What to Think?

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hoefer:
First, it was really nice to meet many of you in-person at GenCon!  Thanks for sitdown Ron -very helpful/insightful...

To business...
I took a break from "working" on game stuff after the convention and am just now jumping back in.  My main issue is trying to figure out where to go from here.  I have been running official events using my gaming system for over 3 years now, this was the first year I actually had shelf space in the exhibit hall for my game.  My events always go swimmingly (not bragging on myself here, just setting the stage).  I would say out of the 5-6 events I run at a con all of them end with the players seeming well entertained and 3-4 of them end with the players saying things like, "I really like your mechanics" "That was one of the best gaming session I've played in a long time" or "I really like this game do you have a booth."  HERE'S THE ISSUE: Even amid this positive atmosphere of excitement and enthusiasm, I only barely sold enough copies of my game to pay for the shelf space (technically after I give the State it's sales tax I will be $6 in the hole).  Out of the ~32 people that played in the events, only 3 of them directly purchased a book.  Is this a normal showing?  Should I chalk up the cold reception to the economy (I guess here I'm asking if other people had poor sales)?  Should I chalk up the lack of sales to lack of exposure (I'm trying to get the word out about my product but it takes a lot of time to build a following)?  Is it essential to have an actual booth/booth presence to sell at the hall? (I had my stuff at the GPA booth, and they let me predate the isle occasionally but a demo at the booth was near-impossible ) or Should I consider the positive responses to be disingenuous?  I'm pretty good a detecting flattery, but perhaps just liking a game experience isn't enough.  Or maybe I'm a good GM, but that doesn't translate to a desire to purchase the game...

I know these are largely wandering thoughts here, but maybe soem one out there has a similar anecdote or some advice/insite they can lay on me.  Thanks all!


Louis Hoefer
Whole Sum Entertainment
www.centurysedge.com

Noclue:
I have no idea about Gencon booths but a 9% hit ratio sounds like a pretty successful sales ratio in other contexts. Were you expecting more than 32 players? What sales conversion ratio were you anticipating?

hoefer:
Quote from: Noclue on September 11, 2009, 02:59:54 PM

I have no idea about Gencon booths but a 9% hit ratio sounds like a pretty successful sales ratio in other contexts. Were you expecting more than 32 players? What sales conversion ratio were you anticipating?


I guess that's what I'm trolling for here.  Is 3 out of 32 reasonable or is that pathetic?  Going in, I was aiming to sell 10 books and pay for the print run.  I guess this number was naive.  It wasn't based off anything other than hope.  It just seemed like such a small number...

Since the con, I've been trying to think of things from the perspective of the event attendees.  When I go to a con and play an event, if I like the game and think my group might give it a try I usually buy it.  Now, I only try 2-3 new games each con and typically only walk away with 1-2 new products.  I am pretty typical in this regard?  Most the people I game with opporate this way...

Occasionally, if I play a game and like it, I still might not buy it because: (a) I feel it's over-priced (b) I feel it needs some supplements that aren't currently available (c) The chance of getting my group to play is minimal (d) I can get the product through some other venue at a better price (e) some other purchase exhausted my funds for that convention (f) I already have a game like it, though maybe not as good,  and have invested a decent amount of time/money into it. -So, I'm kicking around these notions in my head wondering if those are the issues that kept more players from making a purchase, or perhaps 3 out of 32 is as good as it gets and I'm just torturing myself doing this autopsy when my energies would be better spent else were...

Louis Hoefer
Whole Sum Entertainment
www.centurysedge.com

Ron Edwards:
Hi Louis,

It was fun to meet you too.

I can go by what happens at the Forge booth. Basically, either a game sells damn well off the demo tables, or it doesn't. I'll leave out the situations in which it's not been demo'd well or consistently or both. So, sticking to the situations in which the game is visibly on the tables, and visibly being played, and visibly producing fun play ... still, it doesn't always move at the counter. Mostly, but not always.

It may seem vague and frustrating, but my only advice is that every single RPG has its own unique "how to move it" profile. That profile has everything to do with who might enjoy that game, for real, not merely as a me-too clique purchase, for instance. I know that merely occupying shelf space, either physically or on-line, is not enough. I am also optimistic enough to think that many current games do have a potential audience for both purchase and play out there.

But figuring out that profile and applying it ... well, even though I've managed to do well with at least some of my titles so far, I can't say there's a formula. It's still a developing art, basically.

Best, Ron

MatrixGamer:
Selling three copies of a game without tending a booth is pretty good. When I take my Matrix Games to Gen Con I only make a few copies of each title because I seldom need more than 3 to 5.

I think the period of my hobby that was the most fun was when I ran games at the con. That didn't serve my goal of popularizing my game so I knew eventually I'd be working the dealers hall. That is not as fun. As of now you've not jumped the tracks yet. Unless your personal goal calls for that you may be at a good level. You could happily refine your game futher for years to come if that gives you the most pleasure. It's not all about dollars and cents.

Chris Engle

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