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Hello to all,
In your experience, personal opinion, are there any fastlane possibilities in the board game industry? Is it a sector that can still be considered lucrative or already exhausted?
I do copywriting as a side hustle and have a huge passion for role playing and board games. I would like to write a script and create a game that combine the two worlds and I already have an idea in mind.
I believe I respect the commandment of control, as entry is not easy: you have to find a graphic, create the thumbnails, write the manuals.
In short, you have to build a team to make sure your idea become real.
You are dependent on retailers, of course, but the product itself is not as easily replicable by anyone as the self-publishing industry.
I wonder if today, the idea to pursue to this business is still valid.
What do you think?
As far as I know, the idea complies with all of MJ's CENTS commandments.
Control: the entire operation, from product development, to marketing, distribution, to other operational components, both within its sphere of influence. True, it all depends on your personal organization, you have to be able to put together a team, controlled by you.
Entry: The Entry Commandment states: As the barriers to entry to any business or start-up process weaken or "ease", so does the strength or potential of the opportunity. True. It is not a business for everyone, for the same reason as commandment 1 - Control. It's not an easy business, you have to do a great job to have any chance of being successful. Furthermore, a huge amount of research is needed to diversify the game from all those on the market. The only "problem" is that "it does not solve a problem".
Need: The Need Commandment states that if you own a controlled, no-entry business that provides relative value by satisfying needs or wants, you will achieve growth, profits, and possibly passive income for life. I think it respects that too, but I would like your honest opinion.
Time: the commandment of time that abolishes the causal relationship between your time and your income. Temporal prostitution is dethroned and income no longer requires life rations. Once you have created the game and obtained the funds, you do not need to work on it anymore, except for possible expansions.
Scales: The game is easily scalable because it can be replicated in multiple units and, translated, can enter all markets in the world.
The only thing that makes me doubt is: in this sector you are going to fight against THOUSANDS of competitors. Which is in contrast to what MJ argues in Millionaire Fastlane , where it is better to find an under-beaten market with few competitors, to increase your chances of success.
Any other thoughts you have, feel free to post it here. I would like this thread to become a regular discussion for forum authors.
In your experience, personal opinion, are there any fastlane possibilities in the board game industry? Is it a sector that can still be considered lucrative or already exhausted?
I do copywriting as a side hustle and have a huge passion for role playing and board games. I would like to write a script and create a game that combine the two worlds and I already have an idea in mind.
I believe I respect the commandment of control, as entry is not easy: you have to find a graphic, create the thumbnails, write the manuals.
In short, you have to build a team to make sure your idea become real.
You are dependent on retailers, of course, but the product itself is not as easily replicable by anyone as the self-publishing industry.
I wonder if today, the idea to pursue to this business is still valid.
What do you think?
As far as I know, the idea complies with all of MJ's CENTS commandments.
Control: the entire operation, from product development, to marketing, distribution, to other operational components, both within its sphere of influence. True, it all depends on your personal organization, you have to be able to put together a team, controlled by you.
Entry: The Entry Commandment states: As the barriers to entry to any business or start-up process weaken or "ease", so does the strength or potential of the opportunity. True. It is not a business for everyone, for the same reason as commandment 1 - Control. It's not an easy business, you have to do a great job to have any chance of being successful. Furthermore, a huge amount of research is needed to diversify the game from all those on the market. The only "problem" is that "it does not solve a problem".
Need: The Need Commandment states that if you own a controlled, no-entry business that provides relative value by satisfying needs or wants, you will achieve growth, profits, and possibly passive income for life. I think it respects that too, but I would like your honest opinion.
Time: the commandment of time that abolishes the causal relationship between your time and your income. Temporal prostitution is dethroned and income no longer requires life rations. Once you have created the game and obtained the funds, you do not need to work on it anymore, except for possible expansions.
Scales: The game is easily scalable because it can be replicated in multiple units and, translated, can enter all markets in the world.
The only thing that makes me doubt is: in this sector you are going to fight against THOUSANDS of competitors. Which is in contrast to what MJ argues in Millionaire Fastlane , where it is better to find an under-beaten market with few competitors, to increase your chances of success.
Any other thoughts you have, feel free to post it here. I would like this thread to become a regular discussion for forum authors.
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