I thought this would be a suitable follow-up to my last
blog, where I confessed to having become a Kickstarter addict. I wrote a bit
about things that turned me off a project, but I didn't really go into what actually
turns me onto one. What makes a project actually stand out to me. More
accurately, what games specifically stood out to me in such a way that I
decided to back them, and for what reason. And then there's the whole aspect of
why I'm backing games on Kickstarter that I haven't even played yet when there
are currently published games that I would really, really like to own right now,
but haven't purchased yet.
Might as well start there, as that is something that I've
been thinking a bit about lately. I think the best place to start is probably
to talk about the way I'm usually introduced to new games. My gaming group meets
up on a specific weekday every week (apart from certain holidays), I join in
two out of three weeks because that's what my work hours allow. This group is
my primary source for gaming, and is also my primary introductory point for new
games. The club itself has its own library of games, and apart from that
everyone's welcome to bring whatever they feel like.
This tends to mean that whatever games I end up wanting for
myself are also games others in my group own (or, like I said, the
game might be in the club's own game library), so essentially my own gaming
collection is for the most part a duplicate. That doesn't necessarily have to
be a bad thing, but it also means I pretty much never have something uniquely mine to offer.
With Kickstarter, regardless of whether I'm the only one from my group who
backs it or not, it will be something that's new to the group, and I like that
idea. I like having something to offer.
Another reason I like doing this, is that the incessant backing I've done this past month will result in me having the joy of receiving these
games at different points throughout the next year, like little (or big)
presents that I'm gifting myself. I have more to look forward to and at the
same time enough time to enjoy the games as they arrive.
I think the main thing, though, the main reason I more
easily invest in Kickstarter projects than go out and spend the same money
buying a game in the store (at least recently), is the way the projects are structured. You start out with the core version (some offer a deluxe version,
and you weigh content against the price and decide which is the more worthwhile
purchase), but as funding keeps pouring in, that version gets upgraded, either
new things are added to the game or the components already in it are upgraded.
It makes the investment feel more worthwhile as you're getting more bang for
your buck. And just seeing the project reaching these stretch goals is a rush
in and of itself.
Of course, before I can even think about stretch goals, the
game needs to actually gain my attention. I talked a bit in my previous blog
about what can turn me off a project, and though it makes little sense to
completely repeat myself, I'll do a quick recap. I avoid certain genres of
games, like RPGs and Horror Games, because that's just not my thing. And
because it usually drives the price through the roof, I tend to opt out of
miniature-heavy games as well. There are of course other things that put me off.
I have a very strained relationship with games with a sci-fi theme, especially
a space setting. Not because I don't like sci-fi, I actually love it in movies
and television shows, but for every good gaming experience I've had with a
space setting, I've also had a bad one, so this makes me wary about random
games with a space setting, especially on Kickstarter since I won't get to play
the game before I decide whether I want to buy it. I've also never come across
a deck-building game that I've enjoyed, so I tend to strongly avoid anything
that boasts to include deck-building in it.
But the point isn't to expand on the list of things that put
me off a Kickstarter project (although I've kind of done that now), but rather
what attracts me to one. And the first huge thing I've noticed with all the
pledges I've done so far; they all have really good-looking artwork. All five games I've
currently backed have some really gorgeous art in them. Some are vibrantly
colourful, others use a more toned down palette, but regardless, the games are really nice to look at. It's a shallow, first-step kind of thing, and I do generally open up and at least skim through a project before deciding against it. There are also plenty of games where I've decided against backing despite it looking spectacular,
but you could say that really good art makes me more easily persuaded.
Even more important are the mechanics, as in; is this a type
of game that I know I'll enjoy? Will I enjoy learning and teaching it? My taste
is strongly leaning on Euro-style games, a.k.a. the "cube pushers". I
enjoy a good point salad, and the main importance theme have (in my opinion) is
that the art should be related to it. Whether the actions you do in the game
makes thematic sense is not as important to me. I like resource management,
worker placement, area control, I'm good with all of that in any combination
given. But I'm also open to other types of mechanics, so in the end I trust my gut feeling on whether I think the game will mechanically work for me.
The main thing that determines whether I in the end back a
project or not, is the price point, and I tend to weigh shipping even more than
the game price itself. I like knowing what the final cost will be (including
potential import fees). If a project has a clear list of shipping cost for all
the places it will ship to, then I'm more positive towards it. It's not the
deciding factor, the actual shipping cost is, but knowing before I click on
anything is always better. The worst are the projects where shipping will be
calculated and added after the project has funded. That is pretty much always a
huge "nope" from me. Like I said in my previous blog, shipping to my
corner of the world can be really expensive, and I'm not about to risk the
pledge doubling in price or worse because they decided to add miniatures or
something else to the box. If they can't give me a shipping quote that they can
stick to, I'm not backing their project. It's as simple as that.
Complete | 198% funded | Estimated Delivery: March 2016
This was the game that kicked off the whole Kickstarter
craze for me. It's a game where you control your own Viking Clan and try your
luck gathering resources and gaining control over areas in this newly
discovered group of islands, proving your worth to the High Jarl.
What initially attracted me to it was that absolutely
gorgeous board, it's probably one of the most beautiful boards that are that
vibrant in its colour scheme. The Viking theme sounds fun, and naturally
appeals to me seeing as I have Viking blood in my veins, and I know that I
enjoy both resource management and area control. What made it appeal even more
to me was the combination of a low price and shipping and at the same time the
stretch goals reached included one that upgraded the components in the game. It
made it feel like a proper bargain and I simply couldn't resist. I'm really
looking forward to playing this game.
Complete | 920% funded | Estimated Delivery: May 2016
This project really caught my eye, especially the gif on the
campaign page which showed the unique way you play your cards in it. The game
is about pleasing these woodland spirits called Kodamas by growing a tree to
their liking.
What really stood out to me was the way you build the trees with the
cards, by placing them at specific angles, not just one card next to the other.
I really loved the visual appeal of this game, both in the individual artwork,
but also on how the finished tree would look at the end of a game. I have no
doubt that I'll love this game, because the gameplay is very straightforward,
and it's just cute. I think it can appeal as a nice filler type game for my gaming
friends, while also be a game that my nieces and later on my nephews can enjoy
with me. Even better is that the game reached all of its planned stretch goals,
so my copy will be as decked out as it can be (I even went for the deluxe
version on this one).
3. Manasurge
Complete | 165% funded | Estimated Delivery: May 2016
This game is all about wielding magic spells at one another
in order to gain points. To be really honest, I primarily backed this project
for the art and the low price point and shipping. What was going on in my mind
when I decided to pledge was that I didn't really have that many small and
short games to bring out. If I had come across this project a couple of games
down the line, then I would probably have decided to not back it, but as it is it not only funded, but also reached all stretch goals. If this game turns out
not to be my thing, then I'll recuperate some of my losses by selling it on.
What's done is done, and it does look really good.
4. Brilliants
Active | Currently 315% funded | Estimated Delivery: August
2016
This vibrant game about running an ant colony is on its
second campaign. The first one was appealing to me, but since it didn't have
any limited early bird offers, I decided to star it and follow the progress before
backing it for the simple reason that even though the game was a decent price,
the shipping was somewhat high and I would have to include customs fees into
the total, so it was uncertain to me whether I would be better off backing the
campaign or waiting for the game to make it to retail. There were some stretch
goals that would make it more tempting if reached, so I decided to wait for the
final two days before deciding whether to back it or not.
That first campaign was cancelled and then the game launched
a new campaign with a lower funding goal, lower prices - including an early
bird offer. When that happened, and I saw that the most tempting stretch goal
had already been reached, I saw no reason to wait and I grabbed one of the
early birds left. It's currently steadily climbing and I have complete faith
that it will reach all intended stretch goals.
What specifically attracted me to the game itself,
regardless of stretch goals was the vibrant look and feel of the game, the four
levels of complexity allowing for simpler games to be played with kids, which
means I'll have another game I can introduce my nieces and nephews to, and at
the same time have a game that I can play with fellow gamers.
Active | Currently 330% funded | Estimated Delivery: May
2016
When this game popped up on the campaign list, I knew it
would be extremely hard for me to resist. It combines two of my absolute
favourite things; dragons and worker placement. I initially tried to convince
myself to hold off and instead wait for it to reach retail because the game
plus shipping plus import fees would amount to a lot, but it took a mere hour
or so before I gave in and not only pledged for the game, but the expansion as
well, as I might as well just go all in and save in the long run as my
instincts say I will probably love this game.
Pretty much everything about this game drew me to it. The
art is phenomenal, it's pretty much the most beautiful game I've ever come
across, really colourful and detailed. The mechanic is my favourite mechanic in
gaming, the theme is pretty much the ultimate theme for me. And within a few
days only, the game has already blazed through 20 stretch goals and there's
more to come. I'm extremely excited about this game, and it's the biggest rush
to check in and see it approach another stretch goal. It's currently the
biggest amount I've pledged to a game so far, but I think it will be very
worthwhile.
Don't know if this would be of interest in you. I already donated myself.
ReplyDeletehttps://www.indiegogo.com/projects/dragon-s-lair-returns#/
Don't have a relationship to Dragon's Lair, and the cheesiness I've seen in game clips just puts me off, but good luck to the project :)
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