On the 13th of May, Kickstarter officially launched in Germany. In just eight days, the service will officially launch in France.

I went back to my data and looked out some numbers on the historical Kickstarter performance for creators from these countries. If anything, it paints an interesting “before” picture to compare to once we get to the “after” period.

Bear in mind that before Kickstarter is available in a specific country, a series of complex hoops had to be jumped through in order to put a project on the platform. A couple of points to keep in mind:

  1. There are a number of projects that are mislabelled on Kickstarter and  listed as American or Canadian while the company developing the project is indeed from another country. Like when (French developer) Ankama went through its Canadian subsidiary for this project (so it doesn’t appear as French in my data):
  2. There are a lot of projects that couldn’t – or didn’t want to – jump through those hoops. A number of them just passed on crowd funding, while others just went to a platform more accessible to them. Like when Frederick Raynal’s Gloomywood went to Ulule to get funding for its game 2Dark (they won’t appear either as I purely track Kickstarter at the moment):

 

Kickstarter across all categories

While I have relied on the data we regularly collect, each country’s profile is available through the Advanced Search pages on Kickstarter:

German Projects

French Projects

# of successful project per category (prior May 2015)

$ successfully raised per category (prior May 2015)

 

 

Looking at the number of projects funded, Germany and France seem pretty much on par (156 funded French projects for 169 funded German projects); and this holds true on the total amount raised as well, with around $7m in France for $8m in Germany.

The category spread is very different though. Both countries have a similar amount of success with Technology projects, but the Wireless Smart Headphones excellent success in Germany accounts for close to half the money ever raised in the country:

I will look into the Games category more in depth later.

Another interesting comparison I ran was on their relative success to failure ratio:

[ALL CAtegories] projects on Kickstarter (prior May 2015)

The success ratio in France has been around 45% against 40% in Germany. I find that very intriguing – and suspect that Germans are possibly more entrepreneurial than the French; however, the announcement for Kickstarter opening in Germany has been a lot less shared than the French announcement (double the number of shares on Facebook and about 15 times more on Twitter). It may be that the French were waiting more patiently for an official local version of the platform.

Games projects

[TabletopGames] projects on Kickstarter (prior May 2015)[Video Games] projects on Kickstarter (prior May 2015) [tabletop games] $ raised by successful projects (prior May 2015)  <p data-wpview-marker=

I was surprised to see France ahead of Germany in the Tabletop Games category, when Germany is such a big market for those games. It may be they have a more solid infrastructure for creators, making crowdfunding a less prominent avenue.

On the video game front, France has had quite a few successes, and while they didn’t have any mega hits, there were five projects raising more than $100,000.

In Germany, there has only be two projects that have been able to raise more than $100,000, despite a larger number of projects launching on the platform.

 

In a few months, I will check to see the impact of Kickstarter opening locally for a future blog post.

 

At the moment, from the projects that launched in Germany, PVP MMO Das Tal is currently leading the charge:

In a recent article on gamesindustry.biz, Jurie Horneman mentioned a notion I have been discussing on and off when talking (mostly with students) about monetization and business models. That notion is form factor and its role in the process of building a game.

This goes beyond the way you monetize a game, but as this is the core topic I am usually addressing, they are often associated in my past lectures on the topic.

Before Jurie’s article, I had been contemplating putting down a blog post on this topic and its role in the process of building a game. With his article on play context out, I think this is as good a time as any to actually do this.

I’ll try to keep this concise, though might expand on the below some time in the future.

What is the Form Factor?

In the hardware space, the form factor is the shape of a device and what that shape is trying to convey to the users. It can be how the device will be used (one hand versus two hands) or how it will be perceived (luxurious or affordable).

The term is frequently used in the mobile sector to compare different devices – the fact that the shape of the object has a direct impact on usage makes it a core element of their design: you hold it your hand after all, and both input and display are combined.

The notion I am referring to is a bit of an abuse of the term in that sense, but it has felt like the right term when I first used it, and has grown on me since, so I hope you will allow me this xxx to me.

The form factor I am referring to is not specific to a device, but a wider notion across different type of designs. Where game making is concerned, I consider that more or less all touchscreen mobile phones share the same form factor, and the same holds true for all tablets.

But it also goes beyond the physical characteristics of the device and includes what are the input mechanisms, where you sit in the real world when you play the game. The obvious game platforms we can distinguish here are consoles (in the couch with a pad) and PCs (at a desk, with mouse and keyboards). Those would be two fundamentally form factors that would lead to different game design decisions.

But to make it complete on the notion, I need to add a third layer here as well: the software environment. That’s really needed to account for PCs, but there might be other use cases I haven’t thought of. So, in the same way the user behaviour and expectations on a game experience will vary based on the device the player is playing on, the same holds true on whether they play a game from a client on the desktop, or in a browser, or in a browser on Facebook. Playing a game in a browser puts the player in an environment prone to distraction. Many people run live social channels on that same browser – as you play that game you will more than likely see notifications taking you in and out of your game experience. The perception of the value of the game is also going to be different if it runs in a browser or as an independent client. Facebook is just that extra layer on top of the browser, making friends interactions easier, but distractions also more numerous. It dramatically change the game experience.

I am not shoe-horning an extra level – the usage pattern differences are the same and it belongs to that Form Factor notion. And I have a great example illustrating all those principles very elegantly:

supercell_logo_black_on_white

 

Supercell

Supercell, makers of Hay Day, Clash of Clans and Boom Beach is (rightfully) seen as the epitome of the successful mobile developer. They have been valued at over $3bn and have run ads during the Superbowl, but what do they have to do with form factor and video games?

I am a big believer in understanding companies through their history and what is in their DNA. To me Supercell is the epitome of a business built around the understanding of form factors and video games.

So, let’s go back in time a bit. Diane and I met Ilkka Paananen for the first time in 2011, in the early days of Supercell. At the time, Ilkka was presenting Supercell as “the next generation’s Bigpoint”. The company strategy was to build very high production value browser based games, trying to replicate Bigpoint success story, still on the browser, but with high quality, real-time, 3d looking games.

At the time, I was very convinced with the validity of the idea. There was a lot of discussion about 3D in the browser, Unity was on the rise making this easier, and you could do a lot of things with flash (which was Supercell’s approach) that looked 3D and polished. Plus there was this feeling that browser based games were ready for real time gameplay.

Supercell’s very first game was Gunshine. Imagine a diablo-like game, real time, top down 3D, set in a post-apocalyptic world, running in flash and our browser.

Or have a look at the trailer:

 

 

The game was incredibly polished and smooth for a flash game. The production value was through the roof, the code behind was incredibly robust (never seen a flash game that complex run that smoothly), the gameplay was decent with a few genuine nuggets of brilliance here and there. And a commercial failure.

And it wasn’t a matter of a bad launch and Supercell moving on. The launch failed, then the re-launch (with much improved onboarding, and reworked gameplay) failed, and the re-branded launch (under the much easier to remember and much more explicit title Zombie Online) failed.

 

And they went back to the drawing board. The core concept didn’t change, but they shifted the interpretation of it. They still went to build the “next generation’s Bigpoint”, but rather than looking at what the current browser could do that the old one couldn’t, they went to what is essentially the next generation’s equivalent platform: the tablet.

Not the mobile phone, the tablet. The early days of Supercell after that pivot was very very focused on game for tablets. All their marketing and communication was focused on the fact that their games were iPad games, not mobile games.

The other thing that changed was instead to try to graduate “browser games” to “proper games”, taking a 3D real time Hack & Slash game to the browser. Supercell went to take “browser games” to the new casual ultra accessible platform. Hayday is Farmville. Clash of Clans is Travian. They are very different executions of those games (especially Clash of Clans from Travian), but they are the same core games. And the same core games properly executed for the form factor of the tablet: the real estate of the screen is really optimised for a tablet; the orientation is landscape rather than portrait.

 

 

 

But those games also benefitted from that tablet-first approach from the fact that players play differently on those devices. The better battery life means longer game sessions. The perceived value of the games played on a larger screen (compared to phones) makes the payment process more acceptable.

Had Supercell used a mobile-first approach, which at the time was much more the norm, I believed they would not have had the same success.

They have now transitioned from that position, and the market has evolved as well. What was considered high production value back then is not the same; the acceptance of the Free-to-Play model has grown significantly over the years; and those aspects are part of that notion of the form factor: users expectations and perception related to the devices and platforms they use need to be part of the design process of the games.

 

Another anecdote to close this example section, a few years back, Diane did a mission for a company running a game in a browser. During the mission, they extended the game to mobile as well. The game was cross platform between its iOS version and its browser version. This was the exact same game, with mostly the same audience (at the time). They suddenly monetized better. From one version to another, users felt that now, the game was 1/ worthy of their investment; 2/ said investment was way easier to perform through the App Store in-app purchases. Payment integration, as part of the user experience, is part of the form factor considerations.

 

Concluding thoughts

I could write a lot about designing game for the form factor, there is a lot to say. I will leave you with a few thoughts on platforms beyond the mobile/PC/Consoles triptych, and how we need to integrate their form factor when designing games for them:

  • Coin-op. How much of the design of those games were based on the fact that you were playing the game in a social environment; you needed short sessions, that were fulfilling but would leave you with a will to get more. How would you design a coin-op game, in 2015?
  • So many things we don’t know yet on how games in VR will be played. Session length for instance? There are a lot discussion around making session short, but do we really know. Input devices? Valve and Sony have ones, but are they ideal, what do they imply when they haven’t been used them by large groups? Price points? If there is some truth in the idea that the smaller the screen, the cheaper people expect the game to be, would that mean that VR games could be accepted at a higher price point?
  • Smart watches. What is a good game experience with those? Will they be relegated to notifications from your mobile games, or can they build their own genres of games?

In an attempt to go further with the media monitor analysis, I will change the rhythm to a quarterly review schedule, in addition to Special Editions whenever a major event has occurred like the latest GDC one. Now, because I haven’t done an analysis for December 2014, you will get a 4 months special Quarterly review.

December 2014

Platforms

12_Platforms - Number of Articles - DECember 2014

 

We talked about it extensively, in December, Sony played a master move with the Playstation Experience.

This is very apparent in the month data, with the Playstation brand getting more than 80% more mentions than the Xbox one. It pushed December above June as the best month for media awareness for Sony, despite the incredible coverage that E3 is getting.

Games

12_Games - Total Reach - DECEMBER 2014

Grand Theft Auto lead the charge, fresh off a November release on the PS4 and Xbox One, and the upcoming PC version in early 2015.

It is interesting and unusual to see The Crew, a game with a lower profile than many of the others in the above ranking. The early December release may have helped, it is the only listed game that released that month.

Finally, last note on my part, is the excellent performance of Hearthstone. The Goblins vs. Gnomes set was the first significant beat that month, followed by the release of the Android version, that also received extensive coverage (about 280 articles just on this).

January 2015

 

Platforms

01_Platforms - Number of Articles - January 2015

January is usually a quiet month announcement-wise. The most significant growth in media mentions for a platform is Windows 10. It shows Microsoft ramped up its effort with the new year, mostly it’s coverage on the preview event from January 21st.

Interestingly, Oculus had a stronger-than-usual media presence thanks to Microsoft too. The Hololens announcement generated a lot of articles mentioning the Oculus device as a comparison and/or reference to the Augmented Reality/Virtual Reality arms race.

Games

 

01_Games - Total Reach - january 2015

 

Dying Light was released end of January, getting the new release spotlight for itself. Similarly to the previous month though, most of the most mentioned games are actually not out during that month, January being relatively quiet releases-wise.

It is interesting also that it is probably the month that has the widest “spread” of news. From our usual top 15 games, we rarely see games with fewer than 2,000 mentions in the month. For example, League of Legends’ 1,751 articles is actually a pretty regular performance for the game (even if it was a good month with a few nice news items, including the release of music tracks related to the game), and not something particularly exceptional.

February 2015

Platforms

02_Platforms - Number of Articles - february 2015

February saw similar numbers to January. Windows 10 dropped off, but not dramatically, entering an ongoing phase of promotion from Microsoft.

Games

02_Games - Total Reach - february 2015

The Order: 1886, released that month, topped the ranks. It is very hard to measure how much the controversy around the lifespan of the game helped those numbers. In the past, when looking at controversies, it seemed they didn’t add that much volume though.

Dying Light being released at the end of the previous month pushed it further into February’s media presence.

And while Battlefield Hardline’s strong performance was a ramp up towards its March release, it is also notable that Mortal Kombat X picked up up nicely while its release wouldn’t be until mid-April.

March 2015

Platforms

03_Platforms - Number of Articles - march 2015

March was GDC. So a lot of the extra media coverage came from the news around the event and I would encourage you to read the article written on this.

Android’s strong presence is coming from the MWC in Barcelona, with its numerous Android-related announcements. The nVidia New Shield micro console reveal at GDC also helped a little bit.

Microsoft was also quite aggressive with its Windows 10 announcements during GDC, supporting its strong media presence.

Games

03_Games - Total Reach - march 2015

March saw a similar trend as in February, but with Bloodborne taking the top spot. The game’s excellent critical reception explains the sudden burst of media coverage, beating Battlefield Hardline despite being a new brand.

The Witcher 3 edges closer to release and re-appreared in the top 15, roughly at the same level as in January.

Hearthstone, as in December, had its upcoming expansion to thank for entering the top ranks.

 

Upcoming content

As I move towards quarterly reviews, I will try to use the free time to get more case studies and carry out analysis of specific events. On my list at the moment, the Deus Ex: Mankind Divided announcement and Goat Simulator. Let me know if you have specific games whose media presence you would like me to break down.

 

Methodology reminder: For more details on the methodology and the way the tool we are using is working, check the dedicated blog post.

Available now is our latest report. This time around we are analysing PC Free-to-Play shooter games. I am always tempted to say it is about FPS games, but there are a number of games in that list that are not in the first person.

The report provides an overview the market as a whole before going into specific, country-to-country market data and then even further into a game-per-game analysis. We took the individual game analysis a level further, and specifically analysed each game’s F2P mechanisms and the way their stores function – including the ways in which games are managing soft currency and the hard currency.

Below are a few samples of the additional graphs we generated, using the additional information on the way the games’ stores function.

 Shooter F2P titles - percent of items impacting gameplay

World of Tanks - shop profileTeam Fortress 2 - shop profile

Planetside 2 - shop profile

Have a look at the table of content for more details on the report. It covers 15 titles across 178 pages and costs £4,000 (incl. tax):

You can purchase the report directly from our website or you can contact us.

In my last blog post on Kickstarter, I explained how there was a significant drop in the amount of money that went to video games over the past year. Being 3 months in 2015, now seems like a good time to review how the year has started, and how it compares to last year’s trends.

Quarter-to-Quarter analysis

Before looking into 2015, I looked at Quarter-to-Quarter trends from the previous years – with the idea of providing more context when looking at the Q1 number for the current year in relation to patterns from previous years.

We are still in the early days of crowd funding, and I only have 2 years to look at properly: 2013 and 2014. Prior to 2012 the numbers are just too low, and 2012 numbers themselves are incredibly skewed by the fact that it took off after Q1.

Kickstarter Videogames - Total # of projects

Kickstarter Videogames - # of funded projects

Kickstarter Videogames - Total $ pledged

Here is how I see the quarterly patterns:

Q1 is usually a quieter month. It’s after Christmas, and there are fewer projects overall. This means that we can expect it to accrue less funds.

Q2 is a very strong period. The best quarter in both years in terms of revenues and a strong proportion of funded projects (slightly higher ratio of funded projects as well, especially last year).

Q3 is the summer. Both years, it had the lowest quarter of money raised. I suspect big projects avoid to launch during the summer (wisely). But it also has the highest number of projects submitted (possibly that’s when hobbyist projects get launched as they have more time then?) – it doesn’t prevent them to get funded though.

Q4 is the pre-Xmas insane rush period for the game industry. Getting visibility then is extra hard, we can see it has a lower than average ratio of projects getting funded (true for both years). However, projects that get funded are well provided, this is the second highest quarter per money pledged. Probably helped by a few larger projects again.

Q1 2015

 Total amount pledged per year Subcategory - video GAMES

Purely in terms of money raised, 2015 is having a great start.

As shown above, Q1 is historically not the strongest quarter, and already more than $8.5 million has been pledged for videogame projects.

# of projects per year - VideoGAMES

Looking at the number of projects though, it paints a slightly different picture. While money-wise, this year seems ahead of 2014, looking at the number of funded projects, we are in the same range as 2014 for the same quarter. And a similar ratio of projects getting funded (roughly 19.5% in both cases).

It means that Q1 2015 has had quite a few very well funded projects in proportion to Q1 2014 (and belying what was seen in Q1 2013 too).

 

# of successful project per tier (Total $ raised)

# of successful project per tier (Total $ raised) Subcategory - video games

 

So, I am left with an interesting question. Q1 2015 has started really well, from a money raised standpoint. But looking beyond those five very well funded projects, it seems like that quarter has not been performing on par with last year.

I used to tell everyone that big successes on Kickstarter were always helping the smaller projects, bringing attention to the platform and driving traffic to games that had more limited communication means. I am wondering if that effect has weakened somewhat (it was a very videogame specific effect, other categories didn’t see much of this) and if this is perhaps another part of the evolution of the crowd funding ecosystem for games. I think so, but it is still quite early to say.

And for what it’s worth, April is looking good so far.

Note on the methodology – Reminder on how data is gathered. It is automatically scrapped (thanks to a tool provided by Potion of Wit) from the publicly available data on Kickstarter.com. Because the website is evolving overtime, the scrapping methods is also changing. You may see discrepancies on old data we provided and data provided now. It mostly come from the evolving data scraping process.

Following up on Thomas R. post this week on PR for indies, I wanted to share the presentation I gave this year at GDC during the Free-to-Play Summit. The lectured was framed as PR for F2P games in Europe, but at the end, it was more a “PR for F2P games” in general, with a side of European specific comments in it.

As always, the slides would be better in context of the talk, but there are probably informations that are relevant without the context. Once the video is up on the GDC Vault, I will probably notify it here.

Last disclaimer before the slides: I was very much a sock puppet during that lecture. The day-to-day PR work is very much done by my team, so I ended up repeating a lot of what they told me… That’s not me covering my ass, that’s me telling you all that they are the clever knowledgeable bunch, not me.