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By the end of last week's episode, it had become clear that there was a lot more to explore on this topic of passion, innovation, and disruption in tabletop games. Are local game stores the next "Blockbuster", or will they drive the next major development in the industry - along with the publishers promoting them? Join us for another tiny sliver of an immense conversation.
It's a classic, near-eternal tale - passion launches something wonderful, and then a shift from those early priorities leaves it vulnerable to disruption. We see this across all industries, from restaurants, to films, to music, and of course right now in tabletop games. Are the titans capable of adapting in time, or is this the beginning of a new, transformative era?
In the midst of a "seller's market" for a good number of games, it's all too easy to curse yourself for selling too soon, or not buying in soon enough, or selling at the wrong price. How far are you willing to push? Retailers and players can quickly find themselves in a devastating spiral, one that applies to every facet of life, and one that we are keen to discuss on this week's episode.
Tabletop games have relied on a number of promotional tools throughout their history, and content previews are at the top of the list. Having now experienced the Flesh and Blood approach of a big "preview season" right before release, we discuss when this tactic works, why it works, and the more general tabletop marketing considerations that publishers and retailers should consider.
After years of watching release dates get delayed, confused, and broken (even by publishers themselves), it's worth backing up and really asking - what's the point of release dates for the majority of tabletop products?
In our "How to Ruin a Game" series, we talked a lot about balancing a game and sticking to foundational principles instead of throwing things at the wall and banning whatever created problems. Flesh and Blood, Ashes, and Skytear are all demonstrating "principle-first" design in their own way, and it is wonderful to see. Join us for a conversation spurred by the first FAB ban, Drone of Brutality.
With the announcement of KeyForge Adventures and Flesh and Blood rumored to be testing a PvE variant of the game (as well as Skytear having a similarly positioned new offering on the horizon), we can't help but discuss the possibilities of head to head games giving players an opportunity to cooperate against a common enemy. Aren't those the best experiences anyway? Find all previous casts, as well as products, subscriptions, and blogs, on our website: https://teamcovenant.com
How is it possible that the least amount of in-person play, maybe ever, is creating an unbelievable surge in demand for collectible games? We try to make sense of the current seller's market and unexpectedly veer into a discussion that would make Chidi proud...hopefully. Find all previous casts, as well as products, subscriptions, and blogs, on our website: https://teamcovenant.com
With the recent announcement that Legend of the Five Rings is reaching its end, an era of competitive games in the LCG format comes to a close. Starting with Game of Thrones, Living Card Games promised a reprieve from the costs of collectible games and a monthly injection of excitement for players. But given they've all ended, we have to ask - does this format even work?
Find all previous casts, as well as products, subscriptions, and blogs, on our website: https://teamcovenant.com
The pandemic has brought many new changes to the tabletop landscape, and like other industries, those changes are likely here to stay (and perhaps overdue, in retrospect). One incredible shift, particularly for card games, is playing over web cam. As it becomes normalized, we may well see larger, more connected audiences for games that play to this new paradigm.
Find all previous casts, as well as products, subscriptions, and blogs, on our website: https://teamcovenant.com
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