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Learnings (and opinions) from a Kickstarter project Veteran!

Ok, ok, so I've only had one project, but veteran sounded so much better. Anyway, this is where I will discuss, using analytics whenever possible, some of what I learned and my opinion on what it all means.
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Kickstarter Metrics you aren't thinking about... But should be! (Part 2)

A.J. Porfirio
United States
Thompsons Station
Tennessee
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Ok, welcome to the second part of my analytic look into Board Game Kickstarter projects. These thoughts are based on what i learned during my campaign of If I'm Going Down...


You may remember in part 1 I made mention of Average $/Plege.

Average Pledge Amount is simply the Total $ Pledged divided by the Total # of Backers. Now if you are preparing your own project you have probably spent a lot of time figuring out what the reward levels should be and how much the costs will be for each level. But have you also considered what you expect the volume of pledges will be at each level?


Let's look at the Average Pledge Amount for IIGD...
Total Pledges: 186
Total $ Pledged: $10,640
Average Pledge Amount: 10,640/186 = $57.21

Kickstarter recently added some really cool features to the dashboard for Project Owners and the Average Pledge Amount is one of them! I was very happy to see this addition as most folks may not have been doing the calculation themself.

Ok great, you say, but now that we have this information what do we do with it?

The first thing we can do is look at a few projects and compare the minimum reward level to get the base game vs. the Average Pledge Amount...



A couple of things should jump out at this point...

1. These projects raised a LOT of money.

2. Success in terms of total funding does not neccessarily correlate with a higher % Overage value

Given number 2, why are we even looking at this? I am glad you asked...

Look at D-Day Dice, the highest funded game project to date. D-Day Dice did everything right it seems, having by far the most volume of backers, as well as the highest Average Pledge and % Overage! You may be thinking that is just a bi-product of the results, but I say it was excellent strategy and planning.

Other projects did a great job with EITHER attracting volume, or infusing great value into the rewards but D-Day did both! Of the remainder, Carnival did the next best job of having a nice balance.

Quickly before we get more into Average Pledge and how to affect it, if you look at Empires of the Void they ran a campaign with just a few reward levels and not a lot of extra frills... nothing wrong with that and they did GREAT! The point is, first and foremost the most important thing is to have a captivating product and presentation. Both of which EOTV had!

Now Overage % for the Average Pledge amount is directly impacted by the accessibility and perceived value of the non-game reward swag you are offering above and beyond the base game.

I say non-game, because while adding levels with additional copies of the game is good, most backers are simply just looking for one copy. This is what I mean by accessibility. Is the reward accessible to most if not all of your potential backers?

Most things that aren't the game are likely to be accessible, but are they meaningful? I would argue t-shirts and even Art prints are not that meaningful to most backers of Board Game projects. What is meaningful? How about all future expansions of the game shipped free (D-Day Dice) or a custom game mat that can also be used to transport games (something anyone who owns games can use! If I'm Going Down...). Extra promos, dice, component bags are all good too, but perhaps lack a little creativity not giving them quite the punch something new and unique would. Possibly, that is why those things make better stretch rewards.

Adding value through stretch rewards or pledge upgrades will also impact the Overage %. The more value a consumer can get for their $, the more $ they will be willing to put toward your project.

Take a look at how the Average Pledge trended by week for IIGD. Now the first week will likely come in skewed a little higher as your core friends and family naturally pledge a little more. But take a look from week 2-5... I believe this was the effect of adding value over the life of the project.

*Week 3 had a couple large International orders. I normalized by not including those in the blue bars to show a more realistic average for week 3 trend.



BOTTOM LINE SUMMARY:

While it is not necessary to have a successful Kickstarter project, you can increase the effectiveness of your campaign by carefully planning your reward levels above the base game and offering a variety of things that are accessible and meaningful.

Really plan and project how many backers you think you will have at each of your reward levels and then challenge yourself to hit that Average Pledge Amount.


I hope this has been helpful, see you next time!

The Original document can be found at: http://midd.me/IoOO
COPYRIGHT 2011 VAN RYDER GAMES - May be used on your website, blog, podcast, with proper attribution
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Subscribe sub options Tue Dec 13, 2011 5:33 am
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Doug Click
United States
Blountville
Tennessee
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So, it seems like the "Stretch Rewards" are very important to enticing backers to a project. But, that seems to me like it is what gets people to back a project who are on the fence.

I think D-Day Dice did so well at the beginning because Emmanuel Aquin did so much prior to the project. Such as 1) the game was a well though of Print & Play game for about two years. During this time Emmanuel had a lot of time to tweak the design. Afterall, it may be the most playtested game ever on Kickstarter because of all of the blind testing done by those who tried out the game. 2) Months prior to being posted to Kickstarter Emmanuel started telling those who have subscribed to the game page here on BBG that it was going to be a project AND that all of the PnP files were to be taken down. So, even before the project started there were quite a few people looking forward to it. 3) Valley Games being generous is offering the 350 LINE for LIFE levels, which I am sure they will be loosing money on in the long run, but it sure got a lot of people interested in, at least, looking into what the game offered. 4) At the start of the Project, Valley Games hosted a contest on BGG for a free copy to get people familiar with the game as well as to promote the Project.

Early on, fans of the game jumped on the project. 401 backers in the first five days with an average pledge of $106. So, it looks to me like the game being well received as a PnP game along with Emmanuel’s tireless promotion of the game coupled with the Line for Life levels made the game start out with momentum before the “stretch rewards” started popping up.

Then, in the last 48 hours the game received backing by an additional 658 backers, which had to be people interested in the bonuses Valley Games included.

So, yes, “Stretch Rewards” are important to maintain momentum, but it seems to me that an early start is just as important so the funding gets high enough to warrant adding these bonuses, which in turn garner the game more interest.

I also found it interesting that the Designer Diary bumped up pledges. The five days prior to the publication of the Designer Diary on Nov 14 there were 49 backers. For the next five days the backers increased to 136, a 277% increase which helped push the game into the #1 funded board/card game spot.

So, the marketing for the project was phenomenal as Valley Games and Emmanuel worked tirelessly keeping the game in the spotlight right from the beginning. It was a perfect campaign with maybe the exception that they might have gotten a bigger boost if the project ended on a Saturday since a lot of people don’t have access to the internet from work.

I look forward to seeing what will happen when someone comes along and combines the strategies of Dice Hate Me Games (Carnival) and Valley Games, INC.
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  • Posted Tue Dec 13, 2011 6:46 pm
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A.J. Porfirio
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Great thoughts Doug. I enjoyed your interview on Funding the Dream and always appreciate your analysis and insight!
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  • Posted Tue Dec 13, 2011 8:53 pm
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Sheldon Mills
United States

Utah
spot on analysis. I think that most publishers putting a game on kickstarter don't realize the marketing strategy and time/effort that is put into making a really succesful campaign.

That being said, there are some that do, and I think there will be more games that will see the D-day dice success again...
 
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  • Posted Fri Mar 2, 2012 9:33 pm
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