what&rsquos the best way to make a truly stunning board game packaging or a piece of toy roger laishley, go ballistic creative md, shares his thoughts. roger says that whether games marketers are introducing a new product or are caretakers of a traditional treasure, they should keep in mind that it is the assurance of fun that fascinates the consumer &ndash inside as well as outside the box. roger further mentions, &ldquofor more than 25 years, we have designed games and toy packaging, from new kids on the block, such as ticino and its latest gosum game, to well known favourites carte blanche and its tatty teddy interactive bears, or for the internationally iconic cluedo, scrabble, monopoly and operation.&rdquo according to roger, when reinvigorating an old one or developing a new brand, games marketers have to be courageous. there should be room for pack design to be challenging, edgy, and even dangerous since it isn&rsquot any use making a brilliant game or toy if games marketers&rsquo proposed audience is inadequately engaged to pick up the box and purchase it. games marketers have to dare to be different. roger further cited an example of hasbro&rsquos design. for many years, go ballistic has worked with hasbro&rsquos design team for revitalizing and refreshing its monopoly brand. they created an allwhite pack for monopoly revolution to enlarge its shelf standout. for the city version, they enhanced the monopoly logo by producing a 3d skyscraper edition, and for monopoly millionaire they rendered the emblem logo as if it were diamond coated. each time they maintained the veracity of the monopoly brand, as growing and preserving its significance for old and new buyers. monopoly has rising sales of over 275 million in 43 languages and 111 countries. roger mentions that for the product to commune effectively, its design must seek an emotional response from the consumer within few seconds. among games and toys in a crowded gangway, it must attract interest from a distance of perhaps about five to seven meters. therefore, it must be unique against the visual attack of brightlycoloured packages all clamouring for attention. once the buyer has been tempted into picking it up, a whole scope of practical decisionmaking speedily follows do i understand the game play, is the quality good enough, does it feel good value, and more than that, will it be fun all this must build up from the front to the back, similar to a well crafted story, until the buying decision is complete. roger says that games marketers must determine what sets apart their product from the rest. roger advises games marketers to be sure about what you are trying to convey and to whom, and then entrust their designers. it is the designer&rsquos duty to be ahead of trends, to realize the inspirational tastes of children and parents, together with how they are convinced by fashion branding, tv, and film to make fun products that people want to buy. source of information httpwww.toynewsonline.bizopinion260toypackaginghavingfunoutsidethebox