The naming of a game, much like the naming of a child, carries an outsized weight that belies its apparent simplicity. In this Planet Money episode, "BOARD GAMES 3: What’s in a name?", the journey to christen their economics-inspired board game, born from the Nobel Prize-winning "The Market for Lemons" paper, reveals a high-stakes dance between creative impulse and commercial reality. The core thesis is that a game’s identity--its name and theme--is not merely cosmetic but a critical determinant of its success, capable of sinking even a well-designed mechanic. This exploration uncovers the hidden consequence that a seemingly small decision can have on market access and profitability, particularly in the unforgiving landscape of big-box retail. Anyone aiming to launch a product into mass markets, from game designers to consumer goods entrepreneurs, will find strategic advantage in understanding how brand identity, gut instinct, and international market realities collide.
The Three-Second Shelf Test: When "Yacht" Becomes "Yahtzee"
The narrative opens with a cautionary tale: the dice game "Yacht," so named for its association with its owners' nautical pastime, was wisely rebranded "Yahtzee" by an entrepreneur who understood that a name must resonate beyond a niche. This anecdote immediately frames the central challenge for the Planet Money game: to transcend its academic origins and capture the attention of a broad audience. The game, designed to subtly introduce concepts of asymmetric information and market distrust through card-trading mechanics, faces a stark reality: its potential success hinges not just on its clever gameplay, but on its ability to be seen and desired within seconds on a crowded retail shelf.
Exploding Kittens, the partner company, operates on a philosophy where the game's mechanics are perfected first, with theme and name following. This approach, while seemingly counterintuitive to those with an "econ data brain," is presented as a pragmatic strategy to avoid being bogged down by premature branding. The real pressure mounts during meetings with consultants like Jamie Wolansky, who emphasizes the "three feet and three seconds" rule of retail: a customer must be compelled to pick up a product and learn more within that infinitesimal window. This highlights a critical downstream effect: a weak name or theme doesn't just fail to attract; it actively repels potential buyers, rendering even a brilliant game invisible.
"When a guest or a customer comes up to the shelf to choose a game to play at that game night, you have literally three seconds to get that person to decide to pick up that box, flip it over, learn a little bit more about it, and take it home."
-- Jamie Wolansky
The initial instinct to lean into the "Market for Lemons" theme with a car-trading concept is quickly challenged. Exploding Kittens points out the risk of confusion on the shelf; a car game might promise racing or action, not nuanced economics. This demonstrates how a seemingly logical thematic choice can misalign with customer expectations, creating a disconnect that kills sales. The process then shifts to a more intuitive, less scientific exploration of themes that might appeal to the core demographic: millennial women, who often control household purchasing. The goal is to find a name and theme that sparks curiosity and emotional connection, a far cry from the analytical rigor of economics.
The Intuitive Leap: From Misfit Mascots to Sasquatch Seduction
The exploration of potential themes reveals the unscientific, yet vital, nature of product branding. Concepts like "Misfit Mascots" and "Cats Who Are Also Car Salesmen" emerge, showcasing a willingness to experiment and embrace whimsy. Stephanie Pasta of Exploding Kittens describes playing the game to understand its emotional core--the trading, the distrust, the joy--and then seeking themes that amplify these feelings. The "less on the nose" approach, favoring the funny and whimsical, is a deliberate strategy to stand out. This is where the system begins to reveal its hidden layers: the pursuit of mass appeal requires a departure from literal representation into the realm of evocative imagery and emotional resonance.
The team lands on "Sell Me a Sasquatch," a name that taps into a potent vein of nostalgia for elder millennials, evoking the paranormal intrigue of shows like The X-Files and Unsolved Mysteries. This thematic choice is a calculated gamble, aiming to leverage a shared cultural memory to create an instant connection. The reasoning is that if the core customer base has fond memories of Bigfoot lore, a game riffing on that theme might bypass the three-second hurdle. This highlights a significant downstream consequence: by connecting with a specific cultural touchstone, the game can create an emotional moat, making it more memorable and desirable than generic alternatives.
"And you suspect what? Bigfoot. Let's go. It'll be a nice trip to the forest. Sell Me a Sasquatch, a game where you spend an evening with family and mysterious creatures."
-- Kenny Malone
However, the system's complexity soon reasserts itself. The success of "Sell Me a Sasquatch" in the US market is immediately challenged by the international dimension. Yuri Hostetter, managing Exploding Kittens' international business, reveals that "Sasquatch" is not a universally understood concept, particularly in Europe. This introduces a cascading problem: a name that perfectly captures the US market's nostalgia could alienate a significant portion of the global audience, potentially requiring separate branding, art, and manufacturing processes. This illustrates a critical systems thinking insight: decisions made with a singular market in mind can create unforeseen friction when scaled globally. The initial triumph of finding a resonant name is complicated by the need for a universally appealing or adaptable identity, demonstrating that what works in one context can fail spectacularly in another.
The International Conundrum and the Path Forward
The international hurdle forces a painful re-evaluation. The team explores alternatives like "Sell Me Something Stupid," a swap-meet theme, but it lacks the specific emotional pull and market resonance of "Sell Me a Sasquatch." The core tension emerges: the desire for a commercially successful, broadly appealing game versus the team's own creative instincts and the economics-driven approach of Planet Money. This conflict is where the real learning happens, as they grapple with finding a theme that is both marketable to big-box retailers and true to the game's spirit.
The episode concludes with a pragmatic, albeit slightly contentious, decision. Despite the international challenges, Exploding Kittens, backed by market feedback and their own conviction, decides to proceed with "Sell Me a Sasquatch" for the US market, acknowledging that international editions might require separate solutions. This decision, while risky, reflects a willingness to embrace the "best name we have" and confront the logistical problems later. It’s a testament to the power of a name that resonates deeply, even if imperfectly. The immediate payoff of a strong US identity is prioritized, with the understanding that international adaptation will be a subsequent, complex problem to solve.
"And finally, we thought, you know what, screw them. We just need to go for it with the best name we have, and they'll just deal. They'll just figure out or solve. It's their problem, not ours."
-- Elan Lee
The narrative then pivots to engaging the listeners, inviting them to contribute creature ideas for the game, further embedding the audience into the product's development. This is a clever tactic to build community and gather more thematic material, acknowledging that the "system" of game creation extends beyond the internal team. The ultimate takeaway is that naming and theming are not afterthoughts; they are foundational elements that require a blend of market insight, emotional intelligence, and a willingness to navigate complex, often unscientific, decision-making processes.
Key Action Items:
- Immediate Action (Next Quarter): Begin rigorous testing of the chosen name and theme ("Sell Me a Sasquatch" for US) with target demographic focus groups. This validates the "three-second rule" and emotional resonance before mass production.
- Immediate Action (Next Quarter): Develop a clear strategy for potential international name/theme variations. This proactively addresses the identified market segmentation issue.
- Immediate Action (This Month): Actively solicit listener/community input for creature ideas via planetmoneygame.com. Leverage the audience to enrich the game's thematic depth and create early engagement.
- Short-Term Investment (Next 6 Months): Secure all relevant domain names and social media handles for the chosen US name. This protects brand identity and prepares for online presence.
- Short-Term Investment (Next 6 Months): Map out the supply chain and manufacturing implications of potential dual-language or dual-theme product lines. This quantifies the cost and complexity of international adaptation.
- Long-Term Investment (12-18 Months): Analyze initial sales data from the US launch to inform decisions about international market entry and thematic adjustments. Use real-world performance to guide further strategic moves.
- Ongoing Investment: Continuously monitor cultural trends and emergent cryptids/mythology relevant to the chosen theme. This ensures the game's thematic elements remain fresh and engaging over time, creating a durable competitive advantage.