| Origins
2007
By Mike Bennighof, Ph.D.
July 2007
Wednesday morning, for what I guess is at least the 20th
time, it was time to pack up and head for Origins,
the Game Manufacturers Association's annual game convention.
It's wargaming's annual pilgrimage to Columbus, Ohio for four
solid days of game-playing fun.
Of course, once you start doing this sort of thing for a
living, you don't really get to play games any more for fun.
At least not at conventions. During the day you sell games
and meet with assorted business associates. After hours its
dinner and drinks with more business associates. It's a vital
part of keeping Avalanche Press running — the opportunity
to see our customers face-to-face, to meet with our distributors
and foreign partners, and to talk things over with other publishers.
Day One, Thursday, opened with many of our key items missing
— the booth backdrop, cash register, and stock of several
recent games. But most glaringly, we were without Lys Fulda,
our vice president. Lys handles all of our sales and marketing
strategy (as well as human resources) and schedules all of
our Origins meetings. The past 12 months have been very hard
on her, and she didn't need the additional physical stress.
But we did have Doug McNair, who is a sales machine, and webmaster
Shane Ivey, so we did not go without experience.
Despite the absence of our smiling public face, we had our
best convention sales since the 1990s, the days before we
had a web store. By Thursday afternoon we had our newest product,
Great
War at Sea: Zeppelins, and it took flight all weekend,
with the best Origins debut we've seen since Great War
at Sea: U.S. Navy Plan Orange over a decade ago. Alamein
did exceptionally well, thanks to its tried and proven game
system and the solid graphic design of Beth Donahue and Susan
Robinson. At the other end of the price scale, They
Shall Not Pass was as big a hit with convention-goers
as it has been through retail stores and the website since
its release in February.
We got to meet many returning customers and many new ones.
Long-time supporters like Ship Guys Randy York and Robert
Line came around — somehow I'm now committed to writing
a Daily Content piece combining Second
World War at Sea: Bomb Alley and Alamein.
Our very first customer, Joe Kwiatkowski, came by —
he bought the first Invasion of Italy sold in 1994.
Rich Digirolamo and Stephen Chin-Quee stopped by with a reminder
that they first met me doing this gig when I was 18. But best
of all, Lys' Aunt Ann and Uncle Peter brought us cookies.
Home-made, chocolate chip cookies, thick and filled with chips.
After hours, there were dinners at the very fine restaurants
that surround the Columbus Convention Center; usually I had
these with our distribution partners. And then as the night
deepened and the serious business of the game industry was
conducted, it was really a pleasure to see old friends again
like Chris and Tanith McGlothlin of Green
Ronin, Steve Long from Hero
Games and Adam Jury, now with the new Catalyst
Game Labs. And some new games should be lined up for Avalanche
Press, from designers like Rob Markham and Jim Dietz and Lewis
Pulsipher. But shorn of the vortex of improbability that is
Lys Fulda, there were no weird happenings like last year's
Karaoke Massacre.
When you work the show, there aren't that many opportunities
to wander around. The game-playing areas seemed full and well-run,
especially the Columbus Area Boardgamers' two big rooms. Overall
attendance seemed down. The dealer room was definitely missing
Wizards of the Coast and WizKids; the arena where people could
fight to the death with foam weapons just wasn't the same
draw. I picked up some plush
diseases for the children.
All told, it was a very successful show. I came back healthy
and ready to make more games. And with the promo theme from
White Wolf's online game Eve
— which by Shane's calculation we heard roughly
38,406 times — now firmly stuck in my head. |