rant.

Jamey: That’s really interesting. I think it might be because some people associate a game without finished art with an unfinished game in terms of mechanisms and testing. It’s often a fallacy, but the association is there. Also, some backers may have been burned by projects that needed “just a little more art,” and 2 years later they still don’t have the game.

However, I think it’s a good point to remind backers of–one of the biggest up-front costs for a tabletop game is the art, so if you’re raising money for the game, the art probably isn’t complete. I think the key is feature a few beautiful, evocative pieces that represent the overall art in the game, and have a specific schedule in place for the rest of the art to be complete if you successfully fund.

I’m actually working on an “open letter to backers”. Other than the art rant, what’s one thing you’d like to remind backers of (or something they could be better or more understanding of), and what’s one piece of positive backer behavior you’d like to reinforce so it continues?

Tom: I’ll tackle the second question first. Backer behaviour to reinforce?

Jamey: Yep! What’s one thing you’d like backers to continue doing?

Tom: Other than continue backing? Talking up the projects they are backing. Continue the verbal support. Keep up the word of mouth marketing that Kickstarter projects depend on. Without that many I’m sure many projects would not fund.

Jamey: I think that’s a great point. If a backer feels strongly about a project, it’s great if they go out and share it. Sometimes people are hesitant to blast a message out on social media, so as a creator I encourage backers once or twice during a project to share the project with 1-2 people who they think might really like it.

Tom: As to something backers could be more understanding about I believe people should really understand how much work creating a game takes. There are lots of game campaigns and that probably gives an impression that it is easy to create a game and run a KS campaign. I know from interviews and because I have a good friend who has run quite a few campaigns that it is hard work. It takes a huge amount of time and there are so many things that pop up and are under the radar. So I wish backers would really take this in.

 

Stay tuned for the grand finale of this super duper interview.


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