Building the First Blockchain Board Game
It was more of an accident than a plan. I never set out to build a board game for the blockchain, but it appears we just so happen to have a concept and prototype that is ideally suited for everything the blockchain has to offer. Frenemies not yet ready to be coded up and computerized, but with each passing day we get closer to realizing that ultimate objective.
First and foremost, if the title of this post is in fact wrong, please correct me. Perhaps another forward thinker out there in the world somewhere has in fact beaten me to the punch. If that is the case, I’d like to know about it because it would be disingenuous of me to make such a claim when the credit rightfully belongs elsewhere. So please leave a comment if you know something I don’t.
Secondly, I want to address a number of comments received in prior posts. More than once I have been asked for better information and greater detail about my game - Frenemies.
https://steemit.com/@lcshaft
https://steemit.com/@p5ych0path
https://steemit.com/@cryptastic
The above Steemers were kind enough to leave thoughtful comments, which I greatly appreciate, and their desire for greater detail about the game is coming soon. But we - the development team - still have a few kinks to work through before I can actually begin answer the questions asked. The way the game plays is continually evolving, and the rules are constantly being rewritten.
The most recent play-test on 5 June 2017 was a success, in a way. No, we didn’t have a good game, but I did gather enough data to further simplify the rules and mechanics into a more fluid and coherent gameplay experience. Frenemies is only getting better as time goes on, and we are only getting closer to having a viable product. The question I have is how to go about it. There are a number of paths to choose from, but I’m not certain which would be most appropriate.
The most obvious and frequently suggested route, is crowdfunding.
The most obvious benefit to crowdfunding is the up front, and outsized cash infusion the operation would receive. It would afford us the opportunity to seek out and retain highly skilled artists and designers. It would be of great benefit for us to work with more experienced professionals of that calibre, because they can produce results far greater than anything I’ve ever come up with. I have spent a lot of time training and honing my graphic design skills, but even after the months of work I’ve put in, any piece of work I’ve ever done pales in comparison to the pros. So in a nutshell, crowdfunding would empower us to offer a dramatically better product from day one, and do so at a far better/lower price point.
The downside to crowdfunding is expectations. Once you take someone’s money, you are beholden to them. No excuses, delays, or failures to deliver allowed. Furthermore, so many campaigns receive tens of thousands of orders, which raises the question of production capacity. Are we prepared to produce tens of thousands of units? How does that production and distribution supply chain work? We would need to recruit experienced professionals that can help ensure we don’t f**k it up! I know I can figure it out. But that’s just it. I have yet to figure it out...
Another possible path is to pay all costs for production of the first batch out of my own pocket and personal savings. That would put a couple hundred units max, in our inventory and ready for immediate shipment to those who order the game. From there, assuming the game actually sells, parlay all profits into a second, even bigger batch, repeating this pattern over and over again. As profits accumulate, parlay some of them toward progressive improvements in the artwork and design. This however, runs the risk of leaving early adopters of the game with a sense of buyer's remorse. Will they regret buying the early edition, when they see how much better the later editions gradually become?
I honestly don’t know, thus my dilemma...
If I choose this path, it would also take longer to generate a level of sustainable cash flow, necessary to support the development team as we build the brand and overall product line. Up to this point, my entire team has been working with me and helping me for free. I’ve done what I can to make their contributions of time and energy worthwhile, but there is a limit to what I can do. They have their own lives to live, and bills to pay. No business can subsist for long on the charity and free labor of others. Sooner or later they need and deserve to be paid, lest they move on to more interesting and profitable opportunities. My instinct is telling me it’s worth it in the long run to delay crowdfunding until we absolutely need it, but it’s also telling me, this is exactly what crowdfunding is for. Is it not?
Again, I don’t know.
Anyone with actual experience in this industry and process is invited to comment and share their thoughts. Any prospective customers and board game enthusiasts who have an opinion or insights on this issue are also welcome to share. I’ve done a lot of things, traveled many paths, and worn many hats, but this uncharted territory for me, personally. I do need help.
All the issues cited above have inclined me to take the slower path, and build this “muscle” organically, at least for now. Crowdfunding almost feels like the entrepreneurial equivalent to steroids. Yes, it can juice your operation incredibly, giving you a massive boost. And for some operations it is absolutely appropriate. But if you haven’t built a basic intellect, developed a basic understanding, and acquired the basic experience, you can do what my friend in the USMC did - juice up on steroids, with no preparation, knowledge, or experience, and then see your ligaments fail to hold as much weight as your muscles can push. His muscles could push 400 pounds, but his ligaments couldn’t hold 400 pounds. He juiced so much that his muscular development outpaced that of his underlying connective tissue. The weight on the bar, literally pushed his bones apart from each other. He was medically discharged in 2005. He’ll never again enjoy a normal life.
It is not my intention to maximize profits, because that would undermine the potential audience and customer base. Not to mention this is the 21st century, and sooner or later if we as a species are going to endure the test of time and build a better world, we need to get over our obsession with monetary gain and self serving business endeavors. We’re all stuck here, together, on this little rock-ball, hurdling through the endless vacuum of space, around a giant fireball. If we don’t get it together sooner or later, we as a species - for lack of a better term - are completely and utterly F**KED!
But at the same time, games don’t magically code themselves. The last thing I want is a bunch of kids chained to a desk in some pacific rim sweatshop, coding my game for the lowest possible price. I want to work with professionals, who excel at what they do, can deliver a quality product, which isn’t laden with bugs, that doesn’t crash every 8 seconds, and delivers what what promised to paying customers who took a chance on me and what I’ve created. Professionals who can deliver such a product deserve to be paid well for their time, energy, and contributions.
The good news is that based on the crowdfunding track record established by similar products in the past, I have no doubt we can hit our targets if we produce and deliver a quality product.
I do, and will have more to say on this as time goes on, but I want to leave it here for now.
Thank you for taking the time read this, and we greatly appreciate anything you have done to share, spread, and get the word out about this project.
Sincerely,
Joshua Abraham
Well first of all thanks for the shout out :)
So, don't get me wrong but you gotta snap out of it. The middle part of your article is classic fear of failing. You want to make a game for people to enjoy, nobody's going to die here ;)
What can you do? Do it like Richard Branson. As I see it you have two major problems.
Break these into smaller ones and ask more questions until you come to a solvable solution. Remember doing baby steps!
The prototype: You have seemed to have gained some interest in the community. Why don't you let them do some beta testing?
You would be surprised that a lot of gamers actually want to help even if you're only like 40%finished.
You are unhappy with your graphic design? Offer equity to someone who is a professional or just roll with your current state and pay a professional after you gained some traction crowdfunding.
For example you can scout for a designer on 99designs.com (Tim ferris is using them for all his projects). It's a marketplace where designers send in some previews what they would do woth your idea and you decide who you'll pick.
How to fund it?
Yes do crowdfunding. If you feel like you're ripping off people than pay them back. That's exactly what ethereum smart contracts are for. Calculate how much you would need, open a smart contract and let everyone who's backing you get equity and a free game depending on their share.
That's all I can write for now cause I'm typing this here on the phone. I'll write later more.
Don't give up! :D
"Classic fear of failing" what a statement. I know this has stopped me in the past but your follow-up remark is my new mantra "no one is going to die here" Thanks! Also thanks for the 99designs.com info
Great reply and I appreciate the constructive feedback. Though perhaps you misunderstand my point. Fear of failure is not the issue. I simply have no shame. I'm not embarrassed or hesitant at any level to openly share where I'm coming up short and having difficulty. I know for many people, saving face is a big deal and they don't want to appear anything other than 100% on point. I simply respect the fact that I can be wrong and want to put it all out there so I can figure out where I am wrong, what I am missing, and address those issues, and then get back to work. Based on the feedback I've gotten here, I am now pretty certain that yeah, F**K IT, let's crowdfund this thing!
If I was afraid of failing, I wouldn't be sharing every detail of this process along the way and publishing my real name. I would also have a backup plan if I though failure was likely. Don't mistake transparency and my willingness to share ever detail for a lack of confidence.
Also, in an earlier post I just made here on Steemit, I did specifically seek out artists and designers. Resteem it if you can because it didn't seem to get much attention... :(
I do have capital I can work with, and I have already started scouting for professional artists. Check out my Instagram - https://www.instagram.com/swastudios/ - to see who I've been looking at and trying to recruit. I'm familiar with 99Designs.
I am happy to ship copies out to people in the community, but I am in Asia and so they would have to be shipped from Hong Kong. Being made out of wood, the current prototype is very heavy. And so shipping this beast over the Pacific would not be cheap. And since finding people to test the game is not the issue, that is an exorbitant expenditure I don't need right now.
Lastly, if you know how to write such a smart contract, I'll pay you now to do it tonight! But before I can calculate how much I need, I need to get the game to a more complete state. 2 weeks ago, it looked as though I would need more components than I currently do. And just last night, while laying in bed, I thought of a better way to redesign the game boards.
I'm trying to document the process of creating this game. And the good news is that everything is on track, and on schedule. Thank you again for the thoughtful feedback. It is good to know that my concerns were, perhaps, not so serious. Much love my friend :)
Yeah, english is still my second language. I'm usually better at reading between the lines ;)
I checked out your instagram, my favorite is behanced but that's just my gut talking.
Resteemed your post, hope that somebody called you up!
Yes I understand that the sending of prototypes will get costly, so what about a Let's Play Video? That'll get people going. If it works for D&D it might do for frenemies too.
I'm still learning the smart contracts thing, but I think I can have something running within the next week. Still have to spend some time on my job, son and wife ;)
Much love from Germany to Hong MotherF***** Kong :D
haha, love that! Video and twitch streamed let's plays are all coming. Personally, I think marketing this game, given its' very nature, theme, and game play style, is going to make marketing the single most fun aspect of the business. I can't wait to begin in the next couple months.
I've been living out of a suitcase for a couple years now as I travel and work abroad, but in the next couple months I will be settled in a more permanent location. From there i will be able to set up proper work stations and studio-like environments.
Thanks again for the reply and feedback. Glad to know there is a supportive community out there. I will also be back in Hong Kong in a matter of weeks. I will look in to shipping a copy of the prototype to Germany. I can't send many, but you've been quite thoughtful and so I think it's well deserved in your case.
Thanks again.
Joshua
This is the first I have heard of this product, but it sounds like it would be right up my alley.
You mention that you want to publish a board game, yet you talk about the costs of coding. Are you planning a boardgame with a large app component of some sort?
Funding-wise, I do think crowdfunding might be an option. You might even want to consider releasing a token of some sort, that could be traded for the game when it is released? (I am not aware of anybody already doing this, but I see no reason why it would not work)
If you do go the slow option, I would recommend posting regular updates, which has the double advantage of building up interest, and, through the wonders of Steem providing some funding.
Good observation! The truth of the matter is that this game was always meant to be a computer game from the start. But when I sat down to write the code, I realized I didn't yet know what the rules were or exactly how the game should work.
After watching a video by TheHappieCat (https://www.youtube.com/user/TheHappieCat), she pointed out that people looking to get in to the game business would benefit greatly from designing a board game first. I didn't think much about it at first, until I started on this project. As it turns out, she could not have been more correct.
The initial product was intended to be computer game, but now I see the potential for the board game, a mobile app, and a follow on computer game. The nature of this particular game is perfectly suited to every platform, which is an unusual circumstance. Few games have such broad potential.
Regarding the tokens you mentioned, the team is with you on that. There is an incredible opportunity to integrate cryptocurrency, on a variety of levels. There is no question we will do that when the time is right.
Thanks for your thoughts and feedback. Always appreciated!
Well, in that case, I would recommend starting with one at a time, maybe do the boardgame first? (That may be my bias showing, since I love boardgames)
We are doing exactly that! Mostly because that's all I can do. It is my plan to parlay the board game profits in to the development of the mobile app. And from there, a deeper, richer, more expansive, full scale computer game. But yeah, at this time, with the resources and technical expertise I currently possess, the board game is the best I can do currently.
Your best bet is to go to KickStarter and I honestly can't remember the other one to look up the successful game crowdfunding moments.
If @p5ych0path is asking questions then you know you are on the right path.
Steem On. I look forward to hearing more about this game.
Thank you for the feedback. The more I think about it, the more it seems inevitable.
Those are the best kinds of projects. :)