
01
Keys for a great game
While some very immersive role-playing games caught on, the same ingredients tend to trend no-matter the game. Those ingredients include:
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Thematic. As a historic example, this is one reason that Monopoly & Risk rose high above Sorry.
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Fun. Whether complex or simple, heavily or lightly competitive, “fun” even panicked fun is essential.
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Right balance of luck vs skill. Part of the reason for Catan to succeed so well is that balance, for example.
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Inclusive. Whether accommodating 2, 3, 4, or more players, a good game won’t eliminate a player too soon.
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Aspire. “If only I could get to this point …!” A successful game will offer milestones and perhaps expansion packs to keep the gamer coming back to aspire to further progress.
The trick is - to find the that combines all the above ingredients!

02
the Vacuum
The top selling computer games in ranking order are:
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Call of Duty. Created – 2003
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Madden NFL. Created – 1988
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Pokémon. Created – 1995
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Mario Kart. Created – 1992
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Resident Evil. Created – 2004
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Minecraft. Created - 2009
The top selling board games (since 1980s) in ranking order are:
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Trivial Pursuit. Created – 1984 Sold – 100+ million copies. Revenue - $2+ billion
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Game of Life. Created – 2002 Sold – 50+ million copies. Revenue - unavailable
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Rummikub. Created – 2002 Sold – 50+ million copies. Revenue - unavailable
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Pictionary. Created – 1985 Sold – 40+ million copies. Revenue - unavailable
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Catan. Created – 2009 Sold – 30+ million copies. Revenue - $1.5+ billion (2018)
6. Risk. Created – 1980 Sold – unknown millions. Revenue – unavailable
03
that all the above games were created and brought to market decades ago! And, their ongoing
success is testament to the ongoing appetite, especially post-COVID.

the Potential - fill it!
BOARD GAMES MARKET SIZE TO REACH USD 30 BILLION BY 2026, GROWING AT A CAGR OF 13% DURING THE FORECAST PERIOD.
The overall Gaming Market was valued at USD 198.40 billion in 2021, and it is expected to reach a value of USD 339.95 billion by 2027, registering a CAGR of 8.94% over 2022-2027.
The sustained and growing appetite for gaming in the light that very few new games have come to market recently presents a unique opportunity to fill the vacuum.

Growing up in a gaming family/environment where a jestful expression was - "If you haven't lost a friend playing a board game, you haven't played hard enough", Glen, loving strategy in competition, went on to co-own the game company Gallery of Games. Over many years, his game High Seas emerged as the epitome of various levels of strategy, sillyness, and addictive fun.