Many will recall that popular Paul Simon song from years back, "50 Ways to Leave Your Lover". Tim Moddie, a spirited entrepreneur, has been around toy and game invention over thirty years. He is an original member of the infamous Twin Cities inventors group, Elvenbasch, with Girsch Design, Leisure Design and continuing for seventeen years as an indee inventor and writer. Needless to say, he has presented many toy and game ideas over the years. Reflecting on marketers' negative reactions to many of those licensing opportunities, Tim came up with a list of twenty-five reasons for rejection of big ideas. Perhaps he should have taken a hint from Simon and put those ways of getting rejection into lyrics for a sad, tear jerking country ballad. Why not try to turn all that sadness into a hit tune?
Behind toy and game inventors dreams of big royalty payoffs is the real world of rejection. It is a commonly known stat that marketers will reject 9 out of 10 concepts shown by inventors. Stretching that statistic to the biggest marketers who see so many ideas, the odds of an inventor concept making it to retail shelves might reach 1 out of 1000. Those woeful numbers aren't sweet music to any inventor.
When I was on the acquisition's side of the table from inventors, I tried to be sensitive to their disappointments by offering more detailed reasons for rejection. It might be a thought on what the concept was missing, or a suggestion on how the idea might morph into a different form, or a way to give the idea a new twist. Looking back on what might have been heard on the receiving side of the table, at best, the inventor might do more work on the idea, at worst, the dreaded rejection was being postponed.
Little did I know that Tim Moodie was keeping tabs when I was rejecting or "leaving" his idea. Perhaps I should have shortened the responses and just given him one of the simpler rejections he had heard from other reps like: "No Fun", "Boring", "Pass", "Next". Here are more of Tim's twenty-five rejections. The words are different but all had the same meaning of rejection:"We've Seen This Before" "Too me, too" "Too close to an Internal Design" " Too expensive" "Too Many Costly Parts" "Won't Sell at the Right Price Point" "Marketing Won't Like It" "Doesn't Fit Our Marketing Strategy" "Not a Market We Want to Enter""Is This Legal?" "This Would Be a Safety Problem" "Not Cutting Edge" "Can't Put a License on It" "Won't Sell Enough to Justify TV" "That's the Dumbest Thing I've Ever See" "It's a Circus Novelty" "Too Confusing" "No Kid Would Do That" "No Play Pattern" "I Don't Get It" "Counter Intuitive"
If you are an inventor and wish to add what you've heard to this list of rejections email it to trmoodie@aol.com. Perhaps it will be included if he ever writes a country ballad.
Showing posts with label Elvenbasch. Show all posts
Showing posts with label Elvenbasch. Show all posts
Sunday, February 5, 2012
Wednesday, April 20, 2011
Answer To Our Prayers

Old inventors never die, they just reinvent themselves. This thought could not be more true than in the case of Charlie and Maria Girsch who ventured into new careers away from where they were originally ordained. As creators of new toys and games, they decided to seek the favors of the Toy Gods rather than offer blessings to the followers of the Church. Yes, it's true. Charlie, the ex-priest, and Maria an ex-nun, decided to apply their collective wit and wisdom to new playthings rather than spread the Word of the Almighty.

The Girsches came into the toy industry in the early 70's through a contact with Reynolds Guyer, who hired Charlie to help sell his ideas after Guyer's mega-successes with the Twister and Nerf concepts. In the 80's, Charlie and Maria took over Guyer's unsold ideas so that he could pursue other artistic interests. They soon hit with two breakthrough products: a playset for the bathtub called Tub Town and a wrist carrying case and launch pad for miniature cars called Wrist Racer.


One of their game creations won Germany's Children's Game of the Year in the 90's. It was during this time that I visited them regularly during Hasbro Games "inventor swings" to the Twin Cities where Charlie and Maria were cornerstones in the nineteen member creative community known as Elvenbasch. They did not crack into the Hasbro Game lineup with a new entry, but I gave them high marks for several memorable and unique game features like: being able to win a "trivia type" game without knowing anything; putting games on a never-before and yet-to-be-used popular medium; and designing a cool and very humorous spin on the classic shell game.
Continuing to use their creativity, Charlie and Maria did a slight change of course and went on to write a book about inventive thinking called, Fanning the Creative Spirit. That lead to the launch into the keynote speaking circuit, creativity workshop, and brainstorming business called Creativity Central. This venture took them down pathways a bit off new toy and game creation. Their workshops focused on training personnel in the art of finding inventive solutions at workplaces like Target, General Mills, 3M, Kraft Foods, and the YMCA.
Today, the Girsches are back in the play, learn, and activity world with a first-of-its-kind family networking application called FamZoom which will soon be available in Apple iTunes stores. FamZoom's tagline, "Invented by Grandparents," says it all: warm and fuzzy, safe and secure, fun and easy! Once again, the Girsches are channeling their creativity a bit away from just creation of new toys and games.
A new toy or game needs a mix of factors to be successful today. Coincidentally, those factors seem to start with the letter "P" as in Product features, Play value, Pricing, Packaging, Personality, Promotions, and PR. Knowing from whence the Girsches started their career journey, they could easily add another P as in Prayer.
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