As is the tradition, this is the follow-up from the overall Kickstarter annual review from last week, with a focus on the Games category. Again, I will talk about Kickstarter, but I shared some insight on crowdfunding across different platforms for video games in a piece on PC Games Insider.

Games category now leading on Kickstarter

We talked about it last week, but that’s a notable change from 2016. Games represented 26% of all the money pledged in 2017, and 15% of all the funded projects.

There are two very important things to notice here.

First, the overall money raised by Games projects saw a significant bump in 2017. Secondly, the total number of Games projects that tried their luck on the platform has stayed roughly the same, at just under 7,000 campaigns total, but more of them achieved their funding targets in 2017, compared to the previous year.

We can consider that the platform has reached a better maturity point, where the projects trying to get funded having a better sense of what is required to meet their funding goal. There were 15% more Games projects funded in 2017, compared to 2016.

More money was raised all projects tiers. The top-tier, $500k+ projects represent a lot of the total money raised, of course – there was $70m raised by these projects alone. But the number of projects successfully raising between $100k and $500K is also up on previous years, representing about a third of all the money raised in 2017.

The number of projects in the top tier didn’t move from its 2016 figure – 38 Games projects raised more than $500k in 2017, the same number as the year before. A few very large projects represented a lot of the money raised. Notably, the record breaking Kingdom Death Monster 1.5, that became the #1 project in the Games category, raising $12.4m, and The 7th Continent, that raised $7m on its own. Together, these two campaigns represent more than 12% of all the money raised in the Games category, in 2017. And it is no surprise that they are both tabletop games project, and both of them are sequels/reprints of already successful Kickstarter projects.

Looking at the subcategories, the number of funded projects for video games has dropped a bit from 2016. There are a few more Playing Cards projects and generic Games projects funded. But more significantly, the number of Tabletop Games projects has grown significantly, up 18% from 2016.

And of course, almost all of the growth in the total amount of money raised by Games projects is fed by the Tabletop Games subcategory.

A look at the minor subcategories

  • Games. This catch-all subcategory, meant to cover any project that the existing labels don’t properly represent, doubled in size in 2017, both in total number of funded projects and total amount of money raised. It is still a relatively small total, as it only covers those odd projects with an identity that’s hard to define, but it ought to be mentioned. To understand what this kind of projects these are, I give you the top two projects of 2017, both “golf” related: Chip-Down: Golf for the Non-Golfer and Beer Pong Golf : Golf Spieth Can’t Master
  • Gaming Hardware. We saw more hardware projects getting funded in 2017, but none of them was a mega hit. It is still worth noting than more projects passed the $100k bar than last year (five in 2017, compared to only one in 2016). And if you are curious, the largest project of the category was The Dreamcade Replay retro console.
  • Live Games. A niche subcategory, it has declined a bit in 2017, for the first time since its addition. One project passed the $100k mark for the first time for the subcategory. However, it’s a little bit at odds with the kind of projects you usually find there, and would probably be more at home beside the two previously mentioned golf titles in the Games subcategory. Take a look at CHIPPO: The New Golf Game for Beach, Backyard & Tailgate.
  • Mobile Games. A regular piece of advice I give to people is to not crowdfund mobile games, so I am quite biased when it comes to analysing this category. In 2017, it passed the $500,000 in total funding raised. That’s probably the equivalent of one day of Supercell’s marketing budget for Clash of Clans. There are still about 37 projects that got funded, about 10% of all the projects submitted, way below the average for games’ projects. One project raised more than $100k, Epic Digital Card Game, but it happens to be a port of a very successful tabletop game.
  • Playing Cards. The third-largest subcategory, it saw some growth in 2017 both in terms of the total amount of money raised (+21%) and the number of projects that were successfully funded (+19%). Very noteworthy as well, is the fact this is the first year we’ve seen a Playing Cards category project raising more than $500k – The Name of the Wind Art Deck raised $630,000.
  • Puzzles. The smallest of all the Games subcategories, it had 17 projects funded in 2016, and 18 projects funded in 2017. The total amount of money raised was less than half the amount from 2016, but with so few projects, big variances are to be expected.

And now, looking at the two big subcategories.

A stable year for Video Games

With slight growth in the total amount of money raised, and a slight decline in the total number of projects funded, 2017 doesn’t appear to be exceptional one way or another for video games on Kickstarter.

There are a few things worth noting, though:

  • The total number of video games projects submitted to Kickstarter is rising faster than the number of funded projects is declining. It means the ratio of funded projects is going up.
  • This is the first time we see a decline in the number of funded projects in the Less than $10,000 raised tier. The other tier that sees a decline is the $50k to $100k tier. So, notable changes in 2017 seemed to occur within more the very small, hobbyist projects, as well as the projects raising between $50,000 and $100,000. For all the other tiers, there were a similar number of funded projects across 2016 and 2017.

My theory for the decline of the smallest tier is that fewer creators are trying to crowdfund their projects, and it directly affects that range more than the others. Kickstarter doesn’t have the visibility it had in the media, and it doesn’t come up as often as it used to as a viable platform for small projects.

2017 was mostly a better year for video games projects launched in USD and CAD. A higher proportion of projects in those currencies got funded than those in EUR and GBP.

I found it interesting to see that 12 video games projects launched from Mexico got funded, even if that represents a small total amount in the end. Also notable is the absence of projects launched through the Japanese version of the portal, especially considering how some of the biggest crowdfunded video games of all time originate from there. Kickstarter’s September 2017 launch in Japan looks like a flop so far, and the video game category seems to be the best illustration of that.

Tabletop Games: The Kings of Kickstarter

These two graphs tells the most significant story of 2017’s figures.

Tabletop Games have constantly grown over the past few years, both in terms of the total amount of money raised, and the number of projects funded. After a record year in 2016, the subcategory grew again, by +36% in 2017. The number of funded projects grew by +20%.

The growth invites questions, though. Will the subcategory stabilize? Will it crash? Can it keep growing?

There is no indication that its upward momentum will slow down anytime soon, even if record-breaking campaigns make it that much harder to keep up with the total amounts raised over a given year.

All the indicators for the subcategory are really healthy at the moment.

There has been growth across all tiers. This is, for me, a very important factor in determining how healthy the environment is, within this subcategory. If it were only good for the large, massive campaigns, it would not be a good sign; but having projects across all tiers growing shows that the ecosystem is not built upon a couple of metaphorical black swans, painting an inaccurate interpretation of the picture.

Projects across currencies are also finding success. Even if projects in USD represent the vast majority of the money raised and of the number of funded projects, projects in EUR and GBP are also healthy, representing more than 25% of the total funded projects.

This is especially interesting when you see campaigns that know that they will perform very well deciding to launch in USD, regardless of where they are based geographically. For example, 7th Continent, from a Paris-based company, launched their project in USD rather than in EUR.

 

Concluding thoughts

Last week, at the PC Connects in London, I delivered a presentation about the state of crowdfunding in video games. One point I made was the fact that Early Access is a much bigger competitor to Kickstarter than any other platform. One reason for this is the fact that, over the last year, the optimal window to launch a crowdfunding campaign for a video game has moved closer and closer to its ultimate launch. This is how I illustrated this (you need to click the image to see the gif in action):

What is very interesting is that, for tabletop games, that window has moved as well. Projects need to be more and more polished to get funded, but physical production means that the optimal window cannot move any further to the right.

The other important difference between video games and tabletop games is the fact that, for the latter, Kickstarter is the end solution for distribution for most projects. Whereas for video games, the end solution is Steam – Kickstarter helps a bit, but you still need to go to Steam.

So if your game in Alpha or Beta has a lot of appeal and replayability already, the chances are that when it is good enough to be showed on Kickstarter, it is also good enough to launch in Early Access. It is a lot less hassle, as you only have to concern yourself with the end game distribution platform. Early Access, however, doesn’t provide a lot of the perks that crowdfunding does – building the community, the opportunity to test your publishing skills, and building awareness – but I suspect to many studios, this is secondary, or underestimated.

What is also true, and a strong trend, is that many video games projects on Kickstarter are games that, by their nature, don’t have a lot of replayability (like, say, Point-and-Click adventure games) or immediate accessibility and audience appeal, making Early Access a path they cannot take.

 

All the Slides

A note on the methodology

Like for all previous blog posts on the topic, we have been using the data on the Kickstarter pages themselves (with the help of Potion of Wit) and the collection method is not without its own issues. Please consider all of the numbers presented here as estimates.

 

 

Before January is out, here is the annual look at Kickstarter for the year 2017. Where is Kickstarter going?

Overall funding bounces back


After its very first year of decline in funding of projects in 2016, Kickstarter sees a bounce back in the overall money actually raised.

That bounce is very timid though, even if it is enough to make 2017 the best year ever for the platform, this is a 0.03% increase from 2015, the previous record holder.


The number of funded projects doesn’t break the record though (from 2014), but it sees an increase from 2016 still.

What is remarkable though, is the number of projects submitted to the platform is still stumbling down, almost 6,000 fewer projects than the previous year, a -15% drop.

More funded projects, fewer projects overall, obviously the “success ratio” is looking better in 2017 than it has in a while.

Alongside the success ratio, we observed a drop in the ratio of project that raise $0 (also called the junk ratio). We are probably seeing the tail-end of the Potato Salad Effect.

 

Record breaking number of projects raising more than $100,000

If you are not familiar with the format I usually use, the following graphs are showing the breakdown of projects based on the amount they have raised (in USD).


Looking at the size of projects per tiers, there were more projects in all the funding tiers except the top ones. Even with fewer $500k+ projects than in 2016, there was more money raised on Kickstarter.

This comes from a record number of projects raising between $100k and $500k, and a sign of positive growth for the platform.

For the first time, in 2017, there were more than 1,000 projects raising more than $100,000.

 

Growth is almost coming all from the Games category


Looking at the categories in more detail, we can see that the growth observed in the amount of money raised is almost entirely coming from the Games category.

All other categories saw some declined in the amount of money raised, with the exception of Art, Photography and Publishing, respectively 2.5%, 1% and 3.8% of all the money pledged, where Games are now 26% of that amount.

Of course, the top three categories are still Design, Games and Technology, representing together 74% of all the money pledged in 2017. But this is the first time that the Games category takes the top spot.

 

Growth driven by non-US projects

There was more money raised across all currencies in the past year, except for the USD and CAD. Most of the of the money is raised in USD still, but since Kickstarter was launched in Europe, the total amount of money raised in EUR has grown every year, making it the 2nd ranking currency on the platform and representing almost 10% of all the money pledged.

 

A look at the categories

Kickstarter asks creators to put their projects in different categories. This allows us to look at the different trends of each of those categories. While you can find a lot more details in the documents on Slideshare, I have summarized some key takeaways for each of them below.

As usual, a dedicated blog post on the Games category will come soon.

Art

A record breaking year for Art. It passes the bar of $14m raised for the first time, including $2m raised by projects in GBP.

A significant growth in the number of projects that got funded as well, +24% compared to 2016.

Crafts

A relatively small category, the money raised by it dropped below $2,5m in total, while the number of funded projects grew a little bit. 25% of the money raised was done by projects in GBP.

Comics

The total amount of money raised in the category stayed about the same, but the number of funded project grew, and it has seen a constant growth for the past 6 years. There were more Comics projects funded than ever before in 2017.

Dance

Another small category, the amount of money raised and the number of  funded projects are at their lowest since 2011.

Design

After constant growth in the past few years, in 2017, the category saw its first dip, albeit a small one (-2.5%).

On the other hand, the number of funded projects is still growing, and across all tiers of funding, except the $500k+ tier which had the same number of funded projects it had in 2016 (55 projects).

Also noteworthy, projects in EUR represented 14% of the money pledged in the category, up from 8.5% in 2016.

More funded projects but less money raised overall, the Design category illustrates very well the 2017 trend.

Fashion

The Fashion category saw a small decline in the amount of money raised, and a significant growth in the number of funded projects (best year to date).

Projects in EUR represented 16% of the money pledged last year, another category where projects in EUR grew in their shares of the category.

Film & Video

Once the poster child of Kickstarter, the category has been in decline for the past 4 years, with 2017 at record low levels.

The amount of money pledged has almost halved in two years and the number of funded projects is the lowest since 2011.

Two notable subcategories saw an increase in the amount of money raised, though: Documentaries and Animation.

Food

The Food category saw a small drop in the number of funded projects and the total amount of money raised, but it remained at a stable level from the previous year.

Games

Like last year, I will do a deeper dive into this category soon.

To note though, the vast majority of the growth observed in the category is coming from the Tabletop Games subcategory (more than 2,000 projects funded in 2017).

Music

The other former crown jewel of the platform, along with Film & Video, that is seeing a constant decline over the past 5 years. The decline is both significant on the financial side and the amount of money raised. The total number of projects that achieved funding was at 2,200 in 2017, down from more than 5,000 funded projects in 2012.

Photography

The category has been stable in terms of total amount of money raised, as the total number of funded projects here saw a decline for a second year. It is interesting to note though that the amount of money raised by projects in EUR has doubled year-on-year.

Journalism

This is still a small category. It saw a decline in both the total amount raised and the total number of funded projects for the second year in a row. However, the amount raised by projects in EUR and GBP has increased significantly, both representing almost 14% of the total of money raised.

Publishing

This was a year of growth for this category, on all fronts, money raised as well as number of funded projects. The growth was across projects in USD, GBP and EUR. Children’s Books is again the top subcategory.

Technology

Another year with a small decline of the money raised and number of funded projects for the category, even for projects in EUR.

Theatre

A fairly small category that continued its decline. It dropped to its lowest amount of money raised and number of funded projects since 2010 (when Kickstarter was just a year old).

 

Concluding words

2017 was not the best year for Kickstarter, but it still maintained a good level of funding. The good news is evident when you look at the number of projects that are funded on the platform. These are quite stable, and even growing in some categories, but the number of projects submitted to the platform are also going down. I believe that Kickstarter has suffered from the fact that many low-quality projects have been creating noise, presenting an image of a platform where “bad” projects are welcome. The fact that the number of junk projects is going down can only help the platform.

I have concerns though on how the communication of the platform hasn’t adapted to its new paradigm. It wants to be this platform for cultural projects, but films and music projects are becoming rarer, and it is not addressing the fact that games, especially tabletop games, along with design and technology projects, are what the platform is now about.

I am not suggesting to ignore its cultural roots, but very little has been done to improve the way the platform supports the current top categories. And the same could be said about the lack of features developed to support the expansion of the platform in non-English territories.

All the slides

A note on the methodology

Like for all previous blog posts on the topic, we have been using the data on the Kickstarter pages themselves (with the help of Potion of Wit) and the collection method is not without its own issues. Please consider all of the numbers presented here as estimates.

 

This is the week after gamescom, and as is tradition, I have some numbers to share about the event. I will reference data from previous years (some slightly adjusted), as this exercise has been done now for 2014, 2015 and 2016.

gamescom 2017

New dates

As for the last 3 years in a row, the dates have changed, with gamescom roughly a week later than the previous year. Moreover, it now starts on Tuesday instead of Wednesday, and ends on the Saturday rather than the Sunday. For professionals (at least the ones coming from Europe), it has the advantage of covering the work week, you can easily be back home on Friday.

Press Conferences

Microsoft kind-of had a press event? It was more similar to the Nintendo Direct format, with no onsite event, just a live video event being streamed. For reference, the last time Sony had a press event at gamescom was in 2014; while Microsoft skipped last year.

The Microsoft event seemed very weak to me. They only announced one new game for Xbox, Jurassic World Evolution, and it is not a very strong fit for a console genre-wise. They actually held their best game announcement for the following day, revealing a new Age of Empires is coming. The limited Scorpio edition also got decent coverage, but it seems to me it is more a sign of how light the event was in content.

Numbers

I went and pulled the attendance numbers from the previous years, to see how gamescom is doing in that regard. You can find the 2017 numbers here.

gamescom is not growing much. It seems to have reach its critical mass a few years ago now. I was wondering if the change of dates, especially not having the Sunday anymore, would impact the attendance numbers negatively, but it seemingly had no effect, or it might have even helped that slight growth in attendance.

Trade visitors is also very stable, even if lower than the peak seen in 2015. 30,000 professionals attending is quite impressive, it has to be said.

The number of exhibitors though is ever increasing. The multiplication of smaller companies (indie studios; micro publishers; other vendors) is probably at play here.

There are also the odd exhibitors, whose presence is always a bit confusing:

https://twitter.com/icotom/status/899550107779178497

gamescom in the media

This year’s edition of gamescom was relatively underwhelming when it comes to strong media beats (new games; high profile announcements; trailers on high expectation games) – and the media coverage would reflect this.

gamescom 2017 has seen the worse performance where media coverage is concerned since I started tracking it in 2014. Arguably, the numbers stay in the same range as the ones of 2014 and 2016, but it seems like on one hand Microsoft didn’t put any real show with its media event; while on the other hand no one picked up on the opportunity that gamescom represents.

Looking at the volume of media coverage per languages, it is interesting to see the past trend of increased visibility of the event with English media continues. The drop of German coverage (both in volume of articles and number of media) is intriguing and might be the results of a shift in the German media landscape.

The Platforms

With Xbox having an extra dedicated event, it should not be surprising that it secured more coverage during the week of gamescom, regardless of how weak the announcements there were. Xbox One X is getting a lot of attention as the newest hardware to be available, and the games supporting it got their fair bit of coverage.

Despite 2017 being weak overall, it is the best gamescom for Xbox since I started tracking media exposure. I find it very interesting that at the Cologne Messe, in the public area, the Xbox booth was actually quite small again. Microsoft seems to be careful with their spending there, at least for the second year in a row. Both Nintendo and Sony had vastly larger spaces, but even major publishers, or game studios had more space. It seemed to me that the Farming Simulator’s booth was only a third of Xbox’. And the Wargaming booth, also in the same hall, was probably twice as big.

Despite this being a good year, I can’t help and wonder how much it could have been for Microsoft with a stronger line-up of reveals considering their performance with their half-hearted presence.

Rather than compare the media performance of the Switch to the PlayStation 4 or the Xbox One, I found it much more interesting to present it compared to the Wii and Wii U coverage of previous years. Like at E3, Nintendo is really ramping compared to during the Wii era. This weeks Showcase was also very interesting on the indie front, and should contribute to Nintendo media coverage growth.

The Games

Games in orange were the ones first announced during this gamescom (arguably, Biomutant leaked a few days earlier).

Like last year, these were the top 30 games based on their media coverage. Here are a few thoughts:

  • Final Fantasy XV had multiple announcements that week, taking it to the lead in coverage. Interestingly, it was also a top game last year.
  • Overwatch is still very strong in the media. Blizzard is quite careful about always having announcements to make during gamescom, and it is paying off.
  • Playerunknown’s Battlegrounds took a while to build its media presence. The Xbox One port is certainly helping, but the general strong interest in the title is putting it firmly on the list of media darlings, in a similar way to Rocket League.
  • Biomutant’s strong media presence is proving that gamescom is an excellent opportunity for publishers with less muscle than the publishing powerhouses using E3 as their main media event of the year.
  • Jurassic World Evolution and Age of Empires IV, the two new titles announced by Microsoft, secured a significant amount of coverage, but nothing actually crazy. Most of Microsoft media coverage was around the titles supporting the new Xbox One X, rather new games.

Closing Words

Next year, gamescom’s dates are for once not changing. They keep the Tuesday to Saturday formula, at the end of August. It will be interesting to see if more companies decide to use it as a springboard to announce new titles, following the steps of THQ Nordic’s Biomutant.

 

Post-Scriptum – If you have been following us for a while, you might have recognized Martin Rabl, an ICO alumni, on the coverage of Angela Merkel’s visit of gamescom:

Like last year, I did a mini-research on games on Kickstarter at the mid-year point. It allows me to keep an eye on any trends, and to check hard data properly a little more often. On top looking at the Games category and the video games and tabletop games sub-categories, I am also throwing in a few numbers on Kickstarter overall.

As a side note, it was interesting to see that our Campaign Review service has been very popular this year, and I updated the page about it.

A few disclaimers on this article and the data:

  • A significant change I have made in my methodology is to use different exchange rates. I used to have a fixed exchanged rate applied to all projects. I now use the average of a given year. It will have an impact on the numbers you saw in the past.
  • I use the term Semester for a half year, from the Latin semestris, “of six months”.
  • Data is, as usual, collected with the help of our friends at Potion-of-Wit.

Kickstarter Overall – a steady course

Before we get into the numbers, I wanted to highlight a few things that have happened in the first half of the year:

  • As a Public Benefit Corporation, Kickstarter has released its first annual Benefit Statement. It is a very interesting read.
  • Kickstarter launched the Hardware Studio initiative. It comes on the heels of increasing reports of Kickstarter projects being copied and beaten to market.
  • Guest Pledging was introduced, allowing to back a project without having to create a user account.
  • And lastly, but more anecdotally, Yancey Strickler, the current CEO of Kickstarter, is looking for a replacement.

The last one I wanted to highlight as I sometimes find my research in media discussing Kickstarter, and they came up quite significantly in relations to that last announcement. But to the numbers, that’s what is of interest here.

As I have mentioned in the past, the Potato Salad campaign had a huge influence on the number of projects submitted on Kickstarter. If you are wondering about that sudden spike in the second half of 2014, that’s why.

Overall, we see a decline in the total number of projects launched on the platform, on quite a steep curve. However, the number of projects that get funded is seeing a very small decline in comparison. It’s also important to note that there are indications that the second half of a year usually performs better than the first half. And that’s usually true across all the categories.

You can see this effect a bit in the total amount of money raised by successful projects:

Despite the slight decline in projects, the first half of 2017 has been the best first half for the platform historically. It is very hard to predict how the second half will go, but it is likely that it will outperform the second half of 2015, making 2017 a record breaking year, improving from 2016.

 

Quick look at the Games category

I will share these numbers and chart as is. The analysis of the two main subcategories are much more telling of the current trend.

Video Games – at a stable pace

You have observed the growth of the Games category? Well, video games are actually not growing.

Video Games are keeping the same rhythm as the previous year, with roughly 30 projects per month getting funded. The second half of the year should probably see a few more projects funded than have been so far in 2017, if it follows the pattern of previous years.

As seen in the past data analysis, the Video Games subcategory is very dependent on hits when looking at the total amount of money raised. In that sense, the first half of 2017 has been the best semester since 2015. And yet, this is a far cry from the best semesters in that subcategory.

A stable number of funded projects, a growth in the total amount raised, despite Kickstarter having lost its novelty years ago now, it is still a platform that is consistent as a source of funding for games, the same conclusion drawn on the blog post from the beginning of the year.

An interesting evolution of the numbers when looking at projects tiered by amount raised, there is a growth of the number of projects raising between $100k and $500k recently. It seems this is a range of funding that is more accessible than it used to be, and could be where Kickstarter could grow its Video games subcategory.

 

The crazy growth of Tabletop Games

If we can’t see how the Games category can be performing so well from looking at Video Games, it probably means that Tabletop Games are doing incredibly well. That is quite the understatement:

Looking first at the number of projects, it is obvious that this subcategory of projects is bonkers:

  • There is a strong and steady growth of the number of projects that are funded.
  • There was no “potato salad” speculation effect in the second half of 2014 (at least, not as visibly as in other parts of the Kickstarter platform).
  • The number of projects failing is stable, meaning the success ratio is steadily increasing (62% of the projects got funded in the first half of 2017)

Following the steady growth of funded projects, it is not surprising to see a record breaking half-year, and if current trends continue there is no way that 2017 is not going to be the best year ever for the subcategory too.

Let me share the number that I find the most mind-boggling in the mid-year update:

24% of the money raised by successful projects on Kickstarter were Tabletop games projects

Of course, the huge success of Kingdom Death Monster 1.5, that raised $12.3m, plays a role in that impressive performance. But the growth is seen across all the strata of funding:

Across all tiers (except the lowest one) this was a record breaking semester in the total amount of money raised.

 

Conclusion

With board games growing so fast, and the rest of Kickstarter being still quite stable, it is clear there is a shift not visible at a first glance on the platform. There is a slight decline, or at best stability, across all categories, with the exception of one that keeps growing steadily.
By the time Kickstarter has found its new CEO, I can easily imagine games representing a third of the money raised through the platform.

And Games projects might be blurring the line between tabletop games and video games further, like the currently live campaign of Beasts of Balance:

We are hiring!

We’re looking for an experienced native English PR executive at ICO Partners with equal amounts of writing skill, creative flair and love of video games. Prior PR/marketing experience is required, but the role could also suit someone with a different background in online communications, like a community or social media manager.

In case you didn’t know, we are based in the South of England, in sunny Brighton, a lively seaside city just one hour from central London by train. Our PR work deals with online games – current projects include Crowfall and World’s Adrift while in the past we have worked together with Hi-Rez Studios and Riot Games, for instance – as well as indie titles such as The Lion’s Song, Northgard and older projects including 2Dark, Blackwood Crossing, the Endless games franchise and Fragments of Him.

If this sounds like you, and you’re interested in joining a small, fun-loving (but hard-working) team, please send your CV to jobs@icopartners.com and/or drop us a line for more info.

Here’s the job spec:

________

Who we are: ICO Partners Ltd., a small but growing online games services consultancy and PR agency based in Brighton, UK. Find out all about us at www.icomedia.eu.

Who we need: A flexible, experienced and motivated communications professional with a passion for video games.

Skills and requirements:

  • Native English speaker with very strong spoken and written communication skills
  • Minimum 3 years of experience in a position involving direct contact with the media
  • A background in PR, journalism, social media or community management is desirable
  • Deep understanding of the UK and English game media and industry
  • Proven organisational and planning skills, including PR planning and strategy
  • Self-motivated approach to work; ability to work to short deadlines and under pressure
  • Ability to work with and analyse data, as well as report writing
  • Experience working in multicultural teams and across languages
  • Additional language skills are a plus
  • Skills and experience in online marketing or social media is a strong plus
  • And last, but not least – A genuine experience and passion for video games

Responsibilities:

  • Managing relationships with journalists across selected European territories with primary care for English media.
  • Working closely with clients to create and implement PR plans, schedules and communications
  • Drafting press releases and media alerts
  • Developing and updating media lists and contact databases
  • Participating in daily media relations tasks, including media outreach, collection and analysis of press coverage, reporting, organization of events, interviews and promotions
  • Assisting with market research projects
  • Participating in product testing as required

Remuneration : TBD

Location:  Brighton, UK
Reports to:  PR manager
Hours:  Full-time, 37.5 hours per week

Contact:  jobs@icopartners.com

[EDIT – the dataset initially used didn’t properly cover the articles published on the 10th of June, making the EA coverage much lower than it should be. I have replaced the following graphs: Top 15 Games; Publishers Conferences Compared; Publishers in the Media]

It’s that time of year again: the week after E3, and time for me to go over the numbers and media coverage from the show, as per tradition. If this the first time for you, please fee free to have a look at the methodology used, and read the blog posts for 2015 and 2016.

Platforms

First, looking at the biggest players at E3, the console manufacturers, in many ways this was an interesting year in light of their performance at previous E3’s.

For the first time since we started measuring media coverage at E3 in 2014, Sony is not leading. It has to be said that the gap between them and Microsoft is very small, but this comes on the back of Microsoft growing for the 4th year in a row, and where Sony had its 3rd best performance out of 4 companies (on the back of its best performance last year).

Nintendo, on the other hand, has had its best E3, doubling the coverage they got last year. The Switch is clearly a commercial success and is also popular with the media. With a smaller lineup than its competitors, it is quite the performance for them. The wider 3rd party program, with Ubisoft’s partnership at the forefront, is likely a significant contribution.

Like last year, I created a Google Spreadsheet to list all the announcements done at E3’s press events – feel free to have a look for your own analysis of the lineup announced for each company:

https://twitter.com/icotom/status/874684542220722176

Personally, here are my thoughts on the 3 manufacturer press events:

  • Microsoft. It was their best E3 conference to date, as far as I am concerned. They finally hit the right tone in their announcements. However, nothing they have announced is really pushing the Xbox consoles over their competitors. Not many exclusives that would drive someone to pick an Xbox over anything else. The Xbox One X, if anything, is a console for the convinced customer, the one already in the ecosystem.
  • Sony. The conference wasn’t mind-blowing, and the media coverage reflects this, but I think Sony was just playing it safe. There have been enough PlayStation exclusives to come out ahead of the show to allow them to message the console as the better alternative in terms of catalogue. The numerous VR games shown was a great reminder of the PlayStation VR, a strong differentiator when compared to other consoles. My biggest issue with the event was the format. It was hard to understand if the pre-show was meant to be considered as part of the main event – and many of the more interesting projects were revealed there. I will also note that during the show, the dates of this year’s PlayStation Experience were announced. This is a strong message that PSX is becoming the main press event for Sony, and I wouldn’t be surprised if they’ve held back a number of high-profile announcements.
  • Nintendo. The numbers are quite telling – this was the best E3 for Nintendo in years. They were coming off of the back of an excellent launch for the Switch, and announced a number of high-profile games that are coming out very soon for the console. In terms of short-term hype, this was brilliantly executed. I am still somewhat confused by the Pokemon and Metroid Prime 4 announcements – they are likely to hype a core fanbase, and have the risk of setting expectations beyond what is being developed. I find announcements of this type are better done with something to show in order to frame what is being put together. But who knows with Nintendo? They may well knock these titles straight out of the ballpark.

Looking at specific platforms, a few things are interesting to highlight:

The Switch got more coverage than the Xbox One X last week – which is impressive considering the higher profile of the Xbox brand. Also impressive: the 3DS is still getting a decent amount of coverage.

 

The main point to consider, looking at the reach of each console, is the fact that the Xbox brand seems to be very good at getting covered by higher profile media. The short lead the Xbox One has over the PS4 is translated to a more significant lead in reach. And the Xbox One X, being slightly behind in terms of the number of articles compared to the Switch, sees a significant lead when considering the corresponding reach.

Finally, I wanted to check the VR device coverage, to compare it with last years.

Again, PSVR is leading. But, there were about half as many articles as at last E3. That’s a steep decline, most likely due to the fact that the speculation on VR is now in a different phase, with all the devices on the market and being known quantities.

Games

Like the previous year, I looked at the top games based on the volume of media coverage.

 

Here are a few thoughts coming to me immediately after looking at this list of games:

  • [This was what was initially written in the article] EA didn’t do as well as last year. At that time, they had two games that had more than 2,000 articles. This year, Anthem, their best performing game, doesn’t reach that threshold. It’s interesting to note that Anthem is the only newly announced IP on the list.
  • [EDIT –  Anthem and Star Wars Battlefront 2 show up as two very strong titles in the EA line-up, bringing the total number of games passing the 2,000 articles during E3 week to 3 this year, compared to 5 in 2016. EA keeps 2 titles in that threshold though, a solid, constant performance.]
  • Assassin’s Creed Origins is leading for a number of reasons: the game was featured significantly at 2 press events (Microsoft and Ubisoft) on top of being playable at E3.
  • Skyrim is marked with an asterisk because it featured in a few different capacities: the Switch Port during the Nintendo conference, the PSVR port during the Sony conference, as well as the fact that the next expansion for Elder Scrolls Legends is featuring Skyrim. This means it’s more difficult than usual to point to this as a game singularly featured.
  • With only one game in the 2,000+ articles category for coverage, 2017 is a year with weaker big game announcements than 2016 (which had 5 games in the 2,000+). It says nothing about the quality of the games of course – it is purely a statement of their media coverage.

There were 3 publisher-powered press conferences this year, with Square Enix skipping it again this year. Ubisoft, after three years of growth, is finally coming on top, in large part thanks to the Assassin’s Creed Origins coverage.

[This was what was initially written in the article] EA didn’t seem to manage to secure the right attention. It might be the EA Play formula that didn’t work as well as last year (a single location this time), it might mean the lineup didn’t catch the attention in the same way that last year did. It has to be said that FIFA 18 being a top game for EA this year isn’t actually a good sign, as FIFA 18 didn’t get as much coverage as FIFA 17 had last year. The most disappointing of all is the coverage for Battlefront 2, considering the power of the Star Wars brand and the release this winter of Episode 8.

[EDIT – With the proper dataset, EA’s performance is much more in line with the profile of the company over the past few years, with Star Wars Battlefront II as a top game, and Anthem’s performing very well, in great part due to the double featuring at the EA conference and the Microsoft event]

Bethesda did OK – the two new games obviously getting most of the coverage. But the really strong IPs of the publisher, Elder Scrolls and Fallout, had no revolutionary announcements around them, and in that respect, Bethesda still performed quite well considering.

Finally, Ubisoft’s conference was praised by many attendees and analysts as the best of the show. It had a wide range or projects showcased, an unexpected number of new projects revealed. The lineup was very strong, and then Ubisoft also managed to throw a few curve balls. The fact that they’re going after the declining toys-to-life market with Starlink was totally unexpected, for instance.

Looking into the publishers’ names and how often they were mentioned in the media reinforces the apparent success of Ubisoft:

All 3 companies with a press event did far better than all the others which didn’t. Bethesda and EA both had significantly less coverage than last year though (-25% for EA; -15% for Bethesda). And to nail down Ubisoft’s stellar performance this year, you can look at the progression over the past two years:

Case studies

No short selection of games for this year’s case studies. Instead, I looked at how 2 games’ coverage evolved year-on-year, and how two games from Klei compared to each other a year apart.

After its 4th year being featured at E3, Cuphead is finally going to be released. This illustrates quite nicely how much having a release date helps you coverage-wise. At this point, the game has been covered a lot over the years. The fatigue shows through the numbers at E3 2016, so the 2017 numbers overall indicate a very good performance for a game of that profile.

In its third year at E3, the Dontnod title coverage illustrates a few interesting points:

  • Its first year at E3, the game wasn’t featured at any conference, and it had a very decent coverage considering.
  • Last year, it was featured during the PC Gaming Show, showing the significant visibility this smaller press conference can still bring you.
  • This year is the last one before the game releases. The date has been announced, a feature video was released the previous week (and thus mostly absent in the numbers above), gameplay was at the center of the communication at this E3’s beats. A strong coverage overall, even if not in the range of blockbusters.

These projects by Klei are very interesting to compare: they were both revealed at the PC Gaming Show. It is very difficult to get comparable data over time, but this is quite interesting – two games by the same developer, announced at the same conference at E3.

I haven’t shared data over the PC Gaming Show in the past, and it is mostly because the branding is not as strong and many announcements get relayed without mentioning the event. The fact that a games media outlet is attached to the event as the organizer might play a significant part too. Anyhow, there is evidence of growth in coverage for games featured at this event, and Klei’s games illustrate this quite nicely.

Closing words

I have always felt a bit conflicted about titling these articles “Who won E3?” as there is much more to the data than that. However, this year’s E3 is a bit of an exception. The announcements made, the reaction of the media to them, the progress of the media coverage over the past few years; all of this make me want to declare two, very complementary “winners”.

Nintendo – as they come back into the spotlight and significantly increase their media presence, this has certainly been the best E3 in years for them.

Ubisoft – with their numerous announcements, the way they were orchestrated, and the stellar execution of the Beyond Good and Evil 2 trailer release, all explain how they ended up as the leading publisher of this E3 in terms of coverage.

And I want to think that the two companies’ partnership also played a big role, and is probably not a coincidence considering the position they both have at present in the industry, and their respective challenges.

A few technical notes

Why Nintendo and not the Wii?

In the graphs on consoles over the past 3 years, I am comparing the PlayStation and Xbox brands to Nintendo. The fact is that the other consoles have consistent brands whereas Nintendo machines are using multiple brands. Moreover, Sony and Microsoft are two companies with activities spread across multiple industries and cannot fairly be compared to Nintendo, when we look at articles on games. Nintendo is also a strong publisher, and its brand is more established than one of its consoles, compared to Sony and Microsoft. Comparing platforms to brands is the best way to have comparable results to look at the Nintendo brand, rather than the Wii for instance (or even a combination of the Nintendo consoles).

What is the reach value?

* Like last year, I am referring a few times to the notion of reach. Here is a reminder about it:

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 8, Road to VR has a reach of 6. So what you see below, is a chart of the total reach of all the articles showed above. We refresh the reach values constantly.