Last time, I went over how a campaign should plan its stretch goals and communicate about them, but I didn’t say much about the nature of stretch goals themselves. So it is time to discuss that.
And before I go into my thoughts on the topic, I think this requires an extra disclaimer. While I have a strong opinion about how stretch goals should be planned and announced, the nature of stretch goals is a much more complex topic, one where the nature of the game, the profile of its communities, the capabilities of the studio play such big roles that it would be hard for me to establish rules the way I did in the previous piece. For this reason, take all of the below as general guidelines and if anything feels inappropriate or odd for your own project, it is probably because it is and you should ignore what I say. On with it.