Monday, October 23, 2017

Stickiness (Tradecraft)

The board game market has a stickiness problem. Games are being produced at a fast, many would say unsustainable, pace. Traditional publishers are competing against the Game of the Moment via Kickstarter, their traditional business model going up against the unsustainable passion of Makers rather than the long term strategy of a competing company. Many have or will join this Game of the Moment model, rather than being left behind, and there are some solid marketing reasons to do so. Perhaps the gatekeepers no longer represent the majority of market demand. There is not enough product security, value in the supply chain, to gain traction and it's hurting everyone.

Retailers are in the middle, with games arriving on their shelves with no guarantee they'll ever be back. Unlike the traditional publisher, the Kickstarter publisher is fine with a "one and done" model and are far more concerned about getting stuck with the "hot potato" of unsold product more than their desire to establish a long term presence in the hobby game channel. Getting everything I'll ever want of a product on release is not an unusual strategy.

With their reprint, the Kickstarter publisher is willing to sell to deep discounters online, just for the inventory security. After all, who cares about product devaluation of a one shot product? They're about the passion, getting the product into the hands of players, and having the income security to do it again. They don't have time to see their inventory sit at a warehouse where some distributor may pay them one day. They're ready to move on to the next project, or just be done and pay back their home equity line of credit.

Retailers would like there to be some stickiness to games. A solid business model would include extensive support of new games with a guaranteed supply chain. The "demo table" exemplifies this, where retailers become tastemakers, teach new games to new customers, and in return obtain stratospheric sales levels. It's the American Dream of planning, putting in the effort, and reaping the reward.

Unfortunately, it's hard to find such games as most aren't sticky enough in the supply chain. The new ones tend to be "one and done" and restocks are not guaranteed at all. Often when they arrive, the online retailers have gobbled up vast amounts of supply to dump at deep discounts. Even if you do get your strong restock, you're competing with the online giants in a devalued marketplace. Product has died on the vine and no effort to push that great game to an eager customer will overcome a 40% discount online.

So the status quo, one which my store is certainly guilty of, but trying to break from, is what they used to describe in the RPG trade as the periodical model. You don't hear about the periodical model so much anymore because RPGs have, for the most part, died a horrible death in the game trade. Retailers don't talk about RPGs. What's there to talk about? I love RPGs, sell a good amount of RPGs, but I have to constantly remind myself the scale of the other departments, how we sell six times more board games and six times more CCGs. RPGs are a shell of its former glory.

Oh sure, there have never been more fantastic RPGs produced than right now, but the game trade has mostly turned its back on them, especially when there's so much more money in board games. So board games are dabbling with the periodical model, where my store gets in the game of the week, we promote it as best we can for a product we may never see again after Thursday, and then next week we do it again. There is little to no stickiness. The end result of going down the periodical model path is there will continue to be great games via alternative distribution methods, just like RPGs, but stores will stick with known quantities and just dabble with indie hits. We'll have a special indie board game distributor we'll order from once a month, if there's extra cash in the budget (or not). There are signs we're heading in this direction already as we talk about protecting brand value and a flight to quality.

I will attempt to restock the best sellers in my one and done model and maybe one or two will gain traction. However, if it's being devalued online, if supply has evaporated, if the publisher decides to raise the price 40% after the first print run, I shrug and move on. Next week we'll have an entirely new game to pimp. The last thing I want to do in this model is expend energy on any one title.

I am only penalized for treating board game as anything but a commodity item, like soybeans. It's the periodical model. I could run with this model until the board game segment is a smoldering crater in  the game trade. We'll start selling a four volume set of paperbacks describing what went wrong, picked up by nostalgic customers who once played board games but no longer have wood for sheep.

This is not a long term retail strategy for the game trade, this path of least resistance. It's certainly not what I want to do or where I'm spending my energy right now. It's not what publishers need from us, as we're the traditional marketing arm of the traditional board game publishers. But I'm not sure tradition matters so much anymore.

Our job is to be that Third Place, a venue for new discoveries and experiences. Schilling the board game of the week to exhausted board gamers will eventually dampen their enthusiasm, just like selling a 5th Edition of D&D after just recently talking up a 4th Edition that I swear was a solid replacement for a Third and a Half edition, that had to upgrade because of something something, the Ranger. You want to sell entertainment, but you don't want to feel like an entertainer, some half wit carnival barker, doing it.

So I struggle to gain traction without a sticky product category where I can plant my flag. Publishers struggle as well. Customers are not immune to the struggle, with this embarrassment of riches, where I don't even look at bringing in a new game unless it scores an "8" or a couple thousand "Wants" on Board Game Geek. Don't get me wrong, I am a huge seller of board games, but we've definitely hit our limit, the store peaked in this category. We just need some stickiness, some brand value protection, to make our stand.


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