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Businesses The Almighty Buck Games

The Crowdfunded Board Game Renaissance 57

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."
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The Crowdfunded Board Game Renaissance

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  • by pr0t0 ( 216378 ) on Wednesday August 19, 2015 @11:51AM (#50347823)

    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.

    • 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.

      Interesting. Can you elaborate? What kind of tasks are involved? What makes them so difficult?

      • I have some first hand experience at this. More years ago than I care to remember, I designed and self published a game (just googled it and came with an entry for it at Board Game Geek at https://boardgamegeek.com/boar... [boardgamegeek.com])

        It was a very educational experience and lots of fun, but you have to treat it as a hobby. Nowadays, I'm striclty into putting games up via the web -- no printing costs, no distribution problems (uhm, also no money ... made or lost)

        • More years ago than I care to remember, I designed and self published a game

          I see what you mean. From the link...

          Game of the Second Boer War commencing October, 1899.

      • by taustin ( 171655 )

        Designing the game is not the same as designing the physical product. You have a nice map board in Photoshop, but you have to figure out how to get it printed on paper, mounted on cardboard, etc. And somebody has to do the pre-production work on the rules - the layout and page design.

        And they you have to deal with printers, and, if you're at all successful, a fulfillment center (Exploding Kittens got together with Cards For Humanity and started a fulfillment company to handle the 17 train cards full of card

    • by Anonymous Coward

      It's funny, the amount of times I've seen devs go back and forth in this industry is pretty crazy. "I'm tired of not having any time to actually develop games and am instead spending all my time on publishing! I'm going with a publisher!" "I'm tired of a publisher butting in on MY game design and making too many/few copies and/or not supporting it well, I'm going to publish myself!"

    • I should point out that two of my favorite games from last year were both self-published. Paperback and Xia: Legends of a Drift System were stellar games, and were each done basically by a single guy pursuing his dream. Paperback is an excellent word game that will even draw in people who dislike most word games, like Scrabble. Xia's production was nicer than most games out there and will forever sit proudly on my shelf. :-) Those metal coins and painted, plastic space ships really are amazing. The wor

  • Real interaction (Score:4, Interesting)

    by new_01 ( 4014887 ) on Wednesday August 19, 2015 @11:59AM (#50347893)
    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.
  • Predictable (Score:4, Interesting)

    by Daetrin ( 576516 ) on Wednesday August 19, 2015 @12:30PM (#50348141)

    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.

    • by Anonymous Coward

      Board games fit absolutely perfectly with what KickStarter was intended to do. Movies and video games absolutely 100% do not and should never have been allowed on the site in the first place.

      The idea behind KickStarter is that you're supposed to have a finished product, ready to be sold: say, a board game. But you have a problem: you can't afford to create enough of them to sell. For the sake of argument, let's say you can only afford to create 100 boxes that would cost you $40 each to print and assemble, w

  • 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

  • There is a reason... (Score:4, Interesting)

    by Lumpy ( 12016 ) on Wednesday August 19, 2015 @12:58PM (#50348335) Homepage

    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.

    • by tnk1 ( 899206 )

      Yes, big corporations are engines for reproducing a popular product en masse. It takes a lot of effort to make them able to be truly creative.

    • by Anonymous Coward

      [Hasbro] told the CAH guys to go to hell that nobody would ever buy their card game.

      Source, please? I suspect that anything they actually said was closer to "we don't want to sell this because we don't want our brand associated with it", which is a far cry from "nobody will buy that".

    • Hasbro owns WotC. So, Hasbro makes Axis and Allies, Lords of Waterdeep, Risk, Acquire, and Vegas Showdown (among others.) If it ever actually happened, Hasbro told the CAH guys they weren't interested for much the same reason that LGS's don't stock the product - while the game is amusing if you are 18+, it's not the kind of thing you want on the shelf when you have pre-teens wandering around.
      • 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.

  • I suspect the results aren't balanced since Exploding Kittens [explodingkittens.com] came out this year.
  • by Charliemopps ( 1157495 ) on Wednesday August 19, 2015 @01:58PM (#50348801)

    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?... [youtube.com]
    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?
    • I've had similar experiences with a few games, some that were just really terrible and clearly had never been tested (and some that never got completed either). But I've also had some really good games come off of Kickstarter. You just have to be really careful about what you back. Projects that have a very clear description tend to be better then those that just list some components and a theme, and those do exist out there. Some of the better projects actually have gameplay videos (using concept pieces) t
    • you have to check the game reviewers. dice tower, rahdo runs through, drive through review, and many others.

  • by Guy From V ( 1453391 ) on Wednesday August 19, 2015 @02:15PM (#50348961) Homepage

    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.

    • by taustin ( 171655 )

      Roleplaying games have the advantage of having always been an industry of amateurs. Other than a couple of big companies - TSR/Wtoc/Hasbro, White Wolf for a while, and Steve Jackson - it's all been some guy in his garage, happy if he breaks even but not expecting to make a living at it.

      That means there's a lot of experience out there with the business model, for newbies to draw on, and it also means the market has realistic expectations as to production values. Good content on a Xeroxed page is perfectly OK

  • for more information (Score:4, Informative)

    by polar red ( 215081 ) on Wednesday August 19, 2015 @02:43PM (#50349189)

    check out BoardGameGeek.com, it contains a list of nearly 80,000 games/components/expansions.
    http://www.boardgamegeek.com/b... [boardgamegeek.com]

    • Great site! Despite the horrible design. heh (Pain in the ass to navigate well until you get used to it.) I'm on BGG daily. Great for news, forum chatter, rules clarifcations, and homemade additional rules or handouts. Often the designers hang out on there and will directly answer questions about their games, so it doesn't get much more useful than that. :-)

  • Certainly doesn't mean that the quality is there. Most purely crowdfunded games I've played have fallen into the category that Steve Jackson's games filled 2 decades ago - at best, they are fun once or twice, but beyond that, they are defective (and downright unfun.) The only difference is that it's so easy to get high-quality stuff manufactured now, the game doesn't literally fall apart after you play it.

    It certainly doesn't help that the established industry has basically turned into a card game busines

    • ...and people are repeating the same mistakes that were made decades ago with Netrunner and Magic.

      Heh... you make it sound like gaming's Vietnam.

  • 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 [thegamecrafter.com], which makes it even easier. Then, once you've got a few prototypes, you can move it onto Kickstarter for a full production run.

  • I just found out about it the other day. I'm sure I was the last one.

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