In this episode…
We are joined by Michael Mindes, founder of TMG. In late 2011, Michael launched his company’s first ever Kickstarter campaign, Eminent Domain. Since that time, Michael has put together one of the most impressive Kickstarter runs in the board game industry, with no signs of slowing down. Launching fourteen successful Kickstarter projects and using that momentum to release other successful, non-Kickstarter games (including Belfort and Village), Michael has proven he can publish a board game like a boss. Michael joins us in our twenty fifth episode to discuss his innovative models for success, including how he made the Radiohead esque “Pay What You Want” pricing model work for Kickstarter projects.
Michael explains a little bit about his history on this earth. Who exactly is this Michael Mindes guy and what is he up to anyway? What games does Mr. Mindes play?
Michael converted the entire TMG website to a tumblr based website. What motivated him to make this switch and has this website model proven to be successful?
TMG has amassed seventeen projects on Kickstarter. Is there anything Michael may have discovered throughout these experiences that he would never change as he creates more Kickstarter projects?
TMG launched a Kickstarter Campaign while they had another campaign active! Does Michael feel that he achieved any kind of mutual momentum in doing this?
Would launching two projects at once be something Michael would explore again?
TMG explored a “pay what you want” format in several of their Kickstarters, including Dungeon Roll and Coin Age. What was the inspiration behind this format and how does Michael make it work?
Village is a great game. What were the challenges with publishing a game without using Kickstarter? You would expect there to be more financial risk involved, but was that the case?
TMG publishes all sorts of games, both in terms of theme and gameplay. Is this diversification of style intentional?
Michael had a few Kickstarters that he decided to cancel. What kind of an impact did this have on TMG and are there any preventative measures he now takes to avoid or better handle a potential project cancellation?
As Michael publishes more games, does that increase storage costs and lower his inventory turnover ratio?
If not, how has he avoided this?
-Long term success is dependent on the products you make. So make good stuff!
-Start with some sort of audience, if you start with zero and try to Kickstart something, it’s not going to work out.
-Prototype files were submitted to The Game Crafter and we should be receiving them this week! Woohoo!
-If you didn’t see it on twitter, the entire Happy Mitten gang will be at Gen Con! Kyle will be rocking it out with the Grand Gaming Academy and demoing our debut game and Jeff and Lee will be press badging it up and getting you the coolest content on the block.