3 Crowdfunding Videos About Stretch Goals, Shipping, and Worldwide Accessibility

23 August 2018 | 2 Comments

Today I have a few videos to share from my Dice Tower crowdfunding series. These short videos summarize the key points from my blog about creating stretch goals, planning ahead for shipping/fulfillment, and enabling worldwide accessibility.

You can find the previous videos on our website or mixed in with my game design videos on YouTube. The corresponding written entries are in the description of each video (click through to YouTube to see them).

What ideas in these videos do you agree or disagree with? I’d love to hear your thoughts!

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2 Comments on “3 Crowdfunding Videos About Stretch Goals, Shipping, and Worldwide Accessibility

  1. My opinion, for new creators, is that it is 100% a community building tool versus a scales of economy tool. If a first project sells 500 instead of 300, they are likely manufacturing the minimum 1500 units, so scales of economy doesn’t exactly kick in. Once they sell 1k units in the Kickstarter, then maybe scale of economy kicks in based on larger print runs. But for the vast majority of first time creators on KS today, that is not the case. Stretch goals for those projects then become almost a marketing expense to sell more units until they hit 1k and then start to see scaling of the entire project. I agree on the two versions for games where it makes sense (with the lens that one day you want to bring your line of games to a distributor and that first game still needs to make sense pricewise to sell in distribution). Making a small margin bloating a game with stretch goals is too high a marketing expense if it prevents you down the road from distributing. Some Kickstarters are discounting their games on KS with a different MSRP intended for retail, which is somewhat controversial to retailers at the moment. I’m not sure what the solution for everything is but it’s all very exciting!

    1. Also to note is it doesn’t exactly have to be “economies of scale” where as lets say I have a game where the print run (landed) will cost about $5.7k for 1000 units. But $6.7k for 1500 units.

      But you have stretch goals for upgraded components like box, cards, printed inside of the box ect. that each only add like $100-300 to the 1000 unit print run. So you could still over fund your goal by $500 and still add in those upgraded components without actually using “economies of scale” but purely I have more money now to be able to put more into the same size print run.

      As long as you are not over bloating it with upgrades packed into the same size run and now there is technically no margin in retail.

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