
#821: My Two-Year Secret Project, COYOTE — The Strategies and Tactics for Building a Bestseller from Nothing with Elan Lee of Exploding Kittens
The Tim Ferriss Show
The Role of Agents in Retail Success
This chapter explores the vital importance of having agents and representatives when working with major retailers like Target and Walmart. It highlights how these professionals enhance meeting effectiveness, navigate industry challenges, and bolster creators' credibility while sharing strategic insights for successful retail presentations.
This is a very special episode for me. My brand-new card game, COYOTE, created in collaboration with Elan Lee and Exploding Kittens, is here. It is available in ~8,000 locations worldwide, including Walmart, Target, Amazon, and many others. Learn more: https://coyotegame.com.
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Gamma AI design partner for effortless presentations, websites, social media posts, and more: https://gamma.app (use code TIM at checkout for one month off on their annual plan)
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Timestamps:
[00:00:00] Start.
[00:05:21] Coyote: a game 47 years in the making.
[00:08:41] Who is Elan Lee?
[00:09:37] How our motivations behind game creation intersect.
[00:12:41] The nutshell view of pitching a game to a retailer.
[00:14:40] Salesmanship is a learnable skill, but Elan’s a natural.
[00:15:53] Why I’ve always wanted to make my own game and how development began in earnest.
[00:26:00] First contact with Elan and our fast-forged, fun-focused friendship.
[00:32:28] The Hanabi and Rock, Paper, Scissors-inspired Toronto trip breakthrough.
[00:39:40] Early prototyping and testing.
[00:45:34] The Zero Effect.
[00:47:37] Recommended game design rationales, resources, and reading.
[00:53:00] The beginner’s mind approach to writing effective game instructions.
[00:56:26] A simple fact: less complication = more fun.
[00:57:49] Cooperative vs. competitive play.
[00:58:24] Leveling the playing field with attack cards and sabotage mechanics.
[01:01:34] Tricking people into cognitively bettering themselves by gaming.
[01:08:04] Finding the sweet spot.
[01:10:44] It takes a lot of work to make a game effortlessly fun.
[01:13:40] How many games does Exploding Kittens publish per year?
[01:14:36] Exploding Kittens’ number-one seller was designed by Elan’s four-year-old daughter.
[01:18:30] Prototypes and pitching.
[01:22:26] Improving on the industry’s fundamentally flawed testing procedure.
[01:24:58] Analyzing passing/failure with play testers’ video and feedback.
[01:28:41] Risks of internal testing.
[01:31:47] Coyote’s first positive signs from the wild.
[01:34:22] Online vs. physical store sales and tweaking variables to gauge market interest.
[01:41:22] What a successful line review looks like.
[01:43:51] Line review hoops through which lesser-proven companies have to hop.
[01:48:04] Elan’s field-tested line review meeting strategies.
[01:54:15] The importance of finding proper agent representation.
[01:59:35] In modern marketing, social media (especially short-form video) is king.
[02:04:48] The best and worst ways for an aspiring designer to sell a game.
[02:13:05] Crowdfunding pros and cons, and Kickstarter alternatives.
[02:19:57] Dealing with deal terms.
[02:23:56] The Exploding Kittens attitude toward rare partnerships.
[02:25:45] The types of games that capture Elan’s attention.
[02:27:40] Common game design mistakes.
[02:29:49] How we tried to avoid these mistakes when packaging Coyote.
[02:33:55] Self-publishing vs. conventional publishing.
[02:38:40] Business considerations and risks.
[02:44:59] Parting thoughts and a tantalizing offer.
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