Learning to Have Fun
by Stephen Lindsley
Ladue
resident Stuart Montaldo is the creator of a popular new board
game called Cogno: The Alien Adventure Game – the flagship
product of his company, DoubleStar LLC. Having grown up in St.
Louis, Montaldo worked as a marketing consultant for 10 years,
first in Chicago, then in the Boston area. While in Boston, he
began developing the idea for the Cogno game. Montaldo and his
family returned to St. Louis in 2002, and he now devotes his business
efforts entirely to the game and its related products.
In
Cogno: The Alien Adventure Game, players choose to be one of eight
alien characters, each with different skills and characteristics.
Players move through the universe and back home, stopping off
at different planets whose environments are determined by a spinner.
Along the way, each character must pick up fuel cells, avoid pitfalls
such as black holes, answer science questions related to space
and physics, and risk being sent to a parallel universe that exists
on a separate game board.
NETWORK:
What is the philosophy behind DoubleStar and the Cogno game?
Montaldo:
The whole mission of the company is to teach science. I have always
been fascinated by science, and space in particular. I really
wanted Cogno to stay away from being a “trivia” game,
which is already a big category in the game industry. I didn’t
have any experience in the game industry, which turned out to
be an advantage in some ways. Both the design and the rules of
the game are departures from what the big toy and game makers
tend to do, but the reaction has been very positive.
N:
How was your approach different?
Montaldo:
First, the package design isn’t dominated by bright,
primary colors, so it’s a little more intriguing. Plus,
the science questions can be solved through reasoning or intuition.
All the questions are true/false or multiple choice, so it’s
not hard to come up with an answer.
The
game went through two years of testing with 100 kids in three
cities. The first prototype was a wooden board with handdrawn
graphics. Later we started doing designs in PowerPoint, and finally
we had an illustrator do the final version. During the development
period we made hundreds of little changes to make the game more
fun and challenging, using feedback from all the kids who played
the game. At one point we gave highlighters to a group of eight-year-olds,
and asked them to mark any words on the Chaos Cards that they
didn’t understand. Then we went back and found better ways
to write those questions. That kind of attention to detail really
makes a difference.
N:
How did you come up with the characters?
Montaldo:
My two sons and my mom drew every kind of crazy alien
they could imagine. We got together about 30 of those and then
we narrowed them down from there and started to give them characteristics
that somewhat matched their appearance. The names of the final
eight characters are all Latin words that give clues to their
characteristics. The name Chrono, for instance, means ‘time,’
and that character has the ability to time travel.
N:
How was the game was rolled out for consumers?
Montaldo:
We started in a couple of small markets where we could track the
results. In the five toy stores in St. Louis where Cogno was originally
sold, it became the No. 1 selling game in each store. The St.
Louis locations now include Imagination Toys, Spicer’s,
Circle of Knowledge, The Webster Bookshop, The St. Louis Science
Center Explorestore and Bradburn’s. It is also currently
being sold in Massachusetts, Illinois, Arizona, Texas, Kansas
and Indiana. Right now we have representatives in 27 states that
are working to get the game into stores in their areas. It will
be available nationwide in time for Christmas this year.
N:
I imagine that Christmas is an important time for a product like
this.
Montaldo:
We do expect a huge holiday season for Cogno, but unlike many
games and toys, its educational value also makes it appealing
to parents and grandparents at other times of the year.
N:
What’s next on the game front?
Montaldo:
We have a new game in development right now – a version
of Cogno set in an ancient ocean of Mars. Instead of moving between
mystery planets, as in the original game, there are mystery ecosystems,
and all the characters have underwater breathing apparatus. Plus,
there will be a whole new set of science questions.
N:
Sounds neat.What else are you working on?
Montaldo:
I’m in the process of finishing the first in a
series of books based on the characters from the game. The series
is called ‘Cogno: The Alien Legends,’ and the title
of the first book is Synapse. As with the game, the manuscript
from the book has gone through a series of revisions based on
suggestions and criticisms from kids and adults. We’re hoping
to have it in print by September. We’re also looking for
our second round of funding right now, a total of $300,000. This
will drive production and distribution of more game units, as
well as development of new products. Cogno recently received the
National Parenting Center’s 2004 Seal of Approval. This
is the kind of recognition we love to get.
N:
You originally conceived of the game as a Web-based project. Now
that the game is gaining in popularity are there any plans for
a computer or online version?
Montaldo:
We do have that in mind, yes, but it may be down the road a bit.
We have a lot going on right now with the board game and the book
series. There is a Web site for the game that provides a lot of
good information, including testimonials from parents and educators.
It is at www.cogno.com.
N:
Cogno seems to really be taking off. Why do you think it’s
so popular?
Montaldo:
Well, there is really nothing else like it on the market. People
tell me all the time that kids say it’s the best game they
ever played. It even successfully competes against electronic
games and TV in a lot of homes. Because of the way it’s
designed, the game is different each time you play. You can play
individually or in teams, and there are elements of skill, luck
and strategy. Plus, I think people begin to identify with characters
they like, just like having a favorite game piece in Monopoly.
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