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Making a Physical Product

b.jonw.com

131–134 of 134 posts

Re: Making a Physical Product

#131

Earlier quoted context omitted.

On the contrary, I think this dynamic (combined with strong human rights) is a great blessing to humanity. In a market economy, 'as expensively as possible' tends to mean 'not very expensively', and 'make things as cheap as possible' means 'make your processes more efficient'. And efficiency is the reason why we can have nice things.

While I dont take issue with your optimism and logic, I think it is flawed and naive, even if only due to the following: Go to a grocery store; Safeway or whole foods. Note the prices for items based on their qty/weight/etc. Now go to a restaurant wholesale style place (not a costco, which is an illusion of savings). A place like "cash and carry" (there is one in oakland) where the small scale restaurateurs purchase…

Supermarkets have absolutely tiny net profits, usually just a couple of percent. They have substantially greater labour costs than a wholesaler. They have higher rents, because their stores are less densely stocked and in more convenient (and more expensive) locations. They have high shrinkage on many products, losing >30% of their fresh produce and bakery goods to spoilage and a significant proportion of product to theft and employee fraud.

Food is cheap to buy from a cash-and-carry because it's cheap to sell. It's sold straight off the pallet, in an out-of-town warehouse with dirt cheap rent. Average SKU value is much higher, massively reducing labour costs. Shrinkage is tiny, because of the high turnover of perishable goods and the greater security possible in a warehouse store. Cash-and-carry wholesalers still have very tight margins, but they have much lower costs than supermarkets.

Food retail is ruthlessly competitive on price, because there are so few other points of differentiation. The idea that there's a malevolent conspiracy in food pricing is utterly farcical to anyone with even a rudimentary understanding of the food supply chain.

Re: Making a Physical Product

#132
I'm impressed by how fast you decided to go into production. How many playtests did you do? I know a bunch of people who failed with a game that wasn't sufficiently tested. I experienced that the main faults in game design are testing with the same group over and over again, and relying to much on calculations rather than getting real life feedback.

But hey, it looks awesome. Great Design. If you come over to the largest game fair in Essen (Germany) this year, I may grab one ;)

Re: Making a Physical Product

#133

Curious why you chose to spend $2.06 on the tubing stateside? That's a lot of money for packaging, and then to have to assemble the kits together. I'd try and get as much done in China as possible, especially the tubing, which would run you far less and you would be shipping a finished product and minimizing costs a ton. Happy to help anyone who needs guidance on sourcing and manufacturing in China. I've become prett…

Hi rianelli, if you don't mind I'd love to take you up on your offer and bounce some questions off of you. I can be contacted at hn.torvid at recursor.net

Thanks!

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