Key Moments

The Strategies and Tactics for Building a Bestseller from Nothing — Elan Lee of Exploding Kittens

Tim FerrissTim Ferriss
Howto & Style7 min read173 min video
Aug 6, 2025|14,618 views|264|19
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TL;DR

Tim Ferriss and Exploding Kittens' Elan Lee reveal the process of creating and selling the casual card game, Coyote.

Key Insights

1

Brainstorming should embrace the 'zero effect'—look for 'anything' rather than a specific 'X' to foster creativity.

2

Successful game design prioritizes making players entertaining, not just the game itself, often through cooperative or competitive player-vs-player interaction.

3

Casual games should be '2 minutes to learn, 15 minutes to play' to maximize engagement and replayability.

4

Effective retail pitching requires deep understanding of buyer incentives, strategic timing, compelling demonstrations, and robust social media marketing plans.

5

External playtesting with diverse, unbiased groups (like 'kitty test pilots') and observing authentic reactions is crucial for identifying flaws and refining instructions.

6

Crowdfunding serves as an excellent launchpad for new game designers to validate concepts, generate initial sales data, and build credibility before approaching traditional publishers.

THE INSPIRATION BEHIND A NEW GAME

Tim Ferriss, a lifelong fan of Dungeons & Dragons, harbored a dream of creating a game that could recapture the magic and community of his childhood D&D experiences. Realizing that complex RPGs were impractical for adult friends with limited time, he shifted his focus towards casual, fast-paced party games. His inspiration solidified after playing 'Poetry for Neanderthals,' a game that offered immediate fun and fostered deeper connections among players by getting them off their screens and into shared, memorable experiences.

COLLABORATION AND THE POWER OF CONSTRAINTS

Ferriss initiated a collaboration with Elan Lee, co-creator and CEO of Exploding Kittens, a leading independent game studio. This partnership, driven by a shared philosophy of game design and a desire to create a meaningful 'gift' for friends and audience, was framed by Ferriss's New Year's resolutions: 'figure-it-out delegation' and 'sprints with creatives.' This approach allowed for collaborative, iterative development, moving away from solitary creative projects and embracing the additive power of constraints and external feedback.

ITERATIVE PROTOTYPING AND THE 'ZERO EFFECT'

The game development process for Coyote involved extensive iterative prototyping, starting with crude, hand-drawn cards and modified existing game mechanics. Early sessions involved testing numerous rough ideas, with Lee actively seeking 'moments' that sparked interest rather than fully formed games. This 'zero effect' approach — being open to finding 'anything' without a specific outcome in mind — transformed brainstorming into a pleasurable process, enabling rapid refinement and progression from concept to an 80% complete game within days after months of stagnation.

CORE DESIGN PHILOSOPHIES: MAKING PLAYERS ENTERTAINING

Elan Lee's fundamental premise for game design is that games should not be entertaining; they should make the players entertaining. This principle was central to Coyote's development, moving beyond simple tools like 'rock, paper, scissors' to create interactions where players 'play each other.' The goal was to build a game where strategic decisions and social dynamics, rather than just raw mechanics, would drive the fun. The '2 minutes to learn, 15 minutes to play' rule also ensured accessibility and high replayability.

SCALING DIFFICULTY AND COGNITIVE ENGAGEMENT

Coyote was intentionally designed to scale in difficulty, allowing players to control the challenge level. It starts deceptively simple but incorporates modifiers and attack cards (cooperative or competitive) that make it progressively more complex. Ferriss, with his neuroscience background, aimed to subtly embed cognitive training, similar to tests like the Wisconsin Card Sorting Test, into the game. Players often experience a 'brain workout,' feeling new neural connections forming as they master increasingly intricate patterns, fostering a deep sense of accomplishment observed in early playtests.

RETAIL DISTRIBUTION: THE 70/30 RULE AND LINE REVIEWS

Contrary to expectations, 70% of Exploding Kittens' sales occur in physical retail stores, highlighting the crucial role of in-person distribution. Securing shelf space involves 'line reviews,' biannual meetings with retail buyers who decide which games to stock. Getting these meetings and making a compelling pitch is paramount. For new companies, this often means working with publishers who already have established relationships and can represent the game effectively during these competitive review cycles.

THE ART OF THE PITCH: STRATEGY AND STAKES

Successful line review pitches require meticulous preparation and a deep understanding of buyer psychology. Presenters must be uniquely enthusiastic, use engaging props, and structure the meeting to hook buyers immediately. Starting with a short, easy-to-sell game (like an expansion) builds momentum, followed by the main pitch for new titles like 'Coyote.' Crucially, the pitch involves compelling buyers to play the game, orchestrating moments of fun and potential mastery before transitioning to sales and marketing strategies.

PACKAGING AND BRAND STORYTELLING

A game's packaging must be a silent salesperson on the shelf. The design of the Coyote box, including its vibrant color scheme (autumnal orange and lime green) and the trickster coyote character with a wink and earring, was meticulously crafted based on extensive market testing to grab attention. The goal is not just to sell the game, but to entice consumers to pick it up and turn it over, engaging with the back-of-box content (how-to-play guide, QR code for a pitch video) that aims to convert interest into purchase.

MARKETING IN THE DIGITAL AGE: SOCIAL MEDIA IS KING

Modern game marketing heavily relies on social media, especially short-form video platforms like TikTok. Retail buyers prioritize a robust social media strategy over traditional advertising. Effective videos for games like 'Poetry for Neanderthals' or 'Coyote' inspire two key emotions: immediate understanding of the experience and a desire to replicate that fun. Content should demonstrate genuine player entertainment and make viewers feel, 'I could do that, and I'd love to have that much fun.'

EXTERNAL PLAYTESTING: THE 'KITTY TEST PILOTS'

Exploding Kittens developed a unique external playtesting program called 'kitty test pilots,' a community of families and friends who regularly play games. Unlike traditional market research with strangers, this approach involves mailing prototypes and requesting video recordings of play sessions. The critical feedback mechanism is observing authentic player reactions, especially the answer to 'Do you want to play again?' Eyeballs widening at confusing rules or spontaneous laughter reveal much more than written surveys, enabling rapid, iterative instruction and gameplay refinement.

AVOIDING COMMON PITFALLS: RADICAL OWNERSHIP AND SIMPLICITY

Alain Lee advocates for radical ownership in game design, asserting that 'every problem that comes up is my problem, not theirs.' Games must be so simple they are almost self-correcting, stripping away complications and 'except if' rules. Clear, anticipatory instructions that address potential confusion before it arises are paramount. Common pitfalls for games also include poor branding: unmemorable names, uncompelling box art, or overly complicated packaging that fails to clearly communicate the game's experience, often leading to immediate dismissal by consumers on crowded store shelves.

FROM CROWDFUNDING TO PUBLISHER: THE OPTIMAL PATH

For aspiring game designers, crowdfunding (e.g., Kickstarter) is recommended as the initial path. It serves as a 'discovery platform' to validate ideas, gather initial funds, and build a track record. While success is not guaranteed, even failed campaigns offer valuable learning. After a successful crowdfunding campaign and, crucial, after *shipping* the game, developers gain 'bonafides' and compelling sales data to approach established publishers. This combined approach leverages crowdfunding for validation and initial market entry, then partners with experienced publishers for broader distribution and risk management.

UNDERSTANDING DEAL TERMS AND VALUE

When striking deals with publishers, new designers should pay attention to royalty rates, which often appear deceptively low (e.g., 2%). However, this 2% is typically on top-line revenue, not profit, making it closer to 20-30% of actual profit after accounting for the publisher's risks and operational costs (printing, distribution, marketing, staff). Publishers take on significant financial risk and logistical burdens, making these royalty structures appealing compared to the complexities and financial outlays of self-publishing. Advances are rare for games as developers are expected to have a near-complete product.

RETAIL AGREEMENTS AND MITIGATING RISK

Beyond initial sales, deal terms with retailers include critical restrictions on how games can be sold post-purchase, particularly concerning returns and slow-moving inventory. Without careful negotiation, the developer can incur significant costs from returns (e.g., damaged or counterfeit games returned to Amazon) or being forced to buy back unsold stock. Hiring experienced agents specializing in retailer relationships is vital to navigate these complex agreements, ensure favorable terms, and avoid the 'hug of death'—financial ruin caused by overextension or unforeseen logistical issues.

EMPOWERING CREATIVITY: COYOTE'S BLANK CARDS

Coyote includes blank cards, acting as 'templates' for players to design their own action, modifier, or attack cards. This feature aims to invite players into the creative process, fostering game development 'light.' It encourages experimentation, modification of rules, and the creation of unique family or friend-centered gameplay, directly aligning with the core philosophy that anyone can be a game designer. This intentional inclusion offers a hands-on pathway to understanding game mechanics and personalizing the experience.

Game Design & Business Strategy Cheat Sheet

Practical takeaways from this episode

Do This

Keep your brain open during brainstorming, looking for 'anything' rather than a specific 'X'.
Design games to make players entertaining, not just entertaining games themselves.
Simplify game rules to the point where they are almost self-correcting; eliminate 'except' clauses.
Write instructions as if you're in the room, anticipating questions and correcting potential misinterpretations.
Remove any game components that are not strictly necessary.
Test game concepts quickly and dirtily with janky prototypes.
Prioritize games where the immediate answer after playing is 'let's go again'.
Apply the 'zero effect' principle: don't look for specific keys, look for anything to increase chances of discovery.
Embrace radical ownership: every problem players have with the game is the designer's responsibility.
For children's games, ensure they are fun for both parent and child, allow the child to genuinely win, and avoid having any losers.
Use market research tools like Pikfu, Intelivy, or Sticky Beak for objective feedback on art and copy.
Create box art that guides the viewer's eye through a clear visual hierarchy (first, second, third thing to look at).
Integrate a QR code on the box linking to a short video pitch to persuade potential buyers in-store.
For retail pitches, hire good agents/ambassadors who understand the retailer's priorities and the etiquette.
Orchestrate retail pitches with enthusiasm, props, videos, and a strategic sequence of game demos.
Leverage social media with videos that inspire a sense of understanding ('I see what they're experiencing') and aspiration ('I want to experience that').
Start with crowdfunding to validate your game, gather proof of concept, and learn fulfillment before approaching publishers.
Ship your crowdfunding product successfully to demonstrate organizational capability before pitching publishers.
When licensing, understand that a 2% top-line royalty can equate to 20-30% of profit and can provide passive income without business overhead.
Work with experts for complex tasks like barcode generation and contract negotiation to save time and prevent costly mistakes.
Design games that foster interaction between players, creating a dynamic where 'players are playing the players'.

Avoid This

Don't get locked into finding a specific solution too early in brainstorming.
Don't blame players if they are confused by your game; assume it's a design or instruction flaw.
Don't solely rely on internal testing; seek external feedback from diverse groups.
Don't approach major retailers without a finished prototype if you don't have a strong track record.
Don't ignore the retailer's annual color themes or priorities when designing packaging and pitches.
Don't undervalue the role of agents and industry relationships in securing retail meetings and deals.
Don't make common mistakes in box design like choosing a non-descriptive name or overly complicated visuals.
Don't underestimate the complexity and risks of self-publishing, especially financial overextension and return policies.
Don't design four-player games where all players are effectively playing solitaire; prioritize interaction.

Common Questions

Elan Lee's golden rule for casual party games is '2 minutes to learn, 15 minutes to play.' This allows players to quickly engage, decide if they like the game, and potentially continue playing for much longer in short, repeatable sessions.

Topics

Mentioned in this video

People
Klaus Teuber

The designer of Settlers of Catan, whose extensive iterative process is highlighted.

Stephen Key

Author of 'One Simple Idea,' known for creating numerous successful games and toys for major companies using simple prototypes (construction paper, glue, markers). He advocates for licensing inventions to generate passive income.

Karen Pryor

Author of 'Don't Shoot the Dog' and a popularizer of clicker training, known for her work with marine mammals and her principles of positive reinforcement and behavior shaping.

Peter and AJ (Fun Problems podcast)

Hosts of the 'Fun Problems' podcast, which focuses on game design, including more hardcore games, recommended for those wanting to learn more about the topic.

Justin Gary

Host of the 'Think Like a Game Designer' podcast and a former high-level competitive Magic: The Gathering player, known for developing successful games in the trading card genre.

Gary Gygax

Co-creator of Dungeons & Dragons, whose work is highly praised for laying the foundation for immersive imaginative games.

Raph Koster

Author of 'A Theory of Fun,' whose book is highly recommended for understanding fundamental game design principles.

Elan Lee

Co-creator and CEO of Exploding Kittens, the number one independent game studio in the world, having sold 60 million games. He was previously Chief Design Officer at Xbox and collaborated with Tim Ferriss on the game Coyote.

Jean-Claude Van Damme

An actor mentioned as a humorous example for a past New Year's resolution to achieve side splits.

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