We’re at the stage now with Firefight! where we’re really working on marketing. I’ve got to be honest with you, it can be tough for me. It’s not a moral issue. It has more to do with spending so much time creating and fabricating that it’s a big context switch. Sure, we’ve established strong design goals but those don’t typically directly translate to benefits or even features that a potential player can relate to. How did we translate those technical bits of game geek speak into benefits and features? We Gamestormed it and went from this:

To this:

It was inspired by the Cover Story game. But instead of using it to bring forward new ideas we used it to jump in and focus on what’s important from the perspective of potential customers.

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