The Strategies and Tactics for Building a Bestseller from Nothing — Elan Lee of Exploding Kittens
Key Moments
Tim Ferriss and Exploding Kittens' Elan Lee reveal the process of creating and selling the casual card game, Coyote.
Key Insights
Brainstorming should embrace the 'zero effect'—look for 'anything' rather than a specific 'X' to foster creativity.
Successful game design prioritizes making players entertaining, not just the game itself, often through cooperative or competitive player-vs-player interaction.
Casual games should be '2 minutes to learn, 15 minutes to play' to maximize engagement and replayability.
Effective retail pitching requires deep understanding of buyer incentives, strategic timing, compelling demonstrations, and robust social media marketing plans.
External playtesting with diverse, unbiased groups (like 'kitty test pilots') and observing authentic reactions is crucial for identifying flaws and refining instructions.
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.
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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
An open-source crowdfunding platform created by Craig Mod, available on GitHub, designed for individuals to host their own campaigns and integrate services like Shopify.
The designer of Settlers of Catan, whose extensive iterative process is highlighted.
The TikTok handle for Exploding Kittens (@explodingkittens) for tagging in a contest related to the Coyote game.
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.
Tim Ferriss's TikTok handle (@timferriss) for tagging in a contest related to the Coyote game.
A large gaming convention that originated around Lake Geneva, initially focused on general's conventions and tabletop games.
An exceptional book by Karen Pryor, although not explicitly about game design, it provides fundamental principles of shaping behavior through positive reinforcement, emphasizing radical ownership of problems by the designer/trainer. Considered the best game design principle by Elan Lee.
A podcast about game design, hosted by Peter and AJ, recommended for its insights into various game design topics, including more complex games.
A large game manufacturer mentioned as one of the 'big guys' that retailers have meetings with during line reviews.
A book by Stephen Key about licensing and creating inventions, highlighting how simple prototyping can lead to significant passive income streams.
A foundational game design book by Raph Koster, recommended by Elan Lee for its comprehensive outline of game design principles.
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.
A large toy and game manufacturer, also mentioned as a major player in retail line reviews.
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.
A crowdfunding platform that served as a 'magical tinderbox' for Exploding Kittens' initial launch and is recommended as a discovery platform for new game designers to test ideas and build a track record.
A bookstore chain mentioned as a potential retailer for games.
An NFT project that raised $2 million for fundamental science and mechanistic studies related to mental health, providing a low-stakes creative experience for Tim Ferriss that led to writing fiction and game ideas.
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.
A video hosting platform used by Exploding Kittens for their 'Kitty Test Pilots' to upload playtesting videos, which are then reviewed for feedback.
Tim Ferriss's Instagram handle (@timferriss) for tagging in a contest related to the Coyote game.
The original company that published Dungeons & Dragons, whose founders are credited with starting Gen Con.
A podcast by Justin Gary that Tim Ferriss listened to, focusing on trading card games and collectible card games, which initially influenced his game concept ideas.
The company that created Magic: The Gathering, which patented and trademarked the term 'collectible card games.'
Another platform for conducting demographic-specific surveys on creative assets and copy.
A gaming console where Elan Lee previously served as Chief Design Officer before co-founding Exploding Kittens.
Co-creator of Dungeons & Dragons, whose work is highly praised for laying the foundation for immersive imaginative games.
Author of 'A Theory of Fun,' whose book is highly recommended for understanding fundamental game design principles.
A former bookstore chain where Tim Ferriss manually tested book cover designs with a counter, observing pick-up rates.
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.
An actor mentioned as a humorous example for a past New Year's resolution to achieve side splits.
A band associated with a video game track that was considered impossible to play on guitar, referenced in 'The 4-Hour Chef' for its challenging nature.
A new YouTube channel created by Elan Lee to document his game design process, featuring instructional videos on how to make a game from scratch.
The Instagram handle for Exploding Kittens (@gameofkittens) for tagging in a contest related to the Coyote game.
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