January kicked off at full speed, with a pile of 70 un-played games to work through, a Hardcore 10×10 challenge to do, and the best part of 2 full seasons of Pandemic Legacy to get played by early Feb.
In total, January had 59 Sessions spread over 20 different titles, with Pandemic Legacy the runaway leader – 16 games played this year already.
I’ve come up with a little graphic to monitor the progress of the 10×10 challenge, via this little grid. With 11 sessions in the first week, this definitely got off to a good start, but obviously this is somewhat skewed as any sessions past the tenth of these games won’t count for anything.
At the moment I’m not yet (at least consciously) letting the 10×10 challenge influence what I play – hopefully this won’t need to change, but obviously I might change my tune if I get to October and still haven’t ticked things off.
Pandemic Legacy notched up all 10 sessions within a few weeks – the only one to make it to ten in January, although Arkham Horror also had a healthy chunk completed at the first attempt.
We finally had our re-scheduled Fellowship event for Lord of the Rings (Asmodee didn’t get the kits out in time for December). We’ve got a fun group of people who play LotR locally, so it was a good time, and my wife was a big fan of the new playmat. That said, the quest itself was just stupid, and we all died fairly quickly.
At the final count, I’ve clocked up 31 sessions out of 100 needed for the 10×10 in January. Obviously, this speed won’t continue – I’m already at the point where new sessions of Pandemic Legacy aren’t counting, and it won’t be long before the same is true of Arkham or Zombicide, so I’m not expecting to complete the challenge by the beginning of April (January’s rate extrapolated) – still, a good start all-told.
There were still plenty of games not on the 10×10 list which got played: a few reviews from last year that still needed wrapping up (Dragonfire, Pandemic Rising Tide), a bit of L5R, and a few scattered odds and ends.
Dragonfirewas a game that I was really excited for last summer/autumn, then slightly disappointed with when it arrived, thanks to a rather fiddly rulebook, an unexpected legacy element, and generally crushing difficulty. January was the point where it felt like something clicked – we won our first game, and generally started to get a better sense of what was going on. I’m still undecided on taking the plunge into expansion land, but am looking forward to getting into the core box in more detail.
One game I want to talk about for a few minutes, is Legendary Firefly – a game that got two sessions early in January 2018 – not bad going for a game that only managed 3 in total last year.
Marvel Legendary is a mash-up with any random line-up of heroes against an equally arbitrary ensemble of villains as the Mastermind tries to carry out a Scheme that may-well bear no relation to anything they’ve ever attempted in the comics. With so many expansions out you can get some fairly unbalanced match-ups, but the overall experience is generally fun, and doesn’t require too much detailed knowledge of the source material.
Firefly Legendaryis a very different beast. You’re always playing through “Episodes” each one based on an Episode of the TV show. You’ve generally got a couple of objectives to fulfil, which will directly tie in to what happened in that episode and, most notably, there’s a strong thematic tie-in to individual characters.
Take Shindig for example –the episode where Mal and Kaylee crash Inara’s posh ball, and Mal accidentally gets himself into a duel (with swords). The Shindig episode for the card game comes with 3 copies of an event that simply says “If Inara is a main character, each player gains a talent” (talents are good) “If Mal is a main character, each player gains a flaw.” (yep, you’ve guessed it, flaws are bad). We played this twice in as many nights: on the first night, Mal was a main character, but Inara wasn’t and this cycle of flaws destroyed us. Second time around we’d switched up the crew, and everything was suddenly a lot more straightforward.
Even leaving aside the absolutely awful art (it really is a joke – 2 different cards for one character will look less like either other that they do to a completely different character…) I’ve never been as big of a fan of Firefly Legendary, as I am of Marvel. Marvel generally feels like a game where you’re building your deck and getting to do stuff with it. Firefly feels much more driven by the episode deck (which is very structured and specific), and you generally feel quite powerless, like you’re either poking around in the dark, making blind guesses, or else have no decisions to make at all.
Strangely, everyone else I was playing with commented on how they liked the episodic, more strongly narrative elements – whatever you think of it, it’s definitely shorter and a lot more accessible than Firefly the Board Game. Still, I can’t it making it back to the frequency of table-time it had when it was new.
Taking a step backwards, the month as a whole was dominated by “Medical” on the thematic side (~30%), and “Save the World” (~40-50%) both dominating the month, thanks to Pandemic. Rather more predictably, Fantasy, Lovecraft and Zombies were the next biggest groups in that order, with mechanics rounded out with Questing, Mystery-solving and good old Survival.
Money-wise, I spent very little in January (just an single Mythos pack for Arkham), with most of the new arrivals being review games or using GQ Credit. That said, using my standard “value ratings,” the spreadsheet still look pretty unhealthy overall, with a few of last year’s big purchases still showing large totals in the red – Gloomhaven and Shadows of Brimstone could both really do with some more table time soon, to steady the ship.
I didn’t back anything on Kickstarter in January, just continued to plug away at last year’s releases – a reasonable helping of Aeon’s End, and a single session of Gloomhaven. Zombicide Green Horde arrived right at the end of the month, but I only managed the tutorial in January.
For February, Gloomhaven is (again) one that needs playing and it would be nice to cross off the last few games of Aeon’s End to bring things into the black. Green Horde will probably be the biggest category of KS play.
The pledge manager for Folklore: The Affliction opened at the very end of January, but won’t be closing for a few months, so I still have time before I make a decision.
Overall January felt a bit strange, simply because it was so heavily dominated by Pandemic Legacy. It’s a good game, and the second season truly does feel like something different. That said, once we’ve played a few more games so that I can finish the review, I think it might be time for a bit of a Pandemic detox.
Zombicide Green Horde arrived on the last day of the month, and will surely take up a big chunk of February.
I also have another review game, and the original Arkham Horror Board Game, both of which arrived too late in January to get played, along with Harry Potter Hogwarts Battle and One-Deck Dungeon which I only played a couple of solo games of, in order to figure out how they work. Plenty to keep us busy going forward.
Having managed 10 plays of 10 games by mid-autumn in 2016, and by the summer of 2017 (final tally, 23 games played 10+ times), I decided to step up the challenge slightly for 2018.
For those doing the ‘official’ 10×10 challenge on Boardgame Geek, there are 2 basic ways to play it – normal, which is what I’ve done for the last couple of years (although I don’t actually log plays on BGG), and hardcore.
Whereas with the normal challenge, you play games, then write down what you played, hardcore requires you to name 10 games in advance, then play them ten times – if you are organised, and only finalise your list part-way into the year, then only plays after the list is confirmed can count.
I thought that this was quite an interesting way to think about the future, and decided to do it.
Arkham LCG and Zombicide were the first and probably the easiest to put on the list – if I don’t play these 10 times, something seismic will have changed. I decided to keep “Zombicide” as a single, cover-all term – it’s definitely possible that I’ll manage 10 plays of Black Plague and 10 of Green Horde, but chances are, I’ll end up mixing a lot of the stuff together.
We’d just finished February in our Pandemic Legacy Season 1 campaign when New Year rolled around, so barring a premature death (don’t even know if that’s a thing that can happen), that’s got at least another 10 games left in it, and to follow, we have Pandemic Legacy Season 2. I was slightly concerned that it might be seen as a con to count these as 2 separate entries, so ultimately decided to just list them once – Assuming I managed ten sessions of each, it should be fairly safe to have this ticking 1 box, whichever way you measure it.
Lord of the Rings LCG has been steadily dwindling over the past few years, but I’m still pretty confident that it will get to the table 10 times. Aeon’s End hasn’t had quite as much table-time as I thought it might since we got the expansions, but it should still manage 10 without too much difficulty.
Legendary is always a perennial favourite, and Massive Darkness has only just finished the core box play-through, leaving much left to explore, including the new Ratlings I got for Christmas.
Elder Sign has been one of the steadiest games of 2017, and with a new expansion due in early 2018 , this should be another fairly easy 10.
How to round out the list was a bit of a puzzle – Eldritch Horror was a plausible candidate but committing to play a 2 ½ hour game 10+ times seemed risky. Dice Masters, L5R and Runewars are all too dependant on getting out of the house and finding opponents.
In the end I went for Mansions of Madness as my 10th – there are still a couple of scenarios we’ve never beaten, plus 1 we haven’t tried yet, and 2 which are DLC and I haven’t shelled out the necessary fiver.
The last entry on the list was a late(ish) addition when I decided to only count Pandemic Legacy once. Gloomhaven will probably be slow and steady rather than a sudden rush of plays, but I think we’ll comfortably have plenty more than 10 by the time the year is out.
So, the final list looks like this:
Arkham Horror LCG
Mansions of Madness
Although I’m only getting round to posting this now, I had finalised the list by the time New Year rolled around, meaning I’ve already clocked up 8 counting plays towards 100 needed.
I’ll continue doing my monthly updates in 2018, but will give a special mention to how these 10 are faring.
With any Kickstarter project, there’s a fair amount of waiting.
Maybe communication is good on the project, maybe it’s bad. Maybe they deliver quickly, or maybe they take a long time. Whichever way, there’s probably a fair amount of time where you’re thinking about the project, but aren’t in a position to actually be playing the game.
It’s at times like this, sat with my spreadsheets, that I start to question the value of the project, something which, I think, is a fair bit more complex than with a game bought off a shelf (or website).
“Money spent” is relatively simple to track: ideally an old Credit Card statement, otherwise the pledge information on Kickstarter + a historic exchange rate calculator. On top of that, I tend to add on a bit more in the way of “interest” based on how long it takes from when they take my money to when I get my stuff, and I have a notional figure for what I’ve spent.
By that reckoning, the 8 Kickstarter projects that have been “live” (any stage from campaign launch to delivery) at some point this year add up to over £700. That’s a moderately terrifying figure, although it is alleviated somewhat by the knowledge that they were paid for over two and a half years.
If a Kickstarted game makes it to retail, then I can compare directly what I paid for the game, versus what people buying it now will have to fork out. Was Kickstarting this project a money-saver? Or a money-sink?
For Massive Darkness, the first game to arrive, this was an equation that seemed to work out really well. As this finally sees a retail release, my total pledge including shipping and interest is only £14 more than the RRP of the base game: even assuming a 10% pre-order discount, I’m looking at having made a £30 saving, compared to base game + the first 2 expansions, and there’s another expansion, a set of tiles/scenarios, and the extra dice all yet to come.
Aeon’s End I spent around £70 on. The starting pledge was $65, which covered the base and a selection of stretch goals (included for me, probably collected later as a retail expansion), and I paid a further $15 for an expansion. Availability is still very limited, but it looks like the base game will be £45ish, £15-18 per expansion, so this seems to come out about even.
For other games, retail prices are trickier: Gloomhaven is currently only listed for silly money, due to the game being out-of-print, and prices will clearly drop once the second wave hits retail. Zombicide will presumably have an RRP around £90, but be available a fair bit cheaper from the online retailers. For 9th World and Legends Untold, it wouldn’t surprise me if even the companies involved aren’t sure yet. The latest thing I jumped on, a mini-expansion for Gloom of Kilforth, cost me £21 – I don’t know whether this will even get a retail release, and I certainly don’t expect it be cheaper if it does. For now, all the games with no RRP go on the spreadsheet with a value of “minus whatever I paid for it.” That leaves me with a figure of just over £400 of ‘lost value,’ but that will inevitably level out a lot over time, and probably end up in the black overall.
Although I’ve looked at the Financial Value of the retail pledge, there’s also the question of exclusives.
Aside from a few bits with retail packaging, the Massive Darkness pledge also came with a “Lightbringer” box – duplicates of monsters from the base game and, crucially, 18 Wandering monsters, 3 hero miniatures, and 1 class sheet, which will not be available separately. It’s hard to put a value on these, especially as I don’t want to sell mine, but I reckon you could easily get (at least) £50 for it. Right now though, I haven’t added anything to the spreadsheet for these. I also spent $8 on some exclusive cards to use Zombicide figures in Black Plague, and vice-versa, and these are currently going for around £20 on Ebay.
For Aeon’s End, I spent $10 to get the cards and mats for the original game replaced with upgraded card-stock, and layout to match the new game. As this won’t be offered at retail, it’s hard to measure that $10 price – on the one hand it offers nothing new mechanically, but it does make the two elements of the game feel like they belong together. Having not paid for the original game (it was a review), I was pretty happy with about 2 games’ worth of cards for not much more than the cost of 1 game.
Apocrypha came with 3 or 4 promo cards. You might be able to get a fiver or so for them online. For the games yet to arrive, I know that Green Horde will have a similar pile of goodies to Massive Darkness, and Gloom of Kilforth has some bonus new Classes and Races. I don’t think Gloomhaven came with anything exclusive, and can’t remember what I’m expecting for the others.
In an ideal world, one day a Kickstarted game will actually arrive at your house, and get played. I’ve talked before about how I measure game-value, and that doesn’t change for KS (1 hour of play = £5 value). On that basis, all-but-one of the KS games are currently still in the red, but that’s hardly surprising, given that 6 out of the 7 hadn’t arrived at the beginning of October!
To get into specifics, “value” is currently over £450 in the red – it works out at just over 90 hours of play needed to balance things out!
Now, Zombicide Black Plague managed that by itself last year, so if Green Horde is a similar success, it could knock that down fairly quickly, but it won’t be doing it until 2018.
Massive Darkness is already in the black, having clocked up the 25-or-so hours of table-time it needed in less than 2 months. Overall, the game is currently contributing a respectable £75.98 to the “value of Kickstarter” column, and that figure is only going to grow as the game gets played more and more. I could easily imagine myself getting another 5-10 plays without touching the expansion content, and then we’ve got a Massive set of options for variety, in terms of more heroes, mobs and wandering monsters, a whole extra set of tiles and quests, and all the Zombicide crossover content – it was the first game played in November, and isn’t going anywhere.
It’s well documented just how much there is in Gloomhaven: both in terms of physical content and the hours of table-time that are in there. I doubled-down on this purchase by paying for the removable stickers to “de-legacy” the legacy aspect of the game. I personally won’t be getting into a second or subsequent play-through any time soon (if ever), but hopefully it’ll leave me with a near-mint game to move on if I decide that it isn’t justifying its place on the shelf.
For Apocrypha, 20 hours to break even feels like a lot: I lost a lot of enthusiasm for it in the 17 months between when it was due and when it actually arrived. I clocked up 10 hours pretty quickly, mostly because my editor wanted a review by Essen, but some of those sessions were a real grind, and this is back on the shelf, where I can see it staying until the expansions land.
I think 9th World must exist behind some kind of perception filter- it’s like my brain is singularly unable to remember that it exists without repeated prompting. This is a game which was backed by virtue of piggy-backing on the goodwill generated by the Apocrypha campaign (a resource which has long-since been depleted).
Lastly is Legends Untold, a proper old-school Kickstarter project from a new designer/company. I played a turn or so of the prototype at UKGE 2016, and followed it from there. I ended up backing this at a higher level than I wanted to (they raised so much money that they doubled the range of stuff they were offering), and have watched the game change significantly over the course of the campaign to where it’s scarcely recognisable. Right now, I don’t have a clear enough sense of what it will be like to get excited, although I’m still optimistic that it will be good. The latest KS update has got this pushed back to January (hopefully!) so it’s going to be semi-ignored for a while.
Old or New?
There is some complexity around the fact that 2 of the games I’ve Kick-started this year (Aeon’s End: War Eternal, and Zombicide: Green Horde) are stand-alone expansions. If I lump them in with the existing game, then I’m already covered time-wise, but that’s clearly misleading (as none of the game-play logged pre-arrival was using any of the KS content).
When Green Horde does land, my first step will be to play through the Core Box once, using core box content only (this will require less discipline than with Massive Darkness, as it’s shipping several months ahead of the add-ons). What I’m not quite sure of is how clear the distinction between Black Plague and Green Horde will remain after that, or how I’ll want to go about logging it.
Aeon’s End is currently my 5th most-played game of the year, still 1 of only 6 to make it past 25 sessions. It had been a bit quiet over the summer, but the arrival in early October of better-quality components, mixed with a range of extra cards and options, has given it a fresh lease of life. Again, the question is how to measure plays of old and new? After some reflection, I decided that, in all likelihood, future plays will either be all new stuff, or a mixture, so I’ll just base it on any plays of Aeon’s End after the new stuff landed. Right now, that’s still in the red by some distance (£40-odd), but I’m confident of it catching up in due course. Where a Kickstarter is for a pure expansion (not playable stand-alone) – like Gloom of Kilforth, it’s much more straightforward to just mix it in and measure plays in the same way as AE.
Taking pledge vs retail cost (with the caveat of not having retail prices for over half the games), and Cost vs Value (where half the games haven’t arrived), I arrived at a grand, grand, overall total figure, which is devastatingly large. At least it’s still a 3-figure sum!
Now, OBVIOUSLY that figure isn’t final. I know with absolute certainty that a big chunk of that will disappear simply with components reaching retail, and obviously I intend to play these games too. Still, it does give me pause.
Of course, one thing that you can never really calculate is the value of making a decision so far ahead of release.
If Apocrypha were released tomorrow and I hadn’t backed it, I doubt very much that I’d buy it. I’d probably put my name down for a review copy, but I couldn’t imagine sinking my hand £60 deep into my pocket, let alone £100 for the expansions (which seem to be where the value is). 9th World likewise.
Massive Darkness was a big success, and I’m glad I backed it – I remember thinking many times last year that I wished I could go back in time and back Black Plague: obviously I couldn’t, but I could back Green Horde, and I did.
I’m glad I backed Legends Untold, because it’s the sort of project that I feel Kickstarter should really be for – small, independent, first-time publisher: It’s good to feel like I’ve been part of something that couldn’t have been produced without Kickstarter. As noted above, I’ve kind of lost sight of where we are gameplay wise, so will be interested to see what eventually lands.
All of it?
Even within games that I would buy, there’s the question of whether I’d buy all the stuff I got through the KS campaign – as I’ve mentioned before, I’ve (very deliberately) only used the base-set stuff for Massive Darkness so far, and whilst I fully intend to get the rest of the stuff I have onto the table at some point, I think it’s probable that I’d have done things differently if I were picking the game up at retail – definitely a Hellephant before Lord Tusk or the Cocatrix, probably some Ratlings or Lizardmen before the Troglodytes. As a CMON Kickstarter, this has enough value in it that I’m not too bothered about little quibbles like this, although it would definitely be nice to be able to pick-and-choose more freely. I’d imagine that Green Horde will feel much the same.
Aeon’s End, I expect I would have planned to get it all, although possibly not all at once, and once there’s delay, there’s always the potential to have my mind changed. Gloomhaven I didn’t pledge for any expansions (aside from buying the stickers from a third-party so that I don’t damage the game in playing it). Legends Untold I would definitely have gone for 1 box rather than 2 if I had been confident of the second one being available later, but see notes above on “proper” Kickstarters.
Apocrypha is in a strange place – part of me thinks that the core box experience isn’t gripping enough to want to shell out for the expansions, part of me thinks that it’s only with the expansions that the game will really come to life. 9th World I can’t remember how it breaks down with add-ons (I’m sure it’ll change again before delivery).
This article is a bit of a snap-shot, and it’s a snapshot taken at a very unflattering point in time for Kickstarter – money gone out on 8 projects, game in hand for more than a month on only 1. Still it’s a useful reminder for myself, especially as other Kickstarters appear in the future.
I was going to talk here about future projects I’m looking at, but this has got very long already, so I’ll section that off to be its own article another time.
I’m certainly not swearing off Kickstarter in the way that some people have. That said, I was never that deeply ensnared in the first place – over the time it’s taken me to get this printed, I’ve passed on 2 or 3 moderately-interesting-looking Kickstarters – an expansion for a fairly enjoyable game we play occasionally, a highly rated game that’s always priced itself out of my range in the past, and an opportunity for a mega-saving on a game that I’m not sure I really need – I expect I’ll end up talking more about them elsewhere, but for the most part, it won’t be as a backer.
I’ll keep following projects. Keep backing them occasionally. Keep complaining when they don’t arrive in a timely fashion, and keep blogging when there’s finally a game to blog about.
(based on very rusty GCSE Latin, “The Money of the People is the Voice of God”)
Monopoly is a rubbish game. It often makes me sad that a lot of people think that’s what Board Gaming is.
Lots of other games aren’t rubbish, but they’re not for me. Rising Sun, a recent CMON Kickstarter, is a Diplomacy-style game of shifting alliances and careful negotiation for 3-5. Not playable with 2 (or 1), not cooperative, it was never going to be something for us.
That’s a shame – the Samurai + fantastical elements theme really caught my attention, and I monitored this one for a while, in the hope that they would announce some kind of variant / option that would bring it into scope. But they didn’t and I moved on.
(I will rely instead on a brief obsession with Legend of the Five Rings this summer autumn, poring over gorgeous artwork and lamenting the fact that I will never be able to afford to visit rural Japan, before that too gets abandoned like every other competitive LCG because I can’t get to down to the FLGS reliably enough to play regularly…) [/tangent]
Increasingly though, it seems like my approach to the campaign – watching hopefully, then resigning and moving on – is an unusual thing to do. More-and-more, the approach is to request, demand, or simply berate until a designer changes their mind to suit your tastes – or until you run out of energy and give up.
That process – which at best could be considered constructive feedback and collaboration, and at worst descends into entitled sulking and name-calling, is what I want to look at today. How does the creative process for a game on Kickstarter differ from any other game?
The thing about making a game through Kickstarter (or any other form of crowd-funding), is that you’re not just presenting people with a finished product, you’re asking them to invest in a concept.
Now for a good Kickstarter, that concept will be very well thought-out, extensively play-tested and soforth: having good gameplay videos, or a review copy in the hands of a well-known games-blogger are both major elements in ensuring the success of a Kickstarter. Still, the fact remains that you haven’t actually made it yet, and that gives people the impression that things are still up for grabs.
It’s also worth saying that (officially) people on Kickstarter aren’t just buying a game, they are investing in your idea – and that will give a lot of them the sense that they now have a right to tell you how to make your game.
Going back through the Rising Sun threads [On Board Game Geek – I lack the sanity to wade through 34k+ KS comments], I was actually surprised at how few there were clamouring for a co-op version, but there were still plenty of threads demanding 2-player options, less “racist” language and iconography (some in the game itself, but mostly in the marketing) more properly-dressed female figures, more mostly-undressed female figures and so on.
Obviously, looking at it from the outside, with a little bit of cold detachment, you can see how ridiculous it is for one person to cancel their $100 pledge as a protest at the way a $4.5 million project is being run – my personal favourite thread was this one.
I think there’s certainly a lot more chatter these days about any not-yet-released game, and how the fans think the designers should make it better, than there used to be. Still, it feels like Kickstarting a game gives people a sense that they have more of a right to tell you how to make your game to suit them.
Done right, the interaction between designer and backer can be a good channel for market research, and have some sensible benefits. For example the Aeon’s End: War Eternal campaign offered an add-on pack with dice to use as life-counters, and it seems to have largely been down to Kickstarter comments that these will now be spin-down dice (adjacent numbers next to each other). However, when you start to believe that $100 gives you the right to tell a company that their entire business model is wrong, it may be time to stop and think for a moment.
Investment or Pre-order?
Notionally, Kickstarter is still about investing in an idea – Creators pitch that idea to backers, and offer them bonuses for investing now and making that project happen, rather than waiting for retail.
In reality, the scope of what a project is, is a lot broader than that. At one end of the scale, Cool Mini Or Not are one of the biggest Kickstarter producers, and a lot of people have commented on the fact that a CMON Kickstarter can feel a lot more like a simple pre-order than like a proper project to back an otherwise infeasible project. You expect delays, but it would be a major shock if a CMON Kickstarter failed to deliver altogether.
If I pre-order a game from the FLGS, I don’t expect to be able to influence how that game comes packaged, or how it plays and, if that’s the case, I shouldn’t have any more expectation that I can do so when pre-ordering online.
But, however much it might look, or feel like that, a Kickstarter project is still (officially) not just a pre-order, even when it’s a $4 million project with a projected delivery time-frame of only 3 months (looking at you Gloomhaven). In that context, people are always going to ask for additional things they want.
Behind the Scenes?
Most big Kickstarter projects these days will have a fairly complex marketing strategy, designed to ensure a strong start, retain interest over the course of the campaign, and hopefully generate a last-minute surge. This will lead to a broad sprinkling of updates and stretch goals, with information being held back and released at strategic moments.
One issue with this limited flow of information, is that it makes it very difficult to say with certainty what was prepared before the campaign began, and what was only added late in the day, as a response to ongoing feedback – was stretch goal #10 really a response to what people were clamouring for? Or just a happy opportunity for the creator to add a bit of spin, when announcing something that they had had planned all along.
Zombicide: Green Horde had a mammoth campaign, which finished recently in dramatic fashion, breaking the $5 million barrier with 2 minutes left!! Unlike previous editions of Zombicide, Green Horde features hedges and barricades – some hedges printed on the terrain boards, and a handful more represented by cardboard tokens that can be added as a scenario requires. The offer of a hedge-and-barrier pack to make these 3D was clearly planned all along. When people then clamoured for the opportunity to buy more hedges (without extra barriers), so that they could replace all the hedges, (not just the token ones) with 3D models, I’m prepared to believe that CMON genuinely did re-think their plans, and offer more of the same components in a slightly different arrangement.
By contrast, from very early on, there were lots of people who wanted a crossover pack to use their Green Horde figures in Massive Darkness – sure enough it was unveiled in the final week of the campaign, prompting a little surge in pledges. That doesn’t mean for a moment that I think CMON didn’t have it planned all along, just a lot of experience in how to manage people’s interest in a KS campaign.
One area where it does seem easier to prove that the community are influencing the final product is when campaigns contain backer competitions: to take another recent example, the Aeon’s End: War Eternal campaign featured Board Game Geek competitions to name one card, and to write the flavour text for another. Now, obviously these are fairly minor (and crucially non-mechanical) tweaks to the game, but they do serve to foster a greater sense of involvement among backers.
Inviting comment is a double-edged sword though: for one thing, a lot of people were fairly disappointed with the outcome of some of these contests, especially as the creators seemed to simply pick their favourite from amongst the various suggestions, rather than allowing a public vote, or even basing their decision on the number of Likes and positive comments. At this point the cynic starts to wonder: was that a real member of the public who posted the winning suggestion? Or a fake account from the creators to ensure that they didn’t have to change anything as a result of their own competition (just to clarify, I don’t think that’s what happened here).
Ultimately, the more Creators try to engage backers in the project, the more they open themselves up to criticism when they don’t change their game to suit the whims of the public. For every clever little fix the backers suggest, they can expect a whole handful of crackpot suggestions to re-design the game to do something completely different, to replace the components with Obsidian, or translate it into Klingon (not the same game – if they were replacing the components with Obsidian, then you would translate into Cardassian. Obviously.)
I think it’s also worth remembering that in all of these types of forums, it tends to be a vocal minority who do most of the commenting – this can lead to situations, where a dozen or so people clamour for something, and generate the impression of an irresistible tide of feeling, when 95% of people are happy with things as they are, and are just keeping quiet about it. Green Horde had over 100,000 comments by the time the campaign was over, but it wouldn’t surprise me for a moment to learn that at least half of those comments came from a dozen or so people. This is certainly my sense of what happened with Aeon’s End: the graphic design on the first edition was fine, but the people who liked it didn’t feel the need to post endless threads on BGG and the like demanding it be kept the same (why would you?) in this context, those who pressed for change would have sounded like an overwhelming majority.
I think that listening to backers has the potential to be a great resource for Game Designers and Creators. However, mob rule is only going to get you an incoherent or perennially delayed game, and there must come a point where they know their own mind, and know when to stick with their decisions.
Like most backers, whilst I recognise that KS projects are not there to suit my every whim, I generally wish that communication was more frequent, and clearer. Even there though, Creators have better things to do than report on design and development events in minute detail, and sometimes a silence is just a silence.
That’s about all I wanted to touch on today, and it brings me to the end of this little mini-series on Kickstarter. I’m sure it’s an area I’ll touch on again, probably around the autumn, by which time (hopefully) I’ll actually have my hands on some of the various games I’ve backed.
If May was slow, then June was slower. Having to travel for various family birthdays, the continuing trials of a baby who hasn’t read the book on sleeping, re-organising my house to give said baby a room of his own and (ironically) a long weekend at the UK Games Expo all got in the way of some more regular gaming sessions.
UK Games Expo is the biggest weekend in gaming in the UK, and one of the biggest in the world these days, and it’s always good to make it along to this.
Last year I was doing games demonstration, part of a big team that had grown even more this year, to the point where I believe they hit 100 demo-ers! This year I’d decided to head along with a slightly smaller party, joining the good folk from Games Quest.
It was certainly a gruelling time – long hours of fairly heavy physical work setting up on the Thursday, and an impromptu meeting in a hotel car-park on Friday night to unload a game that had accidentally made its way to Expo via Luxembourg. Saturday was the biggest day ever at UKGE in terms of attendees, and then the always long and wearying process of set-down / trying to figure out exactly what went where on Sunday before heading home.
Overall, it was a good weekend – aside from talking to a lot of people about a lot of board games, I also found myself on a stand that sold replica swords and magic wands. For anyone interested, Longclaw is quite nicely weighted (did I ever mention that I used to do sword-combat as a martial art?), but Needle feels better, if you know how to use a fencing blade properly. [disclaimer: all brandishing of swords was done when the hall was closed, and I wasn’t going to accidentally impale any passers-by].
I also got to have a bit of a look round, and a catch-up with the team behind one of the KS games I’m waiting on – unlike last year, I didn’t come away with any new games, but there were certainly a few things which caught my eye and I’ll be looking out for in the near future.
The only disappointment with the weekend was the amount of actual gaming that got done – I’d hoped to get in at least one session of Terraforming Mars (a game which sits firmly in the “looks interesting, but too expensive to try” bracket for me), but ultimately we only managed a single game of Skull and a few rounds of Codenames. That said, the final round of Codenames in particular was one of the funniest I’ve ever witnessed as the opposing spymaster gave a clue which everyone except his 2 teammates understood, then watched them blunder around for ten minutes before accidentally stumbling on the right answers via sheer dumb luck. [ok, you probably had to be there].
Expo was the first time I’d spent nights away from home since my son was born, and I ended up going back to join him (and my wife) at my in-laws house on Saturday night. I hope to make it back to Expo again next year, but am learning the folly of making long-term plans without getting the baby’s permission.
What got played?
Bearing in mind the low overall level of gaming, June wasn’t too bad for crossing off games that had previously been unplayed – 3 days at my parents’ house ensured the inevitable dusting off of Mah Jong, and B-Sieged also made its first foray from shelf to table. I still have 15 unplayed games, some of which will be going up for sale soon, whilst others should get played reasonably soon.
There were a few fun new discoveries in June, perhaps the most surprising of which was Doom, a 1-vs-many board game from FFG, based on the computer game of the same name. I’d picked this up to review, and had expected to wheel it out to limited enthusiasm, possibly paint it, then sell it on, but found it went down surprisingly well. By contrast with The Others, a superficially similar game I reviewed last year, this game has a tight ruleset, streamlined gameplay and more customisation potential than you can shake a stick at. It’s not a short game by any means, but it still returned to the table, by request, on 2 out of the 3 nights following its initial introduction. The fact that it doesn’t lend itself well to 2-player means I’ll probably still end up moving it along, but an engaging diversion nonetheless.
The rise of Doom also impacted the Theme and Mechanic break-downs for the month, with “Sci-Fi” and “Kill the Other side” being far more prominent than they have previously, (although “Kill the Other side” owes its prominence at least as much to Runewars). There was still a fair amount of the usual quest-completing-monster-beating-world-saving, but not in the overwhelming way it has been in the past. Lastly came the ever-helpful criteria that is “win,” which became a bigger element than normal.
Aside from that, Fantasy remains strong, with a sprinkling of Abstract, although it was a pretty lean month for all things Lovecraft – just a single session apiece for Mansions, Eldritch and Elder Sign, whilst Arkham LCG found itself caught in a lull as I tried to work out whether to re-build decks or wait for the next adventure (new deck arrived on the 29th, but didn’t get a chance to play it before the month ended).
As we start to lurch towards something a bit like a routine, I get a distinct sense that the high levels of gaming we managed between January and April are phenomena of the past. Whilst I have hope that bed-times and regular naps might allow us to get a bit of structure back into life, a baby who is actually interested in the world around him takes more time and attention than one who basically lies around inert, and we’ve progressed much more rapidly to the grabbing stage of things.
The rather massive Kickstarter for Zombicide Green Horde (the successor to Black Plague) meant that June was the nearest I’ve come to admitting defeat in my attempts to have a negative overall spend on gaming for 2017: I’ve managed to claw things back towards zero by selling off a few unused odds and ends, but I’m still in the red right now.
Even if I don’t get back to negative spend, I don’t think that what I’ve spent looks at all shabby when compared to the hundreds of hours of gaming we’ve had (not to mention dozens of hours painting).
Right now my spending on gaming this year is up a fair bit on last year (69% of the spend after only 49% of the time), but with sales already at 131% of last year, I don’t think I’d be too worried, even if I didn’t know that most (hopefully all) of 2017’s bank-breaking Kickstarters were behind me.
I’ll continue to monitor my collection, and am already starting to consider moving along one or two favourites that others don’t share my enthusiasm for, and which I struggle to get to the table.
Whatever happens, I’ll keep gaming as much as I can, and when I have anything (hopefully) interesting to say, and the time to say it, I’ll keep posting on here.
About this time last year, I wrote a couple of articles about Kickstarter (see them here and here). Kickstarter continues to fascinate me, both as a Funding platform, and for the social dynamics which go on there. With 4 projects that I have backed and am awaiting delivery of, I thought it might be a good time to revisit the topic before deciding whether to dip my hand in my pocket once more. In part, this is just doing some thinking out loud for my own benefit, but I hope it will be interesting to others too.
The projects I’m currently waiting on were backed in May 2015, Jan 2016, July 2016 and December 2016. They were supposed to be deliver in April 2016, October 2016, April 2017 and Jun 2017. It doesn’t take the most observant eye to spot that 2 of these are late, one of them by nearly a year, and it seems pretty clear that the other 2 will be delayed as well – let’s look at them individually.
Apocrypha is the disturbed long-lost sibling of the Pathfinder ACG –same design team, and some foundational common. However, it has definitely evolved in its own unique direction, along with an urban fantasy / contemporary horror theme that sets it apart from earlier adventures in Golarion. It was funded by a monster Kickstarter, which wildly exceeded its funding goal, thereby unlocking a ton of stretch-goals, meaning it was never going to hit its projected April 2015 delivery date.
The most recent update is predicting August (2017) for them to start shipping the core box, with the retail release coming a few weeks later. The various expansion bits are currently projected to be with us by November, or at least “before the end of the year” with the retail releases stretching from “in time for Christmas” through to early 2018.
Overall, the Apocrypha Kickstarter hasn’t been a great experience. For a project that was supposed to take just under a year, it’s now looking like 27 months minimum, just to get the base game, nearer to 3 years for the expansions. I don’t think that there’s any real reason to expect the worst (some of the gloomiest forum trolls are predicting bankruptcy at any moment), but it’s definitely been a grating process – I actually voted for this on BGG as one of the most anticipated games of 2016. By the time it appeared on the 2017 nominations list, my enthusiasm had faded.
The communication over the course of the Kickstarter has been mixed – it certainly hasn’t been the wall of silence that seems to plague some projects, but I do feel like they weren’t really upfront with just how long things were going to take – last spring we were being assured that it wouldn’t be as late as (that) October…
All of the mutterings coming out of the play-test suggest that this will be a good game, and that it will be a game with enough difference to make it worthwhile for those who already own multiple Pathfinder sets. Hopefully it will be able to capture our imagination, and actually find a place in our gaming schedule.
As far as I can work out (difficulties around historic exchange rates), I spent somewhere just under £100 on this. I think it may even have been my 2015 birthday present! As the most recent campaign update was keen to point out, that’s noticeably less than the cost of buying it at retail is likely to be (probably a saving of around £35 based on the dollar prices and current exchange rates). Still, if the 1-hour game time is accurate, that’s 20 sessions it will need to clock up before it meets my “value for money” formula. I’ve assigned a slightly arbitrary 3-month grace period from when KS games actually arrive to when I start adding them to the ‘not value for money’ sheet, and I’ll be interested to see whether it can make it.
Back at the end of 2015, when I was still expecting Apocrypha to arrive on time, I got an email about Lone Shark’s next project: The Ninth World – a skill-building game for Numenera. Perhaps with a bit of wilful self-delusion, I assumed that this meant they had finished the design stage of Apocrypha, and backed this one on a bit of a whim – the setting was novel, as was the mechanic, and I’m always interested in anything new and cooperative.
Of course, hindsight is 20:20 and looking back now, a lot of disgruntled Apocrypha backers point to Numenera as a major example of Lone Shark stretching themselves too thin / not getting one product finished before making a start on the next one.
For a lot of the time, Numenera has felt like the forgotten project – whereas Apocrypha has at least been handed off to the printers where (we assume) the blame for further delays lies with someone else, Numenera hasn’t got nearly this far. In November, a month after we were originally going to be getting the game, the design was “almost done,” by February, they were doing some playing around with layout that would make things a lot more streamlined going forward. There have also been art-issues apparently.
The last official stab at a date for this came in mid-March when we were told that they are looking at a street date of “no later than the 4th quarter of this year” and that the “plan is to fulfill to Kickstarter backers first” – all positive noises to have it at some point during 2017, but still pretty vague, and not all that reassuring given the delays we’ve faced so far.
Looking back at my Kickstarter account, I was quite surprised by just how much I’d spent on this – probably somewhere around £65. Given that I probably backed it more out of misplaced goodwill for the company than anything else, this feels a lot like a write-off for me: I periodically forget that I’ve even backed it, and the only time I start hunting for information updates will be in the wake of looking into Apocrypha. With a slightly shorter play-time than a lot of the other games on the list, this will need 16 sessions to hit the value marker – I can easily see myself selling it on at a fairly early juncture in the hope of recovering (some of) my losses.
My biggest complaint about Zombicide, was the lack of a proper campaign mode. As such, I was VERY interested in Massive Darkness– another game from Cool Mini Or Not and Guillotine Games, with a fair number of similarities to Zombicide, but designed for campaign play, with a more developed system for levelling up and gaining loot.
I gave CMON kickstarters their own article last year, and there hasn’t been that much change in my general thoughts. They are massive projects, funding is when, not if (and “when” is usually after about 4 minutes). Expect lots of stretch goals, lots of complaints about stretch goals (some legitimate, others not), plenty of pushing of optional purchases, then significant delays before your pledge actually arrives. When it does arrive, you’ll generally have something that’s cost you a bit less than the retail content would at the FLGS, plus a decent-sized pile of KS-only stuff.
The distribution of stretch goals and optional purchases in the Massive Darkness campaign felt odd, and it was irritating to pass on exciting optional purchases, (like the box that contains a Hellephant!) whilst unlocking yet another not-very-interesting Wandering Monster.
Largely because of the cost of picking up extra content on the secondary market for Zombicide, I ultimately decided to back this one. I have wondered several times since whether that was a good decision or not. The overall art-style wasn’t as nice as Zombicide (lots and lots of very pointy hats), and the character skills/classes seem a lot less interesting than originally billed. The $8, Kickstarter Exclusive add-on to use Zombicide characters and minis in this (and vice-versa) was probably the clincher, although I resisted the urge to double-up on this particular item, as a thing to sell later. This was probably a poor decision financially (confident I could flog it for double cost in the future), not sure if it was good or bad morally (I don’t want to be the person who backs KS projects just to sell on at a profit, but weirdly, if somebody doesn’t do it, a lot of people miss out on the opportunity to buy these things.) Anyway, that’s a whole different rabbit-hole.
This was the biggest outlay I’ve made on any Kickstarter project so far – nearly £110. Again, it was primarily funded by birthday money, but that’s still a hefty chunk of table time required to be “good value” – 22 sessions.
One interesting title that Massive Darkness can claim is the last game I paid out for before knowing we were going to have a baby that wouldn’t arrive until after he had appeared. Obviously that doesn’t really impact the Kickstarter process, but it does influence whether or not it will get played much. Again, I hope that this will turn out to be a good game, and worth my while – if it isn’t then I might be able to sell it (either the whole thing, or just some of the stretch-goals) to balance the books.
Legends Untold is one of many cooperative dungeon crawlers seen in recent years. It comes from a new design team, who came to prominence at last year’s UK Games Expo. I had the chance to sit down and play a few turns with one of the game’s designers during my lunch-break, and had been monitoring it since.
This one was launched on Kickstarter right at the end of last year, and I think it’s fair to say that it surpassed everyone’s expectations with the level of response. With a funding goal of £12,000 to make the project happen, this ultimately raised over ten times that amount.
The designers have created a whole world in which this game takes place, and clearly have grand plans for the future: higher level adventures, options to explore the world in different ways, and different sets which interact in different ways – to be honest, by the end of the campaign, I’d lost track of what exactly is coming when.
This was a much more reasonably priced project to back than the earlier ones – £24 for the original game, double that if you want the extra set which ended up being created thanks to all the stretch-goals.
I would definitely have preferred if the project had stayed at its initial size, which would have made this a far lower-risk undertaking, but in the end I opted for both boxes on the basis that i) I’m a terrible completionist, and wasn’t clear on whether I’d be able to get the second box in the future if I didn’t back now, and ii) this kind of independent start-up is the sort of project that Kickstarter ought to be for (at least in my opinion). I wanted to be part of something like this, helping to ensure that the industry doesn’t fall completely under the sway of international mega-corporations.
In the last month, the inevitable email has arrived, announcing delays to the project (the Kickstarter unlocked too many stretch goals, and it’s going to take much longer to produce everything). We’re now looking at September/October. ish. Very tiresome, but not particularly surprising: once again, we’ll see when this arrives as to whether it was worth it- at the very least, I reckon I’ll be able to play one box and (if I don’t like it that much) sell the other to claw back some money.
After the Massive Darkness campaign, and again after the Legends Untold project, I told myself that I was done with Kickstarter. I have plenty of games already in the house, or due sometime in the never-never, so that paying out more money for an untried game, appearing at an unspecified point in the future, looks like a bad deal. I expected to back Zombicide Black Plague Season 2 when it eventually appeared, but that was it.
Right now though, that resolve is being tested, with a couple of very interesting projects on the horizon.
I had hoped to pick up a review copy of Gloomhaven, but with all the supply issues the game has suffered (i.e. they could have printed 10x as many copies as they did and still sold out comfortably), there wasn’t one to be had.
Fortunately for the many who missed out, there is a reprint coming, via Kickstarter, live right now. It funded in about five minutes, and hit the million dollar mark within a day. This would be another big beast of a project, not quite breaking the three-figure barrier, but getting pretty darn close. It’s not an impossible difficulty to overcome (I still haven’t spent most of my birthday money) and in a world where my gaming time wasn’t being eaten up by a baby, I’d probably back it without thinking twice. As it is, I’m torn between forking out for something I might not have the time to play, and missing another opportunity to get a game that’s been getting some fantastic buzz.
The other project is one which launched a few weeks ago: the second wave of content for Aeon’s End. I’ve talked a bit about Aeon’s End on here, I’m really enjoying this Fantasy Co-op deck-builder, and as you know by now, I’m a bit of an expansion junkie so, at first glance, this looks like a no-brainer. That said, there are issues.
On the positive side, this Kickstarter offers new content for a game that is all about trying different combinations. It also comes with (slightly vague and non-committal) promises of improved component quality: thicker card, replacement tokens, a streamlined box, and maybe even an end to the strange glossy card-finish.
On the downside, this second wave of Aeon’s End – called War Eternal – features completely new graphic design, with everything being made bolder and brighter. As far as I can tell, this is mostly Tom Vassell’s doing – he complained in his review that he didn’t like the art of the original, and inevitably everyone else jumped on the bandwagon. Of course, all the people who didn’t have any issue with the art didn’t say anything – and therefore it gives the impression that everyone hates the art.
Whatever my preferences for aesthetics, I’m much more bothered about things matching (or not). I still feel a shudder of pain every time I walk past the bookcase and see the newest volume of a series of novels towering over the earlier instalments because it wasn’t available in paperback yet (seriously, why do they print novels in hardback?!) As ridiculous as some might find it, it would pain me to play a game where half the cards where done in one style, and half in another. For a good contender to be my new favourite game, it seemed like I was out almost before I had got started.
Then came the update pack (it had already been announced, I just hadn’t got the message properly). If I back the expansion, and send them a photo of the stuff I already have then – for $10 – I could get replacements for all the cards (for a game that’s mostly cards, that’s 90% of the game for only $10).
Personally I much preferred the earlier art, and thought it was a much better fit for the gritty, post-apocalyptic theme of the game, whereas the new design feels stark and jarring, the colours a bit too garish. That said, the new style is tolerable, and providing all those cards for a fairly nominal fee is a really good deal (of course, it does require you to back the second wave of stuff to get it, but they are running a business, not a charity [and if you NEVER plan on getting the later wave of content, why would you care about the cards being different?]). Ultimately, it looks like this is the only real opportunity to get everything matching unless I want to a.) never expand beyond the first wave, or b.) re-buy the whole thing at full price later on.
Zombicide: Black Plague was the biggest hit of 2016, and more content for it has seemed like an obvious win. Just a few days ago, Cool Mini Or Not announced the second wave: Zombicide: Green Horde. Details are still very light, aside from the fact that it’s going to have an Orcs and Goblins theme to it but, assuming it’s mutually compatible with Black Plague, this ticks a lot of interest boxes.
Zombicide has been a bit squeezed for table time in this baby-shaped world, and I already have stuff that I haven’t really used – NPC Box 2 and the Deadeye Walkers – struggling to make it to the Painting Table. However, as the likelihood of this arriving in under a year is slim-to-none, it seems safe to assume that the landscape will have changed by then, one way or the other.
Sadly, the Kickstarter won’t be live until the End of May – after Aeon’s End and Gloomhaven have both closed, so I’ll need to decide before I get to that point- all three seems like it will probably be too much.
I’m sure I’ll end up taking the plunge on at least one or two of these (it’s like someone deliberately timed it to have two of them be live on the week of my birthday), and inevitably, that will lead to another article in 6 months’ time, complaining about how they’ve all been delayed. You can all tell me then that I should have known better, and waited until retail…