Pas assez pour eux, selon le gratin de cwowd et ça se tient , il aurait vite lancé la 2e campagne avec du super contenu suite à la 1ère qui a du être un gouffre financier pour renflouer les caisses.
Sauf qu’il n’ont pas eu le nombre de backers pour sauver les meubles…
Dommage, même si je n’avais pas les moyens, c’est bien un jeu que j’aurais voulu avoir!
L’objectif n’est jamais réaliste ni représentatif de quoi que ce soit. C’est un élément de comm en plus pour pouvoir indiquer « financé en 10 minutes » ou « 800% de fonds collectés ». C’est plus vendeur et rassurant que « si on fait pas 2 millions, c’est banqueroute ».
Selon eux le véritable objectif était de 1,5 million donc on en était loin… Au final je me dis qu’il valait mieux que ça capote là et pas dans 2 semaines quand notre argent aurait été déjà loin
ça ne marche que sur une poignée de projet qui ont déjà une grosse base (comme les clients de Xia) pour tous les autres si tu finances pas en 1 journée et que ça traine 1 semaine (ou même quelques jours) c’est tout simplement mort tout le monde attends que les autres viennent pledge et le projet est au point mort.
On peut le regretter mais c’est la mentalité de l’immense majorité des backers qui veulent se sentir (faussement) en sécurité en voyant un funded en 1h et voir des SGs fictifs se débloquer, c’est un fait qui se retrouve dans l’immense majorité des cas et ça n’est pas 1 ou 2 projets réussis sur des milliers qui vont arriver à prouver le contraire.
La responsabilité n’est pas que du côté éditeurs mais aussi du côté des clients qui ont cette attitude.
Ca devrait peut-être être à la plateforme de financement participatif de n’autoriser un projet que si une cible de financement credible est visée.
Les mentalités des acheteurs devraient changer.
Je ne vois pas comment. KS ne va pas faire d’ingérence et ca leur demanderait une connaissance aiguisé sur tous types de demandes de financement. Ce qui est complètement irréalisable.
Gamefound à la limite pourraient mais leur but c’est de prendre une com en proposant un portail, pas que les projets aboutissent.
C’est là toute la beauté du crowdfunding vs un financement plus classique. Pas besoin d’avoir un projet en béton armé avec business plan de ouf chiadé, tu peux te lancer avec une bonne idée et quelques concepts. Mais du coup c’est bancal très souvent (cf les catégories hors jds). Ks prend effectivement sa com et basta. Ils font juste une enquête vite fait pour voir si le projet respecte leur charte , si le porteur est clean…(ça c’est quand même très vite fait vu le nombre de projets avec une société crée du jour au lendemain aux US quand c’était nécessaire , société qui n’avait bien sur aucun historique) et boum. Maintenant ce jeu avait de réels atouts et pourrait revenir chez un autre éditeur mais pas sous ce format avec watmile extensions. (Non je pense pas à la Phoenix Line. Le jeu est pas dans leur ligne éditoriale )
En effet, peu de projets seront capables d’atteindre ces montants-là s’ils sont indiqués dès le départ.
Dans le même temps, il y a un côté pervers lié au financement bas et au déluge de SG: on voit que le jeu est financé, on rajoute 1$ (voire même rien du tout) en se disant que de toute façon le jeu verra le jour, et qu’on choisira un an (voire deux ou trois dans certains cas) si on le soutient ou non, sans imaginer qu’il y ait de risque pour le porteur.
Post très intéressant de Ghillie (Chip Theory Games) sur l’annulation de la campagne d’Euthia
Thoughts (not judgments) on the Euthia situation (that nobody asked for) from a publisher of extremely large and heavy games. This is (really) long and possibly just stuff that’s already been said by many, but maybe it will help give some new insights to a few folks.
Very few consumers have a great understanding of how much production and shipping (including ocean freight) of large board game costs right now. Amazon has spoiled us all. The costs have grown at an astronomical rate during covid. I’m not the first to say this. You’ve likely uttered it to other folks here yourself. I know everyone « knows » this intellectually, but few truly understand. Only now are we starting to see significant price increases from publishers to try to cover this increases. Frosthaven was one of the first big dominos to fall with a new MSRP of $250. Return to Dark Tower is releasing at a much higher price point than its campaign/original projected MSRP. This isn’t just because they added a lot of content, this is an attempt to bake freight and shipping costs into the game itself.
We (Chip Theory) are about to fulfill burncycle next week. burncycle has turned out to be the most expensive to manufacture game we’ve made so far. Our average shipping cost per order to fulfill is going to come in at around $50 per order through Quartermaster Logistics (this, notably, may include things like Too Many Bones/Cloudspire that were added in the Pledge Manager - so it’s not just burncycle items just to provide full transparency). We sold burncycle for $100 on the campaign (a $30 discount below MSRP) and charged a flat $15 for shipping. It doesn’t take much math to realize we’re not exactly printing money over here. We own those decisions (obviously) and are well positioned to accommodate them. They’re decisions we made to try and really push a fresh IP that was early in development when it came to crowdfunding. But not all (most) companies are positioned to handle deep discounts of this nature.
What does that have to do with Euthia? Well, my assumption is they figured/hoped that the great reviews of the original + the free/significantly discounted shipping offer would cause it to feel like a no brainer, go viral, and explode in volume at a level that made the campaign a huge hit/sensation. I haven’t played Euthia, but it certainly looks the part of a game that may have been able to do just that. Sadly, many great board games end up flying under the radar for a number of reasons these days. For whatever reason, this one largely did. They bet on themselves and (apparently) lost. Euthia really did need significant volume to make not just manufacturing, but shipping possible.
But the big question everyone is asking, why would they (or anyone) undershoot their actual goal my so much!? Well, in short, it’s my fault. Also it’s your fault. It’s all of our faults. Yes, of course, every publisher (Chip Theory included) loooooooves to run with the « funded in X minutes! » line on their campaign. It generates hype. It generates excitement. But much, much, much more than that - we all just straight up don’t bother backing games that don’t fund on the first or second day anymore. I don’t know what Euthia truly « needed » in their campaign. 6000 backers, I suppose, was in the $1.25 million range based on where they closed. But I can guarantee that their day one and two funding would have been lower had the game not funded in a hurry. Their typical mid-campaign lull would have also been more severe. And there would have been a chorus of folks in the comments belaboring the lack of stretch goals, waxing philosophical on why the game wasn’t a success, giving them business advice on how to run the campaign better, etc. The comments may have gone completely toxic, which also can repel new backers thinking about pledging.
Why not charge actual shipping? Well, as covered above, actual shipping is wildly expensive right now. Most publishers are eating a considerable amount of shipping right now because it has a really bad psychological effect on the customer. The one recent publisher who decided to charge actual shipping in the last month…yeah I’m not gonna touch that one
Yes, campaign goals are often smoke and mirrors (to a point). But we, all of us, the consumers, feed that beast by rarely jumping on projects that appear to be experiencing only tenuous funding. We all do this. We want it all. We want the quick funding to assure us our investment is sound, we want exclusives because « otherwise why not wait for retail? », we want a price break because the product may be unproven and we’ll be waiting upwards of a year or more, we want it deluxified, we want full transparency from the publisher, we want gameplay videos, we want 3D renders demonstrating how it plays, and we want gorgeous art. We want it all! And as a consumer - I want all those same things too. However, all of that stuff, aside perhaps from transparency, has a huge price tag. What I’m positing here is that transparency on true funding goal for most companies has its own price tag. A lack of hype, buzz, marketing sizzle lines, momentrum, funding, and guaranteed success after the first couple days of a campaign can be utterly crippling.
The TL:DR here is simply simply « Be kind to Diea games. » There’s no part of any publisher I know of who is trying to pull the wool over the eyes of their customers. Everybody is making decisions that they think will lead to both the best business outcome and the best product for consumers. A runaway success in funding will always mean a better product at the end of the day. They did everything they could to try and make that happen - it sucks that it didn’t work out. Every publisher out there is struggling to deal with all the new realities that covid, the recent supply chain issues, and an unprecedented amount of competition have brought to the board game industry. This is a really expensive industry to be involved in - both from a publisher and consumer side. I hope that even through some smoke and mirrors, we can all assume the best in each other.
Ca sous-entendrait que le Marvel Zombies ne serait même pas un gros coup de nimp, mais le prix que payent désormais les éditeurs pour les frais de port…
Normalement un client ne doit pas se faire refacturer les frais de fret (enfin cela est communément dans le prix du produit car ça fait parti des couts de prod).