3 September 2020 | 36 Comments
Today I have 3 small topics I’ve been pondering recently, each followed by a 1-question poll. Thanks for sharing your perspectives!
Yesterday we launched the preorder for Tapestry: Plans & Ploys. A few days before the launch, we tried to implement something new as an experiment, but we discovered that we needed a little more time to sync properly with our US fulfillment center.
Basically, we were going to try to offer US customers the ability to choose from a few different shipping options. I’m sure you’ve seen this on many other webstores: There’s a default option, and if you want to pay a little extra, you can choose other couriers or shipping speeds.
I’m curious how often you upgrade your shipping options when placing orders online. I think the results could be enlightening both to companies like mine and to Kickstarter creators (who typically just offer one shipping option).
On a recent Facebook Live chat, someone asked me about the widespread nature of 3D printers and if it’s time for them to be used to create plastic components for games (instead of including those components in games).
My response was that I’m not aware of the majority of people (or gamers) owing and having easy access to 3D printers. However, that’s definitely a complete assumption on my part, so let’s find out!
We’ve seen various projects take backers on a journey with choose-your-own-adventure style stretch goals, including on the recent Token Sesame project. I love seeing creators implement creative, engaging, interactive stretch goals. Here’s a full article about various options.
At the same time, stretch goals are one of the top reasons why I stopped using use Kickstarter as a creator in 2015. I want to present the best possible product to customers from the start (and if I want to make an even fancier version, I can offer a deluxe edition, but it would also be the best possible deluxe version from the start). And if backer feedback results in some tweaks or additions, that’s great too.
I still avidly back Kickstarter campaigns, especially for tabletop games, and I’ve found myself caring a lot less about stretch goals and a lot more about reward pricing (with certain factors a given, like exciting mechanisms, clear communication, beautiful art and graphic design, etc). I still enjoy when projects reveal information about the game in small doses via project updates, shining the spotlight on specific elements to get me excited about it. That’s what I try to do with our design diaries when we announce a new product.
Thanks for responding to these polls! If you’d like to expand upon your answers, feel free to add your thoughts in the comments.
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