Green Shinobi said:
Don't buy back any title someone wants to sell.
Since you own the store, the only rules you have to follow are your own.
Oh, I know this. The store I ran before was almost purely used, and I learned real quick what not to take in. As for my rules, Ive got to be careful not to only listen to myself.
Manmademan said:
My perfect game store has a liquor license, hooters girls selling the games, and a big screen with the Vs. game of the day hooked up in front of some seating.
The first idea would be fantastic, but Im not about to chase down a liquor license (yet). As for hooters girls
been to hooters recently? Just saying, taupe tights are cheating. Of course, if any enticing women apply for a job (and know their gaming shit) then Ill be more than happy to hire them.
Brimstone said:
Have a similar community board section and encourage people to post their online gamer tags, have clan recruiting flyers, and what ever else fits in with the gaming culture of the store.
I like this
I like this a lot. Thank you again, Ive already gone back to the store design to find a proper place for it.
Deadly Monk said:
Yeah it is kind of frustrating working with employees who lie about a game thats out or is coming out just because they dont know the real answer.
and
SatelliteOfLove said:
Non-judgemental sales staff, in any shape or form.
One of my priorities is getting knowledgeable staff, and, with that, polite staff. Ill be running everything at the get go, so that should be covered, but hopefully Ill be doing enough to need some staff soon enough.
thetrin said:
One thing I forgot about Japanese game stores: They are VERY choosy about what they take in for trade. If it's scratched at all, or if the manual is bent, they won't take it.
This can work against you, but here's a good middle ground that an import store in Boulder, CO does.
If you are missing pieces of game, you get less trade in value, but it also costs less to buy for the consumer. Prices are not computer set, but set via the discretion of the person pricing. Among a stack of the same game, prices may vary from $10-$35 depending on the quality.
Im all for being overly choosy about what I take in. However, having variable pricing Im a bit wary on. That means if Im in a good mood, someones getting a good deal, and if Im in a crappy mood, someone runs the risk of being treated differently.
soco said:
i'd like to be able to check what's in shop without actually driving down to the store and possibly pay online and pick up in store. there's lots of shop software that can do things like that. even check the number in stock and arrival dates and all that. probably would be a huge plus to parents -- their children could pick their software, parents could review the card and enter their credit car, and just pick them up.
Checking stock online I probably wont do. To be honest, Id much rather have you walk through my door to see if we have a copy of Pimp My Ride than allow you to just have it online. Then again, perhaps an online listing of our used stock could be done.
soco said:
maybe as something different, it could be possible to set the shovelware aside from the highest rated games

SoTC goes on the good shelf, Generic Film Game goes on the crap shelf.
i also wouldn't mind an organization by genre for the systems with tons of software if the shovelware shelves don't work out. but that's just me.
Organized by genre is a definite. Separating good from bad? Hmm, maybe, if I can work it out on the shelves.
Kaijima said:
1. Keep a clean store layout that is optimized for keeping browsers of used games and non-recent releases separated from the brand new titles and recent releases.
2. Have a predictable system for discounting new releases as the weeks go by.
3. Do not ass-rape on resell prices of "hot" or "rare" games.
4. Do not pester me about pre-orders
5. If you are a dedicated game store, order the shit the hardcore gamers want, because yes, they WILL buy it.
6. The mention of a community board is a fine idea.
7. Put the demo stations at the /back/ of the store, past /any/ products.
8. Put up a board to /help/ the casuals and the parents.
Great post, have to go point by point.
1. Store layout is as clean as I can make it. Used section is separate from the new (and, unfortunately, not as organized) and, hopefully, noone will use the phrase packed wall-to-wall in describing the displays. I see no reason to have 6 boxes of Gears of War all lined up next to each other.
2. Possible to have new releases slowly discounted, but predictability might not happen. Ive got to price based on what I can get from my distributors.
3. Not a chance. Granted, Im not about to sell a copy of Aragon for the same amount as Ninja Gaiden Sigma, but every used title should be sold at just about the same profit margin.
4. Not going to have pre-orders. Sure, I may miss out on some of the release day rush, but at least I will never have to tell someone that a title is sold out days before it actually hit the shelves.
5. Wii component cables, controller converters, switcher boxes, yeah, there have been too many things that gamers want and cant find. Of course, theres always the chance that I wont be able to find them myself, but will certainly do my best. On the topic of peripherals, Im really hesitant to buy unproven third party stuff, but I try to keep abreast of whats out there, so hopefully I wont screw that up too much.
6. Heh, yeah, definitely like that too.
7. Sorry, demo stations are in the center of the store. However, those demoing should not be blocking any product shelves or pathways
if my design works the way its supposed to.
8. Great, great, great idea. Might even turn this into an easy-on-the-eye handout. Have to admit that a large part of my target sales group consists of casuals and new gamers. Personally I find current game store design to be overwhelming and unapproachable to the uninformed gamer.
Death_Born said:
Hey, I have an idea. How about you offer some sort of "recommended games" section where you place games that have a high meta-score, and give a free shovelware game (or something cheap) to anyone who buys 2 or more at the same time? That way you'll be promoting the good stuff and getting rid of the bad at the same time?
Also, if you want some more realistic ideas, how about a "most anticipated" bulletin board?
Re: the points system, maybe you could make a computer database of customers and have a "points leaderboard" where the person with the most points gets 10% off all purchases???
The recommended games section might work perfectly, as well as the purchase incentives. Id still feel dirty shoving a crap game at someone, heh.
The points leaderboard is iffy. Not sure I want to create competition among customers like that. Im still trying to work out how to track points without having to resort to cards. Maybe tracked by drivers license swipes?
Android18a said:
Don't suppose its likely if its not a big shop floor, but a wi-fi lounge would be awesome. A few beanbags, tables and Coke/Snack machines for people to hang out and play wifi. Could also be used for store events, promotions etc. Store Pokemon tourneys or something.
Would be cool, damn cool. But might not be so easy to implement. That much floor space is expensive to give up (especially in an area where some are paying $5/sqft). However, if the demo room in the store doesnt get much use, it could be converted into a small wi-fi lounge.
Mammothtank said:
These are good ideas, keep em coming.
*Jots down community board*
HEY! This is my steal ideas from neogaf/get free market research scheme!!! Bah, just kidding, glad Im not the only one benefiting from this. I like a number of your policies and may have to steal some. Used pricing seems fair enough, and tournaments are something I want to do (how much floor space do you have to give over to it? How many systems do you need to have running?) On that mulligan bit, do you make the customer cry out Mulligan before attempting it? Can we do that?
Thank you again, all. Id be more than happy to discuss any questionable policies. And Im considering of posting my layout here, though Ive been a bit protective of it.