Good morning, we have another special guest today, this one has far more experience than the rest 😀 I met Mr. Sosnin through Twitter during his first Dice Bazaar campaign. The game looks great – so I was really surprised when the clock ticked down and he fell short. Mr. Sosnin immediately went to work revamping his campaign, preparing for a relaunch. The more I researched his previous campaigns and saw him prepare for a second shot, the more impressed I became – I HAD to pick Mr. Sosnin’s brain. And without further ado, here he is 😀
Hello everyone. My name is Fedor Sosnin, the designer of Battle of Durak. I run Disruptive Inc, a design firm in Sparks, Maryland. Dice Bazaar is my second table top game. I really wanted to create a game that can be played by a variety of people. Something you can share with non-gamers, family, kids, co-workers, and not scare them away from the table from a complex set up or overwhelming table presence. I wanted to create a dice game because everyone knows what to do with a die. Shake it, roll it, have fun. I worked hard to make the game light enough yet be engaging enough for avid gamers. I chose the game’s theme based on my memories of bazaars and markets from Uzbekistan from when I was a kid. Keeping the colors bright and vivid, I tried hard to not only give it a presence on a shelf but also make it attractive to all ages.
With this as your 2nd game, how was this campaign different from Battle of Durak?
I learned so much from my first campaign, Battle of Durak. I wanted to take all of those lessons learned and apply them to my presentation of Dice Bazaar. I wanted to be as clear and transparent as possible so there are no questions when someone has scrolled through the campaign. I also worked hard to get copies out to reviewers to hear their thoughts and get their feedback early on. I also learned some new software to create a better video that I’m proud of. Hopefully, my hard work shows in this new campaign.
Once I got the word from ShipNaked that everything was in their hands and ready to go, I saw a green light. I want to show that I have more material, more games, to show and share with everyone. As well speak, almost everyone has Battle of Durak in their possession and I wanted to transition right into the next game with no delay. Maybe it is a somewhat controversial move, but I have no regret because I wanted to keep the excitement high.
It is super important to me to make sure that EVERYONE can get Dice Bazaar. I am using ShipNaked for shipping and fulfillment and they assure their customers that they ship all over the world, customs friendly. To have this level of service, I will not be making extra money off of my backers and their pledges, instead, that money is going directly towards shipping and getting the game produced. After-all, that is what KS is all about.
Shipping. That was by far the biggest hurdle. My biggest mistake was making the box large. That not only cost more, it weighed more and cost MUCH more in shipping costs. Reducing the box size and getting rid of luxuries like player boards got the weight down and fixed the issues from my past campaign allowing me to price the game $10 lower!
I was toying with many dice game ideas before stumbling on what Dice Bazaar is now. Since I wanted to keep the game in the family category, I instantly thought of having the dice be the currency in the game. After many prototypes I found that it not only worked, but memories of going to these types of Bazaars in Uzbekistan when I was child stood out. The rest just fell into place after months of testing and tweaking.
I knew I had something fun when I tested the game with strangers at a local convention. Smiles, laughter, even shouting over a stolen good was an indicator. Since then, it’s happened more and more and because of that, I’m all in.
It’s just so much work! If I had to choose the “worst” thing about preparing the campaign it would have to be checking and double checking and triple checking all of the numbers and costs.
Finding the part that makes the game different yet fun. I came up with the fluctuating market idea when I realized that most other roll and match games had dice on the cards and the game was stagnant. The market makes things exciting and allows the chance for player’s dice to stay on the board instead of being completely knocked off. The hard part was figuring out why and how many cards and dice to use. Do I have a 6th product, should I have multiple products? A balancing act that can only be figured out though testing and many, many plays.
My favorite part was the creating the art. Aside from that I think it would have to be when I thought of the idea of allowing players to trade products. That really took the game to next level and gave it that zing other games didn’t have.
Don’t give up if you fail, brush it off and try again. Iterate, change, tweak, test. Take feedback with a grain of salt, but listen to each and every word. Figure out why they gave that feedback more so then what the feedback was. At the end of the day you might need to make changes but keep in mind your goal and your vision as everyone has a different opinion.
USER EXPERIENCE DESIGNER
WE MAKE APPS, WEBSITES, & GAMES
Really cool stuff, huh? This guy has really busted his butt to deliver the kind of service and beautiful product I hope to present. Please, visit Twitter or Facebook and thank him for sharing, and take a peek at his Kickstarter campaign. He’s doing some great stuff that we can all learn from 😀