Showing posts with label advice. Show all posts
Showing posts with label advice. Show all posts

Thursday, September 1, 2016

Creators: Understanding your audience

It's not magic
Your audience is a collection of the people who follow your work, taking interest and ultimately buying your product. So how important is it to understand your audience? Well, if you don't have your own marketing team or money to dump into advertising, it's fairly important. If you aren't already considered some kind of guru or master of your craft, it's fairly important. Your audience is how you make a name for yourself. But how do you manage that?

Right now, you can break your audience reach into three forms; internet, local, and in person. Internet offers connections to far more people at great distances, but can be super difficult to navigate and gain the acceptance of those audiences. Anything in person is usually much simpler because you have the human connection that the internet lacks, but you are limited in access to people based on who is physically at whatever event you are part of.

Let's look at the internet audience. Everyone goes to the internet. You practically have the entire world at your fingertips. Or do you? You certainly have access to a great diversity of consumers. But there's a huge catch. Unless you are paying for advertising (and this session of my blog assumes you aren't) you can't just jump into some forum of people and say, "here's what I'm selling, everyone!". It won't work. That's because the one thing you have to understand about the internet audience is the universal bloody eyed hatred of spam. This hatred is so strong that it makes internet social marketing a veritable mine field.

This is even if you are talking to people of a group that is all about the product you have created. That's even if the forum you are taking part in, has clear rules that allow you to share your project in certain time intervals. It's not evil to be excited about your product. It's a great achievement for you. But this is the rule you need to follow.

Be a person first. People on the internet want to know that you are personally a human being they can take interest in. That means the want to have idle chat and basic entertaining post share. They are going to want to that for a significant amount of time as well. After all, how long does it take to get to know someone. They want to know that you aren't just a market bot on the net. No, just saying you aren't isn't going to work.  This is how you market yourself as a person. Just take part in the average discussions and present yourself as an interesting human being. Be yourself as much as you can.

Local audience is important too. This is audience you can go out and spend time with in person. Making local connections branches out into more local connections. But what's the secret? Be interested in other people. Learn about them and their projects. Be supportive of their projects. Often enough that will come back around to you. Be social and prepared to just shoot the breeze. Be personable. Remember that in many situations where you are approaching other people, the dynamics are the opposite of the last point I'm about to make.

The best way to find that "in person" audience is at events like conventions. The primary difference is that people are now coming to you to find out what your product is. It's a big part of the exact reason they are there. If this goes well, word of mouth will carry news about you. The more events you can go to for your book, game, etcetra, the better. This is practically the polar opposite of trying to market via social media outlets.

To sum up, remember that your audience is made of people. You need to understand what they want. They want you to appeal to their interests. Find the people who have the interests that match your product/project, and you will move forward (so long as you remember they are people first).

Monday, July 18, 2016

When you have to do it yourself

I want to talk today about the realities of tackling huge projects by yourself. I'm going to compare to some professional advice in my talking points. The general consensus is that you should never do it all yourself. You should employ other professionals who have the skills where you don't (if you don't) to make your project (board game, novel, comic) the best shining example it can be. This is solid advice because the environment you are trying to enter is a no holds barred battlefield of very high expectations.

Now, truth be told, I'm not alone. I never have been. But in getting started, I was the only one to do all the writing, planning, and art. I'm a rare example that I do have artistic skill to tap into on top of my writing abilities. Not many people can be a one man band. There are factors to take into consideration here as well. Factors that most people don't think about.What I do also requires a solid work ethic and never give up attitude.

Why go solo in the first place? It's a fair question. Who in their right mind would want to do all this work on their own? That includes facing the critics of that work. Remember, this is the internet and critics aren't known for playing nice. You will feel like you've been ganged up on in the parking lot. We'll get to dealing with that later. For now, why go solo? The answer is deceptively simple:

Life. The issues of your life may prod you forward or make you decide it's just not worth it. What if you have a dream you want to make reality, but your life has become a ticking clock? Maybe you have terminal cancer? Maybe you have the onset of Alzheimer's? Or maybe, yes maybe, you have multiple sclerosis. My critics don't think MS is very serious. But then, they don't have to struggle with esophageal spasms that make it hard to talk, swallow, or breath. They can walk and will likely still be able to walk tomorrow. MS is a disease that destroys your nervous system. It's definitely a ticking clock. Over 400,000 people have MS in the US alone and it is robbing people of their life skills and indeed their very lives. See life expectancy results HERE.

So what do you do? In board games the experts say not to release your game to the public until it has the very top of the line graphic art and the structure is as perfect as you can make it. It even comes down to a money thing. If you didn't spend thousands on your artwork, you shouldn't release your game. But your own artwork is not stick figures. In fact you've been recognized for your work in the past and you can make a pretty passable product. Maybe not the Picasso of graphic art, but there's another plan for that. What do you do? Just give up and never bother because you can't cough up the funds they expect? Your life is not like theirs. You are on a ticking clock that may well mean you can't get all of your story out.

Turned up noses are frustrating, but you can't let that stop you.

My advice? Build it anyway. That's the path that will require the most courage and guts for sure. Not everyone can do it the way the critics expect or the way that the professionals suggest. Their's is not the only way. That's what I did. I did the very best I was capable of and made the game available. Why? Because at least I did it. It's my accomplishment, not theirs. If MS takes me out next year, I made an accomplishment. I beat MS to the punch. It wasn't about making a million dollars on my games. It was about putting out something fun, and doing it against the clock I have to live with. I would challenge any of my critics to live with what I live with and still manage to publish four books (soon to be five) and two games.

Granted, I've tried a lot of things that just didn't work. But doesn't everyone? The point you have to remember is that it's your accomplishment if your life has the same kind of issues in play. You can try to wait until you can pay your way in, or forge your own path while you still can. Under the circumstances, which way sounds better to you?

Another factor to how I have forged ahead, is that I have a product I can show in much fuller form to those who I may enlist to make it even better in the future. Here's an actual quote I received:

"If your project is so great, you should have no problems getting artists to jump all over it."

Spoken like someone who has never tried it. Don't listen to comments like this.

Everyone has to start somewhere and everyone has to take the factors of their actual lives into consideration. That's whether you dump your life savings into it or just your life. If everyone restricted themselves to only what is the most perfect of perfection to make the critics happy (can't be done), no one would succeed at anything. History proves that. The best of the best, forged their own paths even when told they would fail by onlookers and the "gurus who knew all". There is no reason that you can't do the same if you refuse to give up. That's when you just have to take it on yourself.

Monday, July 27, 2015

Character Development: My Formula

How do you create all these characters? This is a question I've been asked many times. I have dozens to an easy couple hundred characters in my head. I joke that they haunt me and it's pretty much true. As I think about it, how to develop characters can be the difference to a seemingly living thing and a flat piece of paper. Here is how to create that believable character with depth and bring it to life.

Think of everything that makes up a person; right down to the smallest detail. That is what makes up a character.

Appearance: A character's appearance sets the stage for how other characters will react on sight of him or her. Is he a dusty dirty vagrant with torn clothes and matted hair? Or is he meticulous and refined in an expensive three piece suit? Maybe she's more casual in a comfy t-shirt and jeans with holes in the knees? Don't forget to accessorize with jewelry, handbag, or maybe an expensive pair of boots. For an exercise in how people look, just go to any public place and look around. I'm not suggesting you engage in staring contests, but think about what stands out to you as you see different people. For people that really stand out, go to People of Walmart and look through the photos. Imagine how you would describe their appearance in writing.

Behavior: How does your character act and react to their surroundings and other characters? What are his or her standard emotions. Happy go lucky? Constantly irritated? Paranoid? Different people have different ranges of behaviors. It's important that those behaviors interact with setting, events and other characters. Reactions are an important part of those behaviors. How does your character react to a lost puppy or getting a parking ticket? How do they treat people around them depending on how much they care? What if they just don't care? Behavior is the glue that holds your character together and connects all of what they are. For exercises in human behavior just go to Youtube and start watching videos of the things that people do. Ask yourself how you would write about those behaviors and attach them to your character.

Now we get more in depth:

Quirks: These are the aspects of your characters behavior that stand out and add spice to their "makeup". Take my character, Nyhtwulf, for example. His greatest quirk is a love for foil wrapped cream cheese. He eats cubes of the stuff complete in the wrapper. He doesn't understand why humans take the wrappers off. To him, that's part of what makes the treat so delicious. Special  habits that help define your character and give it depth, make them more believable as a living and breathing thing. I once knew a lady who was a heavy smoker. Whenever she exhaled the smoke, she did so through her nose with her tongue sticking out. She had no idea that she stuck out her tongue every time, she just did it. Everyone has nuances to them that make them who they are. Quirks, habits, or what ever you want to call them can be seen in everyday life easily. You don't need a lot of them in one character either. Treat them like salt in a recipe.

Beliefs: What does your character believe (or not) in? Are they ultra religious? Maybe he's an atheist? Does she believe in unicorns? Beliefs are not limited to the religious alone, rather a full scale way of life. Belief extends to political standing and ideals. At their very heart, belief defines a character's alignment of good or evil. Consider the beliefs of a narcissistic sociopath. Such a person believes that all other people are lesser beings, put on Earth for their personal use or amusement. The Bushido Code is a way of  life for ancient samurai.  Political parties, psychological studies, and religions are fine ways to look at belief.  To see belief in action, look to social media like Facebook. What's going on on your friends pages that play to belief?

History: A character without personal history is either flat or a background character. History speaks to the character's life experiences. You can go back in their life as much as you wish to give him or her history. Events of childhood shape a character for who they are today. Past mistakes lend to experience and shape how future choices are made. Depending on the story, characters don't need a great deal of history. Some stories have a greater history on their own that guide and build the characters. History that overshadows the personal. That's okay, so long as characters have believable reactions to those events. For an example of how personal history looks, think back on your own. What events of your life, shaped who you are today?

Fears: Not all characters have major fears, but some will and it really helps define and bring them to life. My character Blacktide has the power to disintegrate any solid matter by touch or even at range. When his powers manifested in his youth, they killed his parents. Blacktide has to be ever vigilant that he not touch people without precise control of his powers. Even with help of a psychic connection with Nyhtwulf, the fear of hurting innocent people is alive in his mind always. Don't forget that a phobia is great for character development too. Major fears should be sparing, but natural fears fit everywhere. Fears go hand in hand with a characters greatest concerns about the world they live in. Take today's concerns for great examples. Do you know anyone who is worried about war in the Middle East or the job market? How would you write about these things to flesh out your character?

Trials and Tribulations: Characters need problems and life events to react to and interact with. Not just the main antagonist of your story, but other things too. Trouble paying the rent on time? Looking for a job in a hard market? Health problems? Or maybe they just have spontaneous runs of bad luck? Problems create empathy with the reader. I know when I read about someone stubbing their little toe on a door jamb, I instantly empathize. Who doesn't know what that feels like? But don't forget that they need triumphs too. They need those upswings that we all hope for in life. We all need that lucky quarter on the sidewalk from time to time. They may be small and not in line with the major focus of your story, but they make your character come to life.

Relationships: Very important for how characters interact with each other. Are they best friends or casual acquaintances? Love, hate, friendship, disdain, all important factors and they change from character to character. Who they like and dislike and how the interact build on all the characters involved. There are many examples already written here and you do your own study in public or on social media. You can even see how that changes based on the circumstances of the conversation. We all know people on social media tend to be more bold than in person.

My list is certainly not the only way to look at character creation, but it's filled with the general basics. It's often the little things that make characters believable and alive in the mind of the reader.

Wednesday, July 22, 2015

Board Game Quandry: Reader's Advice?

Yes, I'm asking you, the gaming reader, for your advice. Consider that what you post here may become the advice sought out by other game creators like me.

Points to consider:

-I'm not just a game creator, but also an author and I'm trying to make GZ it's own standing universe. It has a long way to go with hopes for apps, graphic novels, and maybe even video games. I'm not just looking to take GZ one direction, but many.

-No matter what is available, everything will get future improvements. New editions with improved art and function are always in consideration. For that matter, I'm collaborating with an exceptional artist and the image is his drawing and my coloring. People are already digging it.

-If I do this, it will put games in players' hands. Players will also be able to rate my game on site.

My board game is fully playable. I'm working on a tweak here and there, but essentially it's ready and I'll have those improvements done first.

What I'm thinking of doing is going ahead and making my game available to order on The Game Crafter website for 45 dollars a copy. A few of you wonderful people were willing to back it on Kickstarter at 50.

Not only will this put my game out there for you and other players, but it will provide me with a modest business income that I can grow with.

So what do you gaming folk think of this idea? If you want to look over the information on my game you can do so at this LINK.

I value your input and appreciate it. Rock on gamers! Keep those dice a rolling!