Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Contents
Postmortem: Days of Wonder's Ticket to Ride Pocket
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
June 2, 2012
 
38 Studios' Downfall: The Gamasutra Report [65]
 
How Space Quest's creative duo buried the hatchet after 20 years apart [2]
 
Gamasutra's on-site E3 2012 coverage starts Monday
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 2, 2012
 
Trion Worlds
Senior Content Designer
 
Trion Worlds
Senior Content Designer
 
Trion Worlds
Lead Systems Designer
 
Trion Worlds
Senior Producer - Live
 
Trion Worlds
Senior Gameplay Engineer
 
Trion Worlds
Senior Gameplay Engineer
spacer
Latest Features
spacer View All spacer
 
June 2, 2012
 
arrow The 20-Year Estrangement of the Two Guys from Andromeda [7]
 
arrow The Anatomy of a Bad Game [16]
 
arrow Old Grumpy Designer Syndrome [22]
 
arrow 10 Tips: The Creation and Integration of Audio [2]
 
arrow Beyond Heavy Rain: David Cage on Interactive Narrative [49]
 
arrow Leading Change - An Excerpt from Beyond Critical [4]
 
arrow Persuasive Games: Process Intensity and Social Experimentation [29]
 
arrow Culture Clash: How Video Games Are Crashing the Museum Party [8]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
June 2, 2012
 
A Few Thoughts on Kickstarter [8]
 
Dust in The Wind: An Analysis of A Valley Without Wind [2]
 
The "Gratitude Update": Connectrode 2.0
 
Molleindustria's Unmanned: Excellence Through Boredom [11]
 
Story Design Challenge #4: Design a World [2]
spacer
About
spacer Editor-In-Chief:
Kris Graft
Features Director:
Christian Nutt
News Director:
Frank Cifaldi
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
Features
  Postmortem: Days of Wonder's Ticket to Ride Pocket
by Gerald Guyomard, Yann Corno [Business/Marketing, Design, Postmortem, Production, Indie, Smartphone/Tablet]
2 comments Share on Twitter Share on Facebook RSS
 
 
February 22, 2012 Article Start Page 1 of 5 Next
 

When asked what business we're in at Days of Wonder, we tend to simply reply: "we do games".

"Computer games?"


"No, board games."

"Ah... You mean like Monopoly?"

(This question is usually followed by an embarrassed silence on the asker's part.)

"They still make those?"

"Well, we do both actually -- cardboard and digital board games. We make games that are just plain fun to play on any platform."

When we first embarked on this adventure some 10 years ago, launching Days of Wonder as a traditional board game publisher, what attracted us to the industry was its staid and steady pace.

Far from the boom-and-bust, hockey-stick cycles of video games and the rat race of Silicon Valley, this was an industry where the CEO of the dominant player (Hasbro) was a grandson of the company's founder, and where the top selling product, Monopoly, was the very same board game that was on top some 70 years ago!

The term "disruption" has become something of a buzzword in technology recently but, if there was ever a perfect target for disruption, we saw no better industry to train our sights on than the world of board games.

As the founders of a 3D graphics software publishing company called Ray Dream, we were guilty participants in the 3D graphics arms race that dominated the mid-1990s and contributed to the ruin of many a good video game. At the time, the hyper-focus of game developers on fancy graphics and the technology behind the games often caused industry participants to lose sight of the fact that it is often the simplest things that make a game a great game.

In an effort to atone for our sins, we set out to work on game designs that were simple enough to be played and adjudicated in the minds of mere mortal beings, not in the tricked-out silicon chips of their über-PCs.

When you design a board game, you have nowhere to hide: no dramatic sound track, no heart-thumping frame rate, no insanely cool particle system...nothing to distract you from the game's fundamental mechanics. What makes or breaks your game in the world of cardboard is the basic interaction of a simple, but not necessarily simplistic, set of rules with the minds of a few human beings sitting around a table.

As a result, the challenges of designing, publishing, and marketing a board game are of a different nature than any seen in the digital world. For example:

  • What is the tiniest set of rules you can get away with, without breaking your game's appeal?
  • How tightly can you write your rules, so that there are no ambiguities left in the players' minds?
  • Last, but certainly not least, how can you successfully market your game in an industry that is inherently full of frictions, deemed as not newsworthy, and heavily tilted in favor of long-entrenched incumbents?

This last question -- How can you successfully market a board game, in this day and age? -- was foremost on our mind when we started the company in May 2002. From the onset, it was clear that we could not outdo or outspend our multinational competitors that had been at the top of their game for the past hundred years. We needed to leverage our experience from the high-tech space and simply build a company that ran faster, cheaper, and smarter than the big guys.

When it came to marketing, that meant leveraging the internet - not just to spread the word, but to help spread the game itself. How else could you teach an entirely new game to the largest possible group of people, in the shortest possible amount of time, at the lowest possible cost, than letting them try their hand online first? As a result, on day one we split our efforts down the middle, with half the company working nonstop to figure out how to publish and distribute amazing game experiences on cardboard, while the other half was busy crafting digital versions of these same games.

Then we got lucky...

Two short years after starting the company, we published Ticket to Ride, a rail adventure game where up to 5 players compete to claim railway routes throughout North America by collecting and playing matching train cards. In the year it launched, Ticket to Ride won the German Spiel des Jahres, the world's most prominent board game award. It was the equivalent on an indie studio winning the Oscar for Best Motion Picture.

Within minutes of winning, we had orders for 50,000 games sent to our cell phones via SMS from eager mass merchants. That year, our sales exceeded $6 million. Our original sales prediction had been $700,000. To say we were shocked -- but happy! -- would be a tremendous understatement.

In 2005, to help further fuel the fire, we released Ticket to Ride Online, a browser-based, multi-player, digital adaptation of the game. Then, a funny thing happened...

People who had never before heard of this new Ticket to Ride game began playing... a lot. In some cases, a whole lot. At last count, at least one dedicated Ticket to Ride "rail baron" has logged in over 60,000 games of Ticket to Ride Online; at an average 10 minutes per game, that's 10,000 hours in the conductor's seat. Many others have played well past the 20,000 games mark.


Ticket to Ride Online

Fans of the board game had provided the initial critical mass of players crucial to the success of Ticket to Ride Online. New online players then provided a steady stream of new buyers of the board game; and the cycle repeated, with sales of Ticket to Ride eventually sailing past the 2 million copies mark in 2011. But the best was yet to come...

 
Article Start Page 1 of 5 Next
 
Comments

Chicken Soup
profile image
Good article, thanks!

Akeem Adkins
profile image
Excellent! A lot of game designers forget the "Board Game Rule". So we have a game with A+ graphics and not enough focus on the gameplay. You all deserve a lot of credit for still making a board game fun!


none
 
Comment:
 




UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.