Faux
01-28-2010, 12:16 AM
Good evening, everyone.
I got 4HWW last week and have been avidly reading it in my free time. (Just about to start the 'E is for Elimination' section - yes, I realize I'm only about 1/5th of the way through the book, so some of my questions may be answered in the later pages. I thought it might be a good idea to get a jump start so, during later exercises in 4HWW, I'll have a clearer idea of what's doable.)
So, onto the introduction. I'm a 25 year old middle manager in game design and find myself, shall we say, extremely interested in 4HWW and the ideas of the book. I spent a good part of my afternoon reading the historical posts in this branch of the forum and saw a trend among the Muse types that I wanted clarification on.
It seems the common muse style is to find a production, generate interest, and get it sold. Going further, it seems like 'hard goods' (my definition for physical, tangible items like pills, books, or tools) are the way to go and I've only seen scant mentions of 'soft goods.' (Information, techniques/tips/advice, and services - the intangibles.)
Is that the common trend? To arrange the sale of physical goods? I'm a minimalist by nature (and, actually, might try to parlay that into a muse somehow :D) so the thought of having more physical stuff to worry about seems counter intuitive to wanting to unclutter my life and streamline everything.
Some clarification and 'No, you fool!' comments would be appreciated.
Also, it's very nice to get on the forum. The book, thus far, has been extremely refreshing and pointedly revealing. (I started reading it just after I filled out my 401k forms for my future retirement.) I just finished the dreamlining exercise but I think I'll redo it because I found it strangely difficult. (Which, apparently, means I really needed to do it.)
So I look forward to seeing what comes out of this board. :D
I got 4HWW last week and have been avidly reading it in my free time. (Just about to start the 'E is for Elimination' section - yes, I realize I'm only about 1/5th of the way through the book, so some of my questions may be answered in the later pages. I thought it might be a good idea to get a jump start so, during later exercises in 4HWW, I'll have a clearer idea of what's doable.)
So, onto the introduction. I'm a 25 year old middle manager in game design and find myself, shall we say, extremely interested in 4HWW and the ideas of the book. I spent a good part of my afternoon reading the historical posts in this branch of the forum and saw a trend among the Muse types that I wanted clarification on.
It seems the common muse style is to find a production, generate interest, and get it sold. Going further, it seems like 'hard goods' (my definition for physical, tangible items like pills, books, or tools) are the way to go and I've only seen scant mentions of 'soft goods.' (Information, techniques/tips/advice, and services - the intangibles.)
Is that the common trend? To arrange the sale of physical goods? I'm a minimalist by nature (and, actually, might try to parlay that into a muse somehow :D) so the thought of having more physical stuff to worry about seems counter intuitive to wanting to unclutter my life and streamline everything.
Some clarification and 'No, you fool!' comments would be appreciated.
Also, it's very nice to get on the forum. The book, thus far, has been extremely refreshing and pointedly revealing. (I started reading it just after I filled out my 401k forms for my future retirement.) I just finished the dreamlining exercise but I think I'll redo it because I found it strangely difficult. (Which, apparently, means I really needed to do it.)
So I look forward to seeing what comes out of this board. :D