Following up on my medium.com piece on the Yooka-Laylee campaign, I feel there is a need for a dedicated blog post on the most common mistake I see on crowdfunding campaigns, both large and small alike: the management of Stretch Goals.

Stretch Goals?

For those who are not familiar, Stretch Goal is the terminology now commonly used for the additional goals creators add to their campaign for actions and features they will implement once they raise beyond their original goal. They became more and more common as crowdfunding soared in popularity. I believe their origin lies with the tabletop campaigns, where adding new rewards to a campaign became a popular formula to expand beyond its initial objective. The first campaign I saw use this very efficiently was the original Zombicide campaign, which raised $780,000 in April 2012.

Stretch Goals are not just creators trying to keep their campaign going strong after reaching its initial goal. There is also a strong demand from backers, who wants to see the project they support expanded on with the extra cash raised. The pressure to promise more content is very real and can become a very insidious trap. But more on that later.

How to manage Stretch Goals

Beyond the few campaigns I got directly involved in, I have provided advice for a lot of campaigns over the last 3 years. I have also now run 3 workshops with creators on how to properly manage a crowdfunding campaign. I have put my most frequent advice from these experiences below:

DO NOT ANNOUNCE ANY STRETCH GOALS WHEN YOU LAUNCH YOUR CAMPAIGN

There is nothing to gain from announcing as you launch, and everything to lose. I will use a very extreme example to illustrate this: Zombie Playground

Zombie Playground was a campaign launched in May 2012, right on the back of Kickstarter’s first big wave for video games. It had its initial goal set at $100,000, and in the middle of that first wave, might have been deemed as easy to reach by the creators. From the very beginning, they set a series of Stretch Goals, that they called Milestones. They had 5 Milestones, starting at $100,000 (for the basic pitch), to $2,000,000.

ZPG_01

ZPG_02

 

And this is the description they had for $2m:

ZPG_2m

And right here, in the first sentence, you have the biggest issue with announcing your Stretch Goals early: “Complete vision of the Zombie Playground school world.”

The campaign didn’t go well (lots of reasons for that, you can read the updates if you are curious), and it raised “only” $167,000. If you follow this blog regularly, you know that raising more than $100,000 is not a small achievement for any campaign, but here, it was seen as a big failure by the backers… And rightfully, they were more than $1,800,000 short for the “complete vision” of the game.

Like I said, this is an extreme example, but this is very true for any project with Stretch Goal announced from day one.

Stretch Goals are moving the backers’ perception of what is the goal of the campaign

I will go a bit further:

There is nothing to gain by announcing Stretch Goals early

Let’s go through what might happen to your campaign. For the purpose of this article, imagine you are trying to raise $100,000. To make my point, let’s say that you have roughly three potential outcomes:

  1. Your campaign fails to raise its objective. The Stretch Goals you have announced are useless, and if anything they might have convinced some backers that the game they wanted wasn’t the one at $100,000, but the one you would do at $150,000 for instance. It might have convinced them you would not reach that goal and decided them in not backing you altogether. Following the 20/48 rule, you have shot yourself in the foot there.
  2. Your campaign is successful, but not by a vast margin. You might have reached your goal midway through, after the momentum of the first few days, and many people have moved on from your campaign to other things. While announcing you have reached your goal is a nice beat, announcing your Stretch Goal is not. They were already announced. If anything, you are inviting data-driven people to make their own back of the envelope calculations on your chances to reach those Stretch Goals, dismiss the ones they deem as out of reach. Re-igniting interest is difficult during a campaign, and you don’t have the announcement effect to help you here. Potentially, you have anticipated your success the wrong way, and all the Stretch Goals look out of reach to your backers and have no beneficial effects.
  3. Your campaign is widely successful. You reach your objective in the first few hours of the campaign. You might have suddenly passed through a number of Stretch Goals that will now be taken for granted and provide no benefit to your campaign promotion. The pacing you have set for your Stretch Goal might be very off – there might be too many small Stretch Goals that are too easy to achieve and you need to keep them coming (especially as you have set a precedent for them), or they might be spaced too far from each other and run into pacing issues. This is clearly the best problem to run into, but again, you leave yourselves in a situation where you lost control of an important aspect of your campaign.

There is simply not a scenario where you benefit from having your Stretch Goals at the beginning.

IMHO, the best way to present your Stretch Goals at the beginning of a campaign is as follow:

  • Acknowledge that in fact, were you to reach your goal, you have made plans to add Stretch Goals to expand on your projects
  • Do not give too many details about those goals (like the exact content of those Stretch Goals or the amount at which you want to set them)
  • If you know that there are some elements in your campaigns that people will want to see and you have planned them in Stretch Goals, it is ok to hint at them being considered as Stretch Goals, if you were to be lucky enough to reach your goal

The objective at the beginning is to keep all the focus of the early campaign to be on the initial goal, and the initial goal only, and to keep Stretch Goals as new beats to keep the momentum of your campaign.

There are backers that will always be asking about them. Some will in fact demand them, holding their precious pledge hostage if you don’t promise X, Y or Z. And you know what? That’s fine… Tell them you are not comfortable discussing these things while your campaign is still not funded, and things will come in time. And if they don’t want to pledge now, they shouldn’t. Invite them to keep an eye on the announcements you do as the campaign advances (“Hey, why don’t you follow us on Twitter or Facebook to make sure you don’t miss when we announce the Stretch Goal to port the game on N64 as you have been asking?”).

 

Let me give you some examples with a couple of current campaigns.

Everspace

The campaign was launched on August 6th and will end on September 11th. They are asking for €225,000 and have currently raised €156,000, and by all metrics, this campaign is going well.

This is what they have on their page about Stretch Goals (they changed the order of some the goals, but they announced them from the very beginning):

Everspace_Sg

For a €225,000 campaign, they already have announced Stretch Goals going up to €725,000; and the goals range from €50,000 to €125,000 each. The campaign is probably going to settle around €7,000 on average per day, taking them 10 more days to reach their initial goal (likely a bit less as getting close to the goal usually helps a campaign). Then, with 15 days to go, they will likely reach 2 or 3 Stretch Goals.

They won’t go to the point where they will reveal those goals 06 and beyond. They are missing out on announcing what the most exciting Stretch Goals are going to be.

Holding on their Stretch Goals, they would have had been able to announce them mid-campaign, they also most likely wouldn’t have changed their goals in the first few days, as it would have given them some time to understand what were the most important requests from the community and plan accordingly.

Pauldron

The campaign was launched on August 10th and will end on September 9th. They are asking for $5,000 and have currently raised $4,000. It’s very likely this meet its funding goal.

This is what they have on their page about their Stretch Goals:

pauldrong_Sg
At their current pace, they might raise $20,000, an excellent performance considering their objective. But if you look at those Stretch Goal through the lense of a potential backer,  I cannot see them as positives. Why not wait for the game to be sure to have “better art” before backing it. Surely, the devs think their current project is going to be ugly if they phrased it that way?

This is clumsy and the exact same plan could be a positive if only presented differently… Keeping the goals secret, to only announce the $10,000 “art boost” after you have reached $5,000, it suddenly becomes an awesome new feature, instead of an admission of sub-par art as it stands now.

The project is also at a stage where it is not safe from sudden success. With such a “low” objective, a simple featuring in a large media outlet could take it beyond all those Stretch Goals in one instant. Not that it would be bad, but as you have to re-plan all your strategy for Stretch Goals in that instance, everything that has been announced cannot be used anymore as part of your plan. $10,000 to port the game to both android and iOS sounds incredibly low to me for instance.

Going to a recent, but completed project:

Bloodstained

Concluded on June 13th this year, the campaign’s goal had been set at $500,000 and raised $5,545,991 after 33 days.

And this is what their Stretch Goals are looking like, after the campaign:

bloodstained_Sg

They met all their announced Stretch Goals, all 27 of them.

While they did announce Stretch Goals from the beginning, they only had Stretch Goals to $850,000 initially (4 Stretch Goals), and opened new Stretch Goals, but only to up to $2,000,000 on their second day (when they were at $1,500,000). This is what their Stretch Goals were looking like when they made the first update at the time:

bloodstained_Sg_update1

 

Passing all their initial Stretch Goals was a non-issue, they even gave away 3 Stretch Goals that had been unannounced at the time (showing generosity, as they should in such circumstances). But they only set 2 new Stretch Goals. After 2 days of campaigns, being at $1,500,000, it was obvious they would pass those in a breeze (they passed $2,000,000 on day 5).

But they kept very much in control of the pacing and the promises made (something you need to be very careful about, it is oh-so-tempting to over promise during the high of a campaign).

Here is the rhythm at which they unlocked their Stretch Goals:

Bloodstained on Kickstarter

As you can see, the longest they went without a Stretch Goal being met was 3 days. They also didn’t meet multiple goals per day very often. This was limited to the very beginning, where they had momentum, the very end, where a huge additional momentum also happens, as well as on Day 16.

You will notice I highlighted Day 12 to Day 16… These Stretch Goals are very interesting, they were for the 8-bit music Tracks. The Campaign broke down from its usual $250,000 on average per goal, to do 6 smaller Stretch Goals every $40,000 at that time. They could have easily packed them all together, but by breaking them down, changing the rhythm pattern at the moment of the campaign reached its slowest point, they guaranteed things were still happening at a decent rhythm. There is no doubt the team behind the campaign has very deep understanding of how crowdfunding campaigns function.

I won’t want to go too much into it, but they also put together an achievements system, a parallel system to the Stretch Goals to unlock more content, not based on meeting financial goals, but on meeting some other metrics, mostly based on community activities, an excellent way for them to motivate the existing community to spread the word on the campaign (and stay engaged with them after the campaign):

Bloodstained_achievements

An excellent addition to a campaign, as long as you have the critical mass to make it work (I wouldn’t consider it for a campaign raising under $500,000).

Planning your Stretch Goals

Enough looking at others, how should you plan your own stretch goals?

The same way, I was looking at 3 possible outcomes for your campaign in regards to the announcement of Stretch Goals, you should consider 3 scenarios when planning them:

  1. Your campaign is going to make it, but just about. You don’t need any stretch goals in that case. Or maybe one, to announce towards the end, in case the last couple of days go very well. But this is a scenario you should look at outside of considerations with Stretch Goals. If you just make it, will you be able to make the game you promised? A very very important question to ask yourself, throughout your planning phase.
  2. Your campaign gets funded, but only mid-way through. Your Stretch Goals need to account for the fact that you are going to be in the mid-campaign “death valley”. You probably need those Stretch Goals to be relatively small, in order to meet some of them before the end, where you may want to have one a bit more ambitious, counting on the last days momentum to meet it.
  3. Your campaign is funded in a matter of hours. Hurray. You have the best problem in the world. Plan to have a few nice Stretch Goals that you can easily give right away, and more planned to space nicely along the rest of the campaign. You probably want to have Stretch Goals of different (financial) sizes, that you can swap around as you announce them to fit with the current rhythm of your campaign.

Armed with those 3 strategies, keep them close by, and see what happens at launch. And adapt. One of the great strengths of a crowdfunding campaign is the actual feedback you get from your backers. Your well thought out plan might be going to the gutter when the initial feedback for Stretch Goals is not about a port for your game to the N64 as you had planned, but to have more hats added to the game. By planning well you can rebound more easily. As you can reshuffle what you had planned, and be more prepared in terms of budget estimates if things unexpected get massively requested.

All games are not equal

This said, this is an ideal scenario. One that doesn’t account that each campaign and each game is its own unique snowflake. There are many games that don’t have a lot of flexibility in terms of what you can add to them, and the granularity at which you can go.

Narrative games for instance, don’t lend themselves for that unique hat for in-game characters that only backers can have. This is the kind of thing that will get you further in a multiplayer game though. You may want to add extra chapters for example, but those don’t come cheaply.

Don’t try to shoehorn a specific piece of content just for the sake of having the right Stretch Goal

It is important to embrace your game identity and make sure everything you promise during the game fit its nature.

Let me illustrate this with the Strike Suit Zero campaign, that I collaborated on.

The campaign was very specific. It was put together not to fund a new game, but to finish one already in production. Because of this, we had some very specific constraints: we couldn’t add any Stretch Goal that would compromise the release date. And because the game was already relatively advanced in production, adding new content wasn’t an option (we had already added some risks there with some of the rewards for the backers).

The Stretch Goals for the campaign we couldn’t pace ideally, so they had to be quite chunky as it meant adding resources outside of the core team who were working on delivering the game.

The studio ended up meeeting its objective mid-way through the campaign, and missing its second Stretch Goal not by much (the Mac and Linux versions were done in the end though). There was just no margin of maneuver by which Stretch Goals could have been added in a more granular way at the time. And that’s okay. The main goal was to fund the end of the development, and that happened.

No Stretch Goals

Stretch Goals are now seen as component of any campaign. I spend a lot of time discussing with creators about to launch their campaigns, and they all have them planned out (even if too many of them also plan to explain those extra goals from day one). But… it doesn’t have to be. Some projects are very complete by themselves, and it shouldn’t be a mandatory step in your campaign if that’s the case.

Exploding Kittens had a great approach to this. They blew their goal almost immediately, they were very happy they could make the game they had been working on, and just didn’t care about Stretch Goals (they went with a campaign achievements system, which Bloodstained’s took inspiration from). And some backers might get angry about this, the logic being “the money you get from the campaign should go towards making the game”, but that’s simply not true. If you set the right goal, that’s what should go towards making the game. Everything extra, you can dispose of the way you want. Stretch Goals will get you further money-wise, but also will make you commit to more development. Ponder what you really want to do, and choose your battles wisely. Sometimes, less is more.

 

TL;DR

Don’t announce any stretch goals. Be humble about your initial goal, be focused on the early days of your campaign.

Plan for different scenarios.

Don’t feel like you need to have Stretch Goals because everyone else have them.

 

I used to check Kickstarter numbers every month. But as things were getting busy on other fronts, I settled to check on the numbers every quarter, or when I have a conference coming up where I am talking about the topic, whichever happened first. I keep an eye on projects though, but that doesn’t allow me to get a proper grasp of the trend… This 2nd Quarter of 2015 has been particularly active, with lots of big projects doing really really well (and remember, that’s even before Shenmue 3), so I was going into the spreadsheets with that in mind, and expecting a strong rebound for video games on Kickstarter. Unfortunately, I was very wrong.

 

A few reminders on the data collected and how it is presented:

  • Kickstarter changed the way creators can categorize their projects in April 2014 and added new subcategories to the Games section.
  • The data presented only includes projects that ended before the 1st of July 2015. So yes, it is already much bigger purely with the Shenmue 3 campaign.
  • All amounts are converted to USD. However, I used a fixed exchange rates and the data is spread across many years, with wide variations in the real exchange rates.
  • I have changed the definition of money raised. I used to take all the money “pledged”, but this wasn’t very accurate. I now only look at the money pledged by projects that met their goal.
  • The data is collected automatically (thanks to our friends at Potion of Wit), sometimes some projects are missed or not properly parsed. If you run similar scripts, you may have different results.

 

The hidden, slow decline

While we are only half way through 2015, looking at the year so far is a good way to get an impression of the current trend.

totalUSDpledge_successfulprojects_peryear_videogames

At the beginning of July, video games projects had already raised more money than the whole of 2014. And this is without two of this year’s heavy hitters, Shenmue 3 and Bard’s Tale 4, (who have raised more than $7.8m between them). However, this is not something to be celebrated. While it is nice to see that Kickstarter is still a platform where a project can gather a lot of support (2014 was a very scarce year as far as big projects were concerned), the truth is, 2015 so far is the worst year yet for “regular” projects:

 

USDpledged_peryear_tiered_videogames

The majority of the money raised by video games was through very large projects. If the current trend continues, projects that raised less than $500,000 are on track to garner less money than in 2014.

In 2013, there was a significant correlation between large projects hitting the platform and smaller projects getting more support. The big projects were bringing more visibility to the smaller ones. This behaviour has now gone apparently.  The below graphs better illustrate the situation:

USDpledged_peryear_tiered_videogames_sans500ktier

This is the same graph as previously, without the $500k+ projects. While projects under $10k might be on track to raise an equivalent total as in 2014 (or a bit more even), projects between $10k-$50k, $50k-$100k and$100k-$500k are underperforming compared to last year.

We are not talking about a few projects that should have been in that $10k-$500k bracket over performing as big hits. Looking at the raw numbers of projects involved, it is clear there is a drop in those tiers (and I doubt the rest of 2015 will be massively different):

fundedprojects_pertier_peryear_videogames

If anything, I don’t expect as many big projects for the second half of 2015.

But, wait! This isn’t the only way to look at it? Maybe there has been fewer projects overall?

Not really:

totalprojects_peryear_brokendown_videogames

If we can imagine more projects than last year to get funded (or in the same range), it will be thanks to the steady growth of the  small projects (the ones below $10k; for those, Kickstarter is getting stronger with time I suppose). But overall, the total volume of projects submitted to the platform is growing, meaning the proportion of projects getting funded is going down.

So the “success rate” is going down? How bad is it?

To be fair, this is more a symptom of Kickstarter just getting crowded, sometimes with very low quality projects.

One way to quickly measure those low quality projects is to look at those projects that got $0 pledged to them:

successratio_vs_0usdratio_videogames

In 2015, we are getting a smaller proportion of projects getting funded, while the proportion of projects that got $0 pledged to it is increasing. $0! It means even their mums didn’t support their project… That’s almost 150 projects at $0 pledged in the first half of 2015, against 189 for the whole of 2014.

This emphasises the burden on project creators to promote their projects as the discoverability on the platform is not helped by those low quality projects.

But, Thomas, you are not accounting for the mobile games you said? Maybe it is changing the trends?

Let’s look at mobile games then. It was introduced as a new subcategory in April 2014, so please remember the numbers for that year are only partial numbers. So, how big are mobile games on Kickstarter?

totalprojects_peryear_mobileb

So, for every mobile game project, you have 3 video games projects. That’s actually a lot!

Sadly, they haven’t read my blog and they don’t know that Kickstarter is not a good platform to fund a mobile titles:

totalprojects_peryear_brokendown_mobile

For every mobile game project that managed to get funded, 8 video games projects reach their goal. Less impressive…

And then, there is how much they raised:

totalUSDpledge_successfulprojects_peryear_mobile

In 2015, video games raised 70 times more money than mobile games.

This is how the mobile game projects are doing per tier:

USDpledged_peryear_tiered_mobile

And yes, mobile projects also tend to have a much higher ratio of projects stuck at $0 pledged:

successratio_vs_0usdratio_mobile

 

More than a third of the mobile game projects don’t get a single dollar pledged to them…

In conclusion, Mobile games are not where the secret success of video games is hiding.

Where is it going?

I wish I knew. I don’t like the trend. While Kickstarter is growing (more projects gets funded; more money is pledged) this growth is at the extremes: very small projects and very large projects. Here I was hoping that the wave of big projects would benefit projects across the board.

So, based on all of the above there are a number of thoughts I currently have:

  • The Kickstarter fatigue is real and the large projects didn’t make it disappear, and it might be affecting mid-size projects the most. If anything, the big projects are hiding the issues.
  • Mid-sized projects are in that odd budget range where it might either feel too expensive for what the game is, or too cheap for its ambitions. If you compare industry budgets to make PC and Console games (the platforms that are relevant to crowdfunding), those mid-tier budgets are actually very low. Most PC games these are probably above $500k than below. The audience might be wising up to this and prefer to go for the project closer to their full budget cost (which is arguable as I believe the Kickstarter “hits” are as under budgeted as the other ones).
  • There might be a lot happening outside of Kickstarter. The last time I properly checked the other platform and their relative weight for video games on the crowdfunding space, they were representing an incredibly small proportion of the projects (both for number of projects and the $ amounts raised). it might be time for me to do another pass on Indiegogo and see if it has increased its market share.

Overall, I think this is a maturity issue. Big projects go for low hanging fruit, using their brand power, and small projects are struggling to build a proposition where they can make the audience care about them. This is a shame, there is still so much potential for crowdfunding to grow, but there is a need for better best practice to be implemented across the board. That’s also true for large projects: I can’t believe Shenmue 3 was so successful when the campaign was poorly put together and terribly mismanaged (if you want examples then feel free to seek me out at the next conference I am attending). Crowdfunding sceptics have another great case study of fans being mishandled; potential projects creators will have  wrong expectations based on that performance. The ecosystem needs a “growing up” moment, probably starting with more transparency.

I recommend reading this Polygon article on the topic too: ‘Big indie’ Kickstarters are killing actual indies

 

Appendix – List of projects that raised more than $500,000 in the first half of 2015

In a couple of weeks, Thomas Reisenegger from the ICO PR team will giving a talk at GDC Europe titled Everyone Can Do PR: How Small Studios Get Themselves Heard.

The talk is an evolution from the one he gave in Vienna in January, with some format changes to help the audience better understand the key takeaways.

 

However, one topic we have been discussing is how to add was some metrics to accompany the presentation. While there is a lot of common sense behind most of Thomas’ advice, we thought that adding some hard data was a good way to sway an audience perhaps unfamiliar with the day-to-day workings of PR but with a strong scientific predisposition (game developers, basically).

 

A lot of this will read as obvious to some, but now we have the data to back up these common assumptions on timing of communications.

 

I went into the media monitor tool, and ran some numbers. All the data below is based on one year of media tracking (from the July 1 2014 to June 30 2015), and it is based on the number of articles published by the websites we monitor. The idea is to look at what are the hotspots for the media, when they publish and when they don’t and take it into account in your PR strategy.

 

Days of the week

Journalists tend to work mostly during week days, from 9 to 5. Making an announcement during the weekend makes it less likely to be picked up. In the same spirit, publishing late on Friday will likely push your news to the other side of the weekend, or possibly cause it to miss the news cycle altogether.

weekday_all_games

 

Beyond Saturday and Sunday, Monday is the 3rd slowest day in terms of volume of publications. As people come back from the weekend, it may take a while to go through events from the weekend and get back on the rhythm.

For reference, I have compared Games media to Tech and General Interest media:

weekday_all_acrossmedia

Monday as a “slow” day is true across the board. General Media (newspapers, magazine outlets) tend to have more activity over the weekend, as could be expected from a media type that covers news on a 24/7 basis.

It is interesting to note that they are also variations across languages. These first two graphs are across all languages, and I looked at language specific trends:

weekday_defruk_acrossmedia

The concentration of media publications during the work week is actually more pronounced in the English language outlets than the French and the German ones. If anything, French websites are the most likely of the language groups to publish over the weekend (not what I would have expected).

 

Monthly data

I have talked in the past about the volume of media coverage at certain time of the year, but that was mostly in the context of specific games. This is the opportunity to look at overall volume of articles, month-on-month.

monthly_all_games

Clearly standing out is the month of June, thanks to the great media coverage of E3, it is the one month during the year that sees the most output from game-related outlets. Getting media attention during E3 is difficult, but that’s also true for the week before and the week after.

March is also a busy month. As the last month in the financial year for many companies, it sees a number important games releases. GDC San Francisco is also probably contributing in the extra media coverage.

January is a slow month, and probably the time of the year where it is a bit easier to pitch a game to the media that may be a struggle otherwise.

July/August are also slow, but it might be more due to holidays (and fewer editors available to maintain the output). Gamescom is probably helping in August. It’s particularly apparent when comparing other media types:

monthly_all_acrossmedia

I might do a follow-up purely to discuss October/November, but suffice to say, that while it sees a lot of media coverage, it is highly concentrated on a few AAA games.

The process to do this for each month would be too time consuming for now, but to give an example, I went and look at the weight of the top 10 most mentioned games across all the articles published by video game media, and it is scary, almost an article out of 4 is about a game in that top 10:

november14_games_topgamesratio

There are also local specificities that are interesting to consider. Here are a few chosen examples:

monthly_fr_games

May in France is a slow month. There are a lot of bank holidays, and many people take a few extra holidays to maximise their time off.

monthly_de_games

The German media output is very steady. Steadier than any other languages. The summer months are not incredibly lower than the others. And it is worth noting that gamescom, being a local event, is probably having a significant impact on the August numbers.

monthly_uk_games

At the other end of the spectrum, English-language media has a significant drop in the summer, bigger than the one seen across all languages, and gamescom only helps a bit.

This discrepancy between the 3 languages is even more striking looking at the Quarterly data:

quarterly_defruk_games

It shows the relative importance of E3 and gamescom for the 3 different languages.

TL;DR

Don’t announce over the weekend or late on Fridays.

Avoid making key announcements in October or November; around E3 in June; and you probably want to stay away from the summer holidays too.

Do go to Thomas’ talk if you are at GDC Europe.

 

 

 

* These monthly data have been adjusted to take into account the fewer number of days certain months

 

A year ago, I did a pretty extensive analysis of the media coverage around E3. Well, I have done it again, and it now benefits from the added experience of data tracking for the past 12 months.

As usual, if you are not familiar with the way the data is collected, I invite you to read the blog post on the topic. For the purpose of this article, I have only looked at the data from articles published during the week of E3 (from Sunday to Saturday).

Last disclaimer: of all the games that were featured in the main press conference, we have one that is problematic to track with our current tools and which has been excluded from all the data below: Just Cause 3. Just keep this in mind, we haven’t ignored it, it is just a slightly problematic game for us at the moment.

 

Platforms

To get started, I wanted to get advantage of some information I didn’t have last year: the data from the previous year.

Comparing the coverage year-on-year is an important indicator, one I wanted to check first. It is important to note that the number of media we properly track is constantly evolving – some websites die, some news ones emerge, and sometimes the websites break the way we track them, so the system for tracking articles is consistently improved upon. Overall, I think the pure volume of media we track is increasing overtime, but it is a rather slow increase.

E3 - Platforms in the media - number of articles

In terms of number of articles, we can see a decline for both Sony and Nintendo, while Microsoft has a significant increase in the media coverage. This might come from a stronger line up on Microsoft’s part or weaker showing from their competitors. We shall see later, but it might also come from a more clever selection of the multiformat titles featured for the respective conferences (well, between Sony and Microsoft as Nintendo is not invited to play that game).

* The following graph requires some pre-explanation. In order to measure the magnitude of an article, with have created a formula based on the websites’ Alexa ranking to give their articles different “weight”. The more popular the website, the more weight we give to their article. This value is called Reach in our tools and range from 0.1 to 10. For example, currently, Eurogamer.net has a reach of 10, Gamasutra.com has a reach of 9, MondesPersistants.com has a reach of 2. So what you see below, is a chart of the total reach of all the articles showed above. We refresh the reach values constantly.

E3 - Platforms in the media - Total Reach

The graph shows an interesting pattern. It shows that the media coverage might have reduced in volume, but the media covering the event have grown. It could be the websites have a better penetration than last year, or it could be more general interest media (that tend to have a much better reach) are taking a bigger interest in the video games news.

It also shows this year wasn’t a Nintendo year, hardly maintaining its reach from last year when both Microsoft and Sony expanded.

Looking more at the specific platforms more specifically:

E3 2015 - Platforms - number of articles

Leading the pack, the Playstation 4 has roughly the same volume of articles as last year. Xbox One saw a 25% increase in the number of articles mentioning it. The Wii U, the PS3 and the Xbox 360 are all seeing a decline. That’s understandable for the two “old gen” machines, but more concerning for Nintendo.

On the front of the new technology, Oculus Rift (which had its own media conference the week before), Morpheus and Hololens are all holding up nicely in the same range.

I added StarVR, newcomer to the VR scene, as they had just announced their existence and had a presence at E3. With 264 articles, and considering their lower profile, I think this is a good performance.

Games

I have kept things a bit simpler this year and avoided looking at the games as mentioned during the console makers’ conferences. They tend to bleed over the conference of the publishers and not provide much insight. I am going to experiment with the publishers conferences instead – especially as this year two new companies are trying themselves at this perilous exercise with Bethesda and Square Enix joining EA and Ubisoft.

But, first, just looking at all the games we track, here are the top 15 games the most mentioned during E3:

E3 2015 - Top 15 Games

First thing to mention, all the games making the top 15 were featured during one or more of the media conference.

Second thing to mention, FALLOUT 4!!! I have meant to write an article on the media coverage the announcement for the game had but couldn’t make it happen pre-E3. From the current research I made for that article, Fallout 4 announcement is the most covered game announcement since we track these data. By a large margin. But even with such a strong sign of the franchise power, I didn’t expect Fallout 4 to dominate by that much, especially after the storm of coverage that FF7 and Shenmue created.

Bethesda had a brilliant timing and this helps a lot for their presence in that chart (Fallout 4; DOOM; Dishonored 2). By going first on the Sunday, with journalists all already present in LA and with nothing to do for a whole news cycle but write about their games, Bethesda snatched a great spot. Fallout also got double featured, at the Bethesda event as well as the Microsoft briefing.

Sony, despite losing ground to Microsoft year-on-year, still has the knack to bring topics that make the buzz going: Final Fantasy 7; Shenmue on Kickstarter; The Last Guardian. They certainly won’t be able to use a similar trick for next year – unless they can convince Ubisoft to announce Beyond Good and Evil 2 at their press conference that is…

Comparing the publishers’ conferences

E3 2015 - Publishers compared

[click to enlarge]

Looking at publishers one by one, Electronic Arts looks a bit underwhelming. Arguably, Battlefront did very well, considering how loved the franchise is (the movies and the games), it is a bit surprising it didn’t perform even better. It didn’t pass on the coverage Battlefield Hardline received the previous year, a surprising fact. Mirror’s Edge coming as the 2nd game of the publisher is more surprising. While critically acclaimed, Mirror’s Edge wasn’t a big hit. Few details were available ahead of the show (and seemingly not in a controlled fashion that might have compromised the potential) possibly making it a hot topic for journalists on site last week. Interestingly, FIFA 16 has about 20% fewer articles this E3 than what FIFA 15 had last year. Pelé didn’t make up for it.

Bethesda is the clear “winner” this year. They didn’t have many games at the show, but they got the interest of the media. While Fallout and DOOM are strong and well established franchises that haven’t been seen in a while, Dishonored 2 has done very well for itself. For the second title of a new IP, it received 50% more coverage than this year’s Assassin’s Creed. Quite the performance. The other surprise is Fallout Shelter. While Fallout is obviously a strong brand, mobile games are generally not as well covered as PC/Console titles by a very significant margin. Fallout Shelter is not only the 4th Bethesda most talked about game (coming before The Elder Scrolls titles as well as Battlecry), but it received coverage comparable to Ubisoft’s key titles. My theory is that it benefitted from a number of things: the Fallout brand; the 1st game on mobile for Bethesda; being available “right now”; the excellent Bethesda timing mentioned earlier. If you are a journalist in LA on the Sunday before E3, waiting for the big event to start the following day, why not download this now to give it a spin?

I have already mentioned Ubisoft twice in this section, not in a very positive manner. What happened? To be honest, I like Ubisoft’s conferences. But maybe the formula is a bit too established? The Division‘s very decent performance is the saving grace, and a surprising one to me: this is not the first time the game is presented at E3. But it managed to garner more coverage than last year (about 10% more). Possibly, the fact it got featured during 2 of the conferences helped significantly? I imagine the game was playable on the show floor and that, along with a release date, was a contributing factor. Rainbow 6 Siege was also present at last year E3, and it also received more coverage this time around. Assassin’s Creed Syndicate is the disappointing element of the Ubisoft line up. Assassin’s Creed Unity had about 2,300 articles during last year show – compared to this, Syndicate doesn’t even reach the 1,000 articles threshold. I found the trailer quite compelling, I suspect something different happening in the strategy for the game this time around: looking at the daily data for the two games, it is obvious there was significantly more coverage on the days after the conference for Unity than for Syndicate. Overall, a weak media presence, especially considering that last year, Ubisoft had Assassin’s Creed Unity as the most covered game of E3 and Far Cry 4 as the 3rd most covered game of E3.

To conclude this section, Square Enix returned as a publisher hosting a conference. It wasn’t an easy ride for them – they had to postpone their conference after realizing they would collide with Nintendo’s; and the conference itself was… let’s say there is a huge margin for them to improve for next year. But beyond those considerations, the numbers are showing up. Even if you are ready to consider the Final Fantasy VII as a unique anomaly (how often will you be able to reboot one of the most well-loved games in the world?), the Hitman announcement has been very well received (arguably, I think the Deus Ex announcement in April was a better announcement, but that will be for its own case study). Deus Ex Mankind Divided did very well. It was supported massively by the 20 minutes demo on the show floor – a video of which was shared later in the week, leading to a lot of additional coverage for the game. Tomb Raider is getting a very decent amount of coverage, but maybe not to the extent I would have expected for the franchise. Overall, Square Enix did incredibly well (and that’s without being able to properly track Just Cause 3). Not sure how much more coverage they got through this though – a lot of their coverage was supported by console makers conferences (FF7 with Sony and Tomb Raider with Microsoft).

 

It is fascinating to see the two publishers that aren’t traditionally seen hosting an E3 conference performing so well in comparison to EA and Ubisoft. I am pretty sure the devil is in the details, and the fact they elected to have a conference this year of all years was also driven by the strength of their announcements. Nonetheless, I wouldn’t have predicted such an outcome.

 

Mobile titles

This segment is a bit of a stretch as they aren’t many mobile titles that are part of the E3 line-ups, but it is the opportunity for me to make a point that I already discussing on the Goat Simulator case study.

E3 2015 - Mobile titles - number of articles

A quick overview of the games, from the publicly available information:

Fallout Shelter (Bethesda) – a management game, set in the Fallout universe, revealed at the conference and available to all at the same time.

The Elder Scrolls Legends (Bethesda) – a CCG set in Tamriel, the universe of The Elder Scrolls series. Revealed at the conference, it will be available on iPad and PC but no release date for now.

Lara Croft Go (Square Enix) – a turn-based puzzle adventure game, based on the Tomb Raider franchise. Announced at the conference, nothing specific on devices required and no release date announced yet.

Minions Paradise (EA) – a management game, set in the Despicable Me universe. I am a bit confused on the whole announcement, trying to do some quick fact checks, it seems the app is already on the different stores, since end of April, but the conference presented it as an upcoming game, the host even stating “later this year”. So, go figure. Not sure it would have made a massive difference for the media present.

Star Wars Galaxy of Heroes (EA) – a CCG set in the Star Wars universe. Announced at the EA conference, no release dates and no devices specified.

Kingdom Hearts Unchained Key (Square Enix) – an adventure game (I think) set in the Kingdom Hearts universe (now, that’s the easy way out for me to avoid explaining that setting). Announced at the Square Enix press conference, with no release date.

 

Here are my takeaways (based on a very small sample, so it might not be worth much):

  • I don’t understand how the Elder Scrolls CCG got so well covered. It might be the brand; it might be the fact it was announced as coming to PC; it might be because Sunday was a pretty boring day in LA.
  • Minions Paradise had a whole part of the EA conference presentation dedicated to itself. With a trailer followed by a gameplay demo. Nobody cared. Planning your communication for your mobile title like a console or a PC game seems like a bad idea.
  • But not as bad an idea as just announcing “a Star Wars CCG with all the characters of the franchise you love”. I don’t think you can make it sound more generic and bland. At least, the Elder Scrolls CCG had a trailer of sort.
  • Lara Croft Go was very well covered all things considered. I suspect Hitman Go and the relatively good feedback it received helped, along with a peek at the art direction and the game style.
  • Nobody cared about Kingdom Hearts Unchained Key, despite providing a (cryptic, I admit) gameplay video.
  • Announcing your mobile game as it becomes available seems like a good idea. The brand is a multiplier if you have one.

 

Non-AAA titles

Finally, I wanted to also provide a sample of smaller titles, across the board from the games presented at E3, to provide some benchmark materials beyond the big titles. Here is the selection with some context:

American Truck Simulator (Excalibur Publishing) – announced during the PC games conference. A simulator where you drive trucks in America.

Beyond Eyes (Team17) – announced during the Xbox conference and featured during the PC games conference. A game where you play as a blind girl named Rae in search for her missing cat.

Crossing Souls (Devolver) – featured during the Sony conference. An action-adventure game in pixel art and with a goonies vibe to it.

Cuphead (Studio MDHR) – featured during the Xbox conference (and revealed last year IIRC). A run and gun Platform game drawn in the style of 1930s cartoons. Also, my personal favourite concept (along with SUPERHOT).

Mother Russia Bleeds (Devolver) – featured during the Sony conference. An ultra violent Beat ‘Em Up game set in an alternate 1980s USSR.

No Man’s Sky (Hello games) – featured during the Sony conference and during the PC games conference. A science-fiction game set in an infinite procedurally generated galaxy.

Unravel (EA) – announced during the EA press conference. A physically based platformer with a character made of yarn.

Vampyr (Focus Interactive) – not featured during any of the high profile conference but presented during the show.  An Action RPG set in early 20th Century England.

With the selection I tried to have games with different profiles, that were presented through different medium during the event and with interesting comparison points.

E3 2015 - Non AAA titles - number of articles

 

Crossing Souls and Mother Russia Bleeds are both published by Devolver, they both got the same visibility during the Sony press conference and they were both hands on at the show (from what I could gather). Mother Russia Bleeds also released a trailer later in the week. Ignoring the media that trailer generated, Mother Russia was still getting more media coverage than Crossing Souls. The more immediately understandable gameplay, and the very graphic violence possibly making it an easier story to relay.

Cuphead has received a lot of coverage, thanks to its very unique art direction. Considering that Beyond Eyes was featured at a similar level at the Xbox conference, and was featured again at the PC conference, Cuphead has been resonating better with the media (and makes for very shareable gifs).

No Man’s Sky and Unravel are two games that have been incredibly well covered, while being outside of the AAA norm. No Man’s Sky has been announced in December 2013 and was already featured at E3 2014 (at the Sony conference). Coverage this year has progressed from last year (about 200 more articles). Unravel on the other hand is one of EA’s rare venture into games outside of the AAA formula, and with its reveal garnered almost as much coverage as FIFA 16. What made those two games perform so well? With No Man’s Sky, there is no doubt since its announcement that there is a strong following for the game and media is following suit. The details are quite rare and the E3 demo, while short, illustrated elements of the game never shown before. Unravel on the other hand was an announcement (more case studies on those to come), garnering extra attention thanks to this, and the incredibly emotional designer that presented the character on stage (a real doll made out of yarn) probably resonated well with the audience, while being at odds with the usually dry and corporate image that people have of EA.

Vampyr  finally is very interesting. For not being featured at any of the conference, this game made by Remember Me and Life is Strange developer Don’t Nod, was relatively well covered with its presence at E3, illustrating that the press conference are not necessarily the end all solution for a decent media presence from your E3 show.

 

Closing words

I have tried to keep the size of the article under a manageable size. There are more that could be dug from the data gathered (and I might do some follow ups), but I hope this gives a good view of last week’s E3 and the media outcome from the different announcements.

There is no doubt in my mind that Bethesda is the clear “winner” of this E3. They brilliantly managed the event (from a media presence perspective at least) and I will be very curious to see next year who will try to get the Sunday conference spot. Prior to the event, I was very skeptical about Bethesda decision to do a conference at E3. Those conferences are expensive to set up and a massive burden on your teams to organise properly. I also tend to question the wisdom to share the limelight with your competition during the same week. Sony’s Playstation Experience was a great illustration of how running your own media event could benefit you in a great (better?) way than a shared global event. With Bethesda running Quakecon, I was thinking they would be diluting their effort in an event where it would difficult for them to shine. I was wrong – they did great. Which makes me wonder if the others were not wrong in sharing their audience with them this time around.

 

I will leave you with this comic from @TheMeatly, illustrating nicely those concluding thoughts:

 

Last week, I was at the Videogame Economic Forum in Angouleme where I gave a short talk about crowdfunding and video games. As I only had 30mn, and Luke Crane from Kickstarter was doing his own lecture with lots of numbers, I went more into actual advice on crowdfunding campaigns for games.

I don’t think the Core Principle will surprise anyone who follows me, but it was also the opportunity for me to put together a Dos and Don’ts list, something I meant to formalize for a while now. Those lists come with some caveats for sure, there are exceptions to them, but to most people, they should be good guides on the most common mistakes I see in campaigns.

 

 

As promised, here is the first in a series of case studies on specific games and their media presence. I have a couple of objectives with these case studies. First, I want to provide a sense of scale, by looking beyond the very top titles covered every month. There are a lot of very interesting games that have done very well in their PR endeavours, yet don’t necessarily come up in the monthly “top 15” I put together. These titles are better benchmarks for looking at the broader media landscape in games. These are titles that have been successful in their media outreach, they are on the high end of the benchmark, but provide a more “typical” example of coverage. Second, this is a great exercise to look at what kind of beats gain traction and how other games organise their communication campaigns.

 

With Goat Simulator having recently announced its zombie DLC, this is a great opportunity to look at how the game has done in terms of media presence. We start from its Dead Island-inspired trailer through to the most recent announcements. I prepared this article just before GoatZ  was revealed, so it isn’t in the below set of data. Read more