The Crowdfunded Board Game Renaissance
An anonymous reader writes: FiveThirtyEight has an article about the surging popularity of new board games, which is being boosted by campaigns on crowdfunding sites like Kickstarter and Indiegogo. Since Kickstarter came online in 2009, board games and card games have accrued $196 million in pledges, 93% of which went to successful projects. That's even better than video games have done, at $179 million and 85%. For an industry whose yearly sales don't tend to break $1 billion, those are impressive numbers. The article attempts to explain their success: "Designers show up, explain their game idea on a Web page, often with photos and a video, and ask for pledges. That lets a designer learn, in real time, what the demand for his game is. ... Second, they are democratizing tools. Internet crowdfunding has done the same thing for game designers that blogging platforms did for writers: turned them into publishers."
Internet crowdfunding has done the same thing for game designers that blogging platforms did for writers: turned them into publishers.
Perhaps, but most of the board game Kickstarters I see are from publishers; and often large ones at that. Most designers will tell you, if you are interested in being a board game designer, do not attempt to publish your game. The amount of work involved is all-consuming as publishers do far more than simple distribution. As a designer board game enthusiast, I listen to a fair amount of podcasts on the subject like The Dice Tower and The Secret Cabal Gaming Podcast. Board Games Insider, however, is by the CEOs of Portal Games and Stronghold Games, and is all about the business of board games not the playing of them. It's a really interesting look behind the curtain and I highly recommend it.
I'm sorry, but your opinion seems to be wrong.
People are craving real interaction. A couple decades of staring at screens and we all are realizing we don't want to raise our families by passing on the habit. There's value in gaming, the shared goal of competition. The problem is that we lost something during those years. The face-to-face personal interaction gave way to internet connected walls. No more humanity, replaced with avatars and emojis and the simulation of real human connections. Nothing shows the glaring difference from what we've become than a live game of poker. Where part of the game is to master the art of being human. It's why writers and directors think we'll still be playing the game hundreds of light years from here sitting abort starships across the table from androids and aliens.
This is shaping up to be yet another hipster fad. It's just like all of the others. Hipsters find something "obscure" or "vintage", then proclaim their "love" of it (they've always thought it was "cool"), and waste huge sums of money on the fad (while simultaneously bitching about how deep in debt they are).
The first major fad was wearing 1950s-era glasses, sometimes even without lenses in the cases of those hipsters who don't actually need prescription eyewear! Then it was wearing lumberjack clothing, and growing a large beard. Then it was listening to vinyl records. Then it was drinking craft beer. Then it was riding bicycles with a 1930s/1940s-era design. Then it was "artisanal" bread. Now it's board games.
If there's one thing we can be certain of, a new hipster fad will be coming along any day now.
Since Kickstarter came online in 2009, board games and card games have accrued $196 million in pledges, 93% of which went to successful projects. That's even better than video games have done, at $179 million and 85%.
Board games are much more predictable than video games. You need to spend approximately as much person-power figuring out the rules to a board game as you do to a video game. However the art requirements are probably the equivalent to that of a comparatively simple puzzle video game. (Which is not to say that they don't both require good art design to be effective, just that they don't need to come up with designs for dozens of worlds and hundreds of enemies, like you might in an RPG.)
After that however, you're pretty much done with the design. You don't need programmer to develop the entire platform. You need to play test the game itself, but you don't need a QA team continuously checking a whole list of things like "is it still possible to walk through the wall in quadrant three if you do a charge attack while crouching?"
You _do_ need to find a manufacturer to produce the components, but unless you've come up with something really crazy that's pretty much a solved problem. I'm sure that trying to find the best build quality you can for a decent price is a lot of _work_, but you're not going to ask them to change the color of a piece and then be surprised the next day to find that the game now crashes if you try to perform a certain move with that piece.
Board games are also much less prone to feature creep. Too many video games kickstarters get a lot of money and then decide to expand the scope of the game. Or they just fall prey to the natural temptation to add features during development. Very rarely do people working on a board game stop and say something like "but wouldn't it be cool if we also added a mini-game where you capture and train monsters?"
So if you can clearly explain your concept to the audience then they can be very confident that you'll be able to pull it off given proper funding (assuming that your intentions are honest of course) and pretty confident that what comes out at the end is similar to what they were promised at the beginning. That's reflected in the 93% success rate and feeds into the relatively high enthusiasm compared to the size of the total market.
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Looks like the proliferation of Kickstarter games has started trickling down to related projects.
For example, somebody made meeple pillows (Meepillows) and put them on Kickstarter: The project exceeded its five-figure goal in under three days. And per Kikcktraq, its trending to over $80,000. (https://www.kicktraq.com/projects/faust1138/meepillows-an-assortment-of-colorful-large-plush-m/)
So now we're talking almost six figures worth of demand for game-related pillows, which leads me to think there may be six-figure demand for other game-related projects as well. Would other pillow projects bring in six figures? Maybe at this point they would!
Hasbro has no interest in anything for adults. All the big board game makers are ran by morons. They told the CAH guys to go to hell that nobody would ever buy their card game.
It's proof that large corporations do not have a clue how to bring products to the world anymore and are old worthless dinosaurs that are no longer needed.
Do not look at laser with remaining good eye.
I suspect the results aren't balanced since Exploding Kittens came out this year.
"A person is smart. People are dumb, panicky dangerous animals and you know it." - K
Well, the obvious thing to do in this thread is to rave about your favorite game right?
I have a 7yr old, so we needed to find a game we'd all like, and the whole "who wins?" bit turned into an issue with a kid that age.
We finally stumbled on "Castle Panic" which is quite frankly an amazing game.
Dice Tower review: https://www.youtube.com/watch?...
It's actually incredibly fun despite being cooperative. Everyone gets to talk about how they should approach defeating the monsters. Kids get super excited when they kill monsters. I highly recommend it. And yes, even adults enjoy this games.
...somebody is selling you a game based only on a list of components and a "theme". Except for a few that have been vetted by serious publishers, most "kickstarter" games I've played have been dreadful. Most should have been trashed after the first playtest. Many probably didn't GET a first playtest. Why bother, if everyone has ponied up their cash already?
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Sorry, I'm only a 1336 h4x0r.
Ye olde pen and pap'r role playing games are thriving in the crowdfunding environment. White Wolf's classic World of Darkness line, which ended over a decade ago making way for their new revamped (rimshot) 2.0 version has been resurrected (groan), bought and licensed from the clueless buffoons at CCP games who absorbed WW. Under the Onyx Path label many original authors and developers have used Kickstarter campaigns amazingly effectively producing some excellent quality stuff that's at least as good as the original, I think even better in some cases. Projects usually get 100% funding within hours and most of the projects I followed and sent money to capped off at ~ 200-300% or more. Shadowrun, BattleTech and Call of Cthulhu are all doing well in crowdfunded ecosystem plus the massive amount of independent projects and project lines is staggering. Even better, the [total dogshit]:[pretty good] ratio has been steadily rising as well.
check out BoardGameGeek.com, it contains a list of nearly 80,000 games/components/expansions.
http://www.boardgamegeek.com/b...
Yes, I'm left. You have a problem with that?
It certainly doesn't help that the established industry has basically turned into a card game business in the last 5 years. The deck-building game concept was fun and novel back when Dominion landed, but it seems to be 90% of the 'new' product now. Even worse, card games lend themselves much more naturally to expansions, and people are repeating the same mistakes that were made decades ago with Netrunner and Magic.
Physics is nothing like religion. If it was, we'd have an easier time trying to raise money!
Don't forget the big (flagship) Wizards of the Coast product... Magic: The Gathering. Most people lump card games in with board games, so that one counts, as well. ;-) Definitely one of the most successful games of all time... and is responsible for keeping many a game shop in business today.
"Never give up, for that is just the time and place when the tide will change." -Harriet Beecher Stowe ^_^
As someone who has been playing board games more than 40 years, the present generation are brilliant compared with the old ones. Having spend many an interesting evening 30 years ago over what are now obsolete ones, I can promise you that the new generation ones are worth finding out about; we got a taste of the good stuff in the past - but now the same things that took 10 hours are packed into 2 without ANY loss of interest.
You don't even need Kickstarter, there are print-on-demand self-publishing for board games. Generally, board game publishing requires minimum runs in the thousands. A few years ago, I worked on the first version of TheGameCrafter, which makes it even easier. Then, once you've got a few prototypes, you can move it onto Kickstarter for a full production run.
Exploding Kittens is a game I can get behind! I don't care what it is about, I just love the name.
Signed,
Dog Lover
I just found out about it the other day. I'm sure I was the last one.
Laws are rules for the court, but merely a bottom bar to hit for life. Think beyond laws in your actions always.