| 
         [Looney
        Labs] [Shopping
        Center]
 
   News Archives
 
  
        
        
 
   [Guide] [Games] [E-Books]
        [WTS]
        
    
         The
        Hammermaid
   
        naff (naff) adj. 1:
        unstylish, clichéd, or outmoded. 2: to fool around or
        go about. naff off rude imperative. go away! [British
        slang.]
         
             
          Ocean's Twelve  :| The laser scene from Jay and Silent Bob Strike Back
 was done much better.
 
   What If...
  Casey and
      Andy
 
   "The pyramids of the Icehouse set are a great example
      of a well-designed game system. They can be physically configured
      in any number of ways: stacked on top of each other, aimed at
      each other like arrows, organized into patterns, or distributed
      randomly -- different Icehouse games take different advantage
      of these material affordances. The number of pieces and distribution
      among the three sizes and four colors also determines the formal
      relationships and logical groupings that can be expressed by
      the organization of pieces. The Icehouse Set components elegantly
      embody a flexible yet expressive set of potential formal and
      experiential relationships." -- Salen and
      Zimmerman, Rules
      of Play, page 547
     | 
        
          | 
                
 |  
          | 
 |  
          | 
 
              
                |  | A Radical Decision: No Sales
                  Booths This Year! |  |  
          |  In
            the world of birds who live at our house, the big news this week
            is a massive upgrade in living quarters! Alison has installed
            a long awaited new cage in the kitchen for Green Bean.
 In the world of trade show planners who live at our house,
            the big news is the decision not to run ANY Looney
            Labs sales booths at trade shows in 2005. At first, we all
            said the same thing: "What? That's Crazy! We can't do that!"
            But gradually, Kristin convinced us. Since our first big success with a booth at Origins
            in 1997, when we first debuted Fluxx,
            we've been running bigger and better sales booths at Origins
            and an increasing number of other trade shows and events throughout
            the year. At these events, our booth becomes our front door to
            the public, with a little sales counter where I work the cash
            register (a job I never did in "real life" but now
            do at my own little store for about 3 weeks total each year).
            At first we used to bring in only a few hundred dollars in sales
            in our little sales booth, but in recent years, at least at the
            big shows, we've come in well over $10,000 in sales. Which is
            awesome - but it also is a great deal of work. Setting up a tiny
            but fully functional store and tearing it down again 4 days later
            ain't easy, and rent ain't cheap, either. When you add up all
            the expenses, and put it up against the profits, we usually come
            out a tiny bit ahead, but not always. So we're always asking
            ourselves: is it really worth all the work? The logic of the Exhibit Hall is that you buy demo space by
            the square foot and you pay for it with the money you make by
            selling the products you have on display. But the Exhibit Hall
            is not the only way to run events for our games, nor even the
            best environment in which to enjoy them. The events we do, like
            the Big
            Experiment and the Pop-Tart
            Cafe are really the most fun, and do a much better job of
            conveying the fun of Looney gaming than does our sales booth
            in the Exhibit Hall, even when we pay extra for more space in
            which to run in-booth gaming. (Last
            year at Origins we built a 400 square foot giant Icehouse
            arena next to our booth inside the Exhibit Hall, and it was very
            cool, but sales were about the same as the previous year.) This year finds us particularly dreading the upcoming task
            of building and running a series of sales booths. As regular
            readers know, we are preparing to uproot
            ourselves and move, and as we pack up our lives it will be
            an even greater challenge than usual to run booths at all the
            big trade shows. We also haven't replaced our
            van yet, and not having a van makes a trade show much harder. And the thing is, there are lots of vendors who already sell
            our products at trade shows. All game convention Exhibit Halls
            (and most sci-fi con Huckster's Rooms as well) have at least
            one (if not several) booths that are just like hobby game stores
            which sell a little bit of every type of game from all sorts
            of different manufacturers. At the three big consumer shows we
            do each year (Origins,
            GenCon,
            and Dragon*Con)
            these folks normally can't sell our games, since we are there
            selling them and convention contracts routinely include an "exclusivity
            clause" that bars retail vendors from selling a product
            in their booth if the manufacturer of that product is also exhibiting. So this year we are going to continue focusing our energy
            on convention support, and on building better relationships with
            vendors who sell games at conventions. We ourselves will still
            be running events at the big shows, and we will be working with
            our rabbits to run a Looney Labs Little
            Experiment at as many conventions as they can find to run
            them at. We plan to give away a TON of cute little game stickers
            and Happy
            Flowers all over the place this summer - if you sell games
            at conventions, please let us know which conventions you will
            be attending this year, and we'll see if we have rabbits in the
            area that might want to come demo our games and help you sell
            them! So it's still going to be a busy summer, but nothing near
            as busy as it would be if we were setting up sales booths at
            conventions all summer like we normally do. We'll go to a few
            conventions and promote our games - but in-between shows, we'll
            be packing. What will we do in 2006? Who knows. This is yet another experiment
            for us. But I have a feeling we're going to enjoy letting anyone
            else who wants to sell our games for us, letting the sales work
            be handled that way, and focus instead just on demoing and promoting
            the games.
           |  
          |  Have a Great Week! And Don't Forget to Play!
 PS: If you haven't signed up for your Holiday
            Gift yet, there's still time! We haven't sent them out yet!
           |  
          | 
 |  
          |   
              
                |  | "Game system design is a kind of meta-game
                  design. A game system designer designs the structure within which
                  other game designers will create games. The 'rules' of the system
                  are the physical qualities of the game system components; the
                  'play' that takes place is game design itself, resulting in sets
                  of rules that make use of the game system. This kind of process
                  requires that the game system designer give up a significant
                  degree of control, as other player-designers decide how the game
                  system will be used in actual games. But this loss of control
                  is ultimately what is so satisfying about designing game systems:
                  as a platform for player-driven creativity, a game system is
                  a catalyst for truly transformative and emergent play." -- Salen and Zimmerman, Rules
                  of Play, page 547 |  
                |  | I am amazed to find myself listed in the index
                  of a
                  textbook published by MIT about Game Design. I am amazed
                  that a textbook about Game Design even exists. Back when I actually
                  used textbooks, the idea of Game Design, as a field of serious
                  study or career planning, was quite unheard of. I myself stumbled
                  into becoming a game designer, having planned instead on become
                  a writer. Now I find myself being held up for example in a textbook
                  as a success in a field even more obscure and unimaginable than
                  I had previously figured myself out to be: I'm not just a Game
                  Designer, I'm a Game System Designer! I didn't know I could say
                  that about myself until I read about my own works in a textbook
                  which created a separate category for Icehouse games in its definition
                  of types of games. I find all these things truly amazing. |  
                |  | I have long been a believer in the future reality
                  of marijuana legalization, but always it has been a theoretical
                  someday sort of belief. I have also long been saying that the
                  best chance for rapid change is in a Roe v. Wade-style landmark
                  ruling by the Supreme Court, but even so, it's still always been
                  a vague future hope. Usually they refuse to take cases that would
                  force them to consider the issue. So now, as
                  we wait for the ruling on the Raich v. Ashcroft case, it
                  becomes possible to imagine that The Day When Everything Changes
                  is actually drawing near, that it literally could happen any
                  day now. Each day I wake up wondering, 'Will it happen today?
                  Is this The Day?' For pot-smokers everywhere, it's like waiting
                  for Christmas. Of course, what's different is we don't know exactly
                  when it will happen, and what's worse, we're all worried that
                  Santa Claus will have nothing for us but yet another lump of
                  coal. But imagine the joy that will be felt by stoners everywhere
                  if S.C. gives us all the gift of Freedom. |  |  
          |  |  
          | 
   
 |  |