I have become a pretty big fan of kickstarter. Being a fan of a service that is a way for game designers to get their games financed is a great thing to support, but can also be a problem for the wallet. The core problem being that there are a lot of great looking projects being made; each vying for your precious dollar and the attention of the masses. I would like to give my money in so many different places, help so many awesome people get so many great games made, but I just can not, and frankly I should not. Not every game is worth the investment, but how can anyone possibly know where the dollar is best spent on a site where unproven games, indy games, known developers and popular remakes all stand shoulder to shoulder? I have come up with some basic rules I follow.
Proven games don’t need to work too hard
Often times there are kickstarter project that are either remakes or reprints of a game that already has a track record Usually these are good track records hence the project to get a reprint or make of the already beloved game. This is ultimately a higher tier of kickstarter for me. It is a lot easier to put a games like this up against a game I might buy at my FLGS or online. The games tend to have reviews, fans and atleast someone on /r/boardgames who will say it is their absolute favorite game ever (for whatever that is worth) — but I digress. Say you like the game, watched the review are excited for the game and are ready to spend your money – however, there is still one catch. The difference between paying for shipping or taking the time to go down and get the game is the wait required by a kickstarter project. Most projects you will be waiting for at least a few months, maybe more. There are production runs that need to be approved, previewed, finalized and produced and this usually applies to cards, boxes, tokens and many other details. This waiting time can be worth it for getting a discount (below msrp prices) or, if the game attracts a big enough following, by offering stretch or earlybird rewards – but more on these later.
Indy games need to play the crowd or bring the price down
Now, what I am saying is based on nothing more than my history as a kickstarter backer. I have not run a campaign, I have not done in depth research on the subject of kickstarter effectiveness or crowd funding. I have read and considered almost every board and card game kickstarter for the last 6 or 8 months and I have voted with my dollars.
What I have seen is that the indy game maker (and I love you guys) needs to work harder to make their kickstarter work. Just throwing a game out that has nothing but a description a rule book and a video of play-through does not do enough for me. I am buying into a game that hasn’t been printed yet, hasn’t won any fans or awards and I have very little insight into the testing process or really anything about the company behind the game. So we start on shaky ground. Investment into art is nice to see, a play-through of the game, especially one where people are having fun playing the game, is also great. But more importantly if I am going to back you on your project that may be the next big hit, and may be the next big flop, I want a few things.
- I want to be getting a deal. Listen, I know I am going to be one of the first! I could even have my name in the rule book. I don’t care. You are getting to hold on to my money for as long as it takes to get the game made right? I want a deal on it. It doesn’t have to be big, and I know margins are tight, but I want a deal, you knock 5 dollars off what you will sell it for later and I am already starting to get interested.
- I want rewards. I know rewards are typically given as prizes for having a good campaign, and that is fine. I need the game to be gathering steam as you go (yes, I will tell friends and co-workers to help out). If you are gathering steam and rewarding people while you pick up more and more sales, yes, get those rewards out make them fun, make them cool. You don’t need to reinvent the game, get sleeves for the cards, get new art, more art, better art. Give away 1 more role card, better meeples, bigger meeples. Little things like that that make you feel like you are getting something extra for my support go along way.
- I want an experience. I know you are busy and you have things to do. So do I, and while I’m at work, it is pretty cool to get an email every couple of days updating the project, where you are, what strech goals have unlocked, what ones are coming up. Even remind me to tell my friends or like it on facebook. I have stuff going on and I can’t watch your project all the time. But email detailing the experience you and hopefully your supporters are having is critical to make me continue to support (and maybe even add more funding) to your project.
Are my criteria for backing a game sharp and strict? Possibly. I have a lot of things I could be doing with my money and even a lot of other games I have yet to play or add to my collection. Kickstarting can be a really fun experience for everyone and if there is enough of an incentive and your game looks fun (don’t forget my previous statements are predicated on if I think the game looks fun) I will back your project wait out the production of the game and hopefully you will make some money for your hard work. I want you to be successful, I just have to be a consumer, not a charity.