I follow Games Unlimited PGH (@gamesunlimitedpgh) on Instagram, and Kylie frequently offers really helpful retailer perspectives for publishers to consider. One of his recent videos (actually a repost from a few years ago) was both surprising and insightful in a few different ways, as Kylie reveals that he–a very successful retailer–does not like promos. Even […]
I follow Games Unlimited PGH (@gamesunlimitedpgh) on Instagram, and Kylie frequently offers really helpful retailer perspectives for publishers to consider.
One of his recent videos (actually a repost from a few years ago) was both surprising and insightful in a few different ways, as Kylie reveals that he–a very successful retailer–does not like promos.
Even as a publisher that doesn’t make promos (it was something we tried up through Scythe’s release in 2016 and then stopped pursuing), I was really curious to hear his reasons. Especially since a survey I ran of retailers in 2017 indicated that 79% of friendly local game store (FLGS) owners liked promos at the time.
Kylie’s reasons are:
A lot of publishers send promos to his store, but it takes a lot of work to match them with the game (stores juggle a lot of different games, and promos aren’t always labeled well).Kylie concludes by simply asking publishers to put promos inside the game box. This seems viable in most cases: Even if you make a special promo card for an existing game to offer at a convention, a content creator, or any circumstance, you can include it in future printings of the game.
I really like that Kylie ends with this: “We’ll do the work of selling your game because it’s awesome, not because we have some rare or exclusive promo.” That 100% echoes my beliefs about actively welcoming people into our games instead of using FOMO/exclusivity tactics.
What do you think about this opinion about promos?
Also read:
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