Last week, Sony launched its VR headset, the last of the 3 major tethered HMDs (head mounted display) to release in 2016. This is a perfect opportunity to have a look at the media coverage around the launch and to see how well it has performed compared to the other two. If you have read our blog post on the VR in media report, the result shouldn’t be very surprising, though.

The Launches

To compare the launches, I looked at the 48h cycle around the official release of each headset and the number of articles gathered for each device.

hmd_launches

Sony is a lot better organized in regards to its PR, especially where games and technology media are concerned, and the results shows, with twice the coverage that Oculus had for its launch, that was itself better covered than the HTC Vive’s launch. But even then, the magnitude of the difference is really impressive. Oculus was first to market, in a highly anticipated technological advancement.

hmd_launches_lg

A first explanation can be found with the languages breakdown. It seems Sony has been way better at engaging with non-English media than both Oculus and HTC were. In English, the PlayStation VR is 37% bigger than Oculus’, where in Italian – the biggest gap – it is 249% bigger.

This said I don’t have any good comparisons with other, different hardware launches. The Xbox One S was launched in the middle of the summer with little fanfare, and it is arguably not a very significant launch (667 articles for its launch if you are curious). I guess the NX launch will be the next similar event that we can compare these numbers to.

it is good to note as well, and that’s true for all three HMDs, that the launch is not the biggest media beat of their lifecycle. For example, for the PlayStation VR, the price point announcement earlier this year at GDC and the E3 coverage were both more significant when it comes to the volume of media coverage.

psvr_announcements

The Games

With the launch of the new headset, a slew of VR games were part of the story. To cover the communications, that were spread across the week, I looked at their coverage for the whole of last week. Most of the articles were on the day of the PlayStation VR release or the following day.

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The odd one out in this top 10 is Robinson: The Journey. The game is not available yet on PSVR, but they announced they release date right around the PSVR release, getting a lot of attention thanks to that timing.

The Batman VR game has been getting a lot of coverage, the brand power probably helping it a bit. This game still has the best performance, getting more coverage than Sony’s first party titles Until Dawn and Driveclub.

EvE Valkyrie is also very well covered, especially for a game that has already been released on Oculus months ago.

These seem like good numbers for games launches overall – however, when looking at established IP’s going into VR such as Driveclub, the numbers are still lagging behind.

driveclub

These are the early days of VR, and it doesn’t seem like a bad start, but there is a long way to go still to get a proper foothold in the media. We can expect this to grow alongside VR adoption.

Following up on the blog post looking at the media coverage of E3 and gamescom, I wanted to do one on the “September Events”. The month was rich in games industry events, and I want to try to keep this series of articles as regular as possible to provide more context around the benefits of attending different events, from a media/PR point of view.

As usual, you can read about the tool and methodology here.

And take this with a pinch of salt, as always. Media coverage shouldn’t be the only reason to attend any event. And it’s also sometimes beneficial to be the biggest announcement of a smaller event rather than one-in-a-million at E3.

PAX West 2016

Going by chronological order, the PAX main event (even if it is getting challenged by PAX East), renamed PAX West this year after being PAX Prime for so long, took place early September in Seattle.

pax_years

Collecting data prior to 2015 proved complicated this time around, so I only look at this year and the previous one.

Overall coverage is lower, but stayed in the same order of magnitude. PAX being an American event, I was more curious about the coverage spread across different languages.

pax_lg_years

The year-on-year coverage stayed the same for English media, but there were fewer articles mentioning the event in Italian and German media. Looking at the media coverage, it seems there were fewer larger AAA games present at this year’s event, or at least, there were fewer announcements around the event. The fact that overall coverage in English stayed about the same should be seen as a sign that the event stayed strong despite fewer key news beats taking place at the show.

Tokyo Game Show

Next in line, the main games event in Japan, the Tokyo Game Show (TGS for short) started on the 15th September.

tgs_years

With Sony having its PlayStation Meeting earlier in the month in New York, it deprived the TGS from announcements that would have been done there in previous years. Sony still held a press conference during TGS, but it didn’t get as many headlines as the one from the previous year.

The major announcements for 2016 were related to the Final Fantasy games, the new Resident Evil, and the controversy around the new Metal Gear title (and it being disavowed by Hideo Kojima).

tgs_lg_2016

When looking at the EFIGS coverage, there is a surprising balance between the amount of articles referring to TGS in French, Italian, German and Spanish.

tgs_lg_years

The international appeal of the TGS is clear when looking at the distribution of the EFIGS coverage. Interesting to note that the English media are the only ones that covered this year’s edition more than last year’s.

EGX

Coming last in September was EGX. The event is very much geared towards consumers, but benefits from being the largest games event in the UK, with local studios using it as a platform for their own announcements. This year, the latest Yooka-Laylee trailer (that includes Shovel Knight as a guest star) was probably one of the biggest announcements tied to the event.

egx_years

After seeing a significant growth in coverage from 2014 last year, this year’s media mentions of the event saw a slight decline. EGX 2015 saw a lot of media attention due to some of the comments made by Sony’s president Shuhei Yoshida.

egx_lg_years

Unlike the more internationally covered PAX West and TGS, EGX is mostly covered and mentioned by English speaking media. The amount of coverage in French is actually surprisingly low considering that the event is still a vehicle for announcements that see significant relay in other languages.

Comparing the reach

As a last exercise, I compared the actual number of unique English websites that covered each event, as a way to compare their reach and presence in that media landscape that is less reliant on the number of news beats relayed at the event.

websites

It is quite interesting to see PAX being at the level of TGS, and while EGX is significantly behind, it is not an insurmountable gap. In 2014, there were 143 unique English websites reporting on TGS, by then already a very well established event. I can see EGX reaching similar numbers in a couple of years if they keep building their profile as a good platform for reaching media and the right people in the industry.

Over the past few years, we have been trying many different ways to support the growing number of independent studios, especially when it comes to gaining visibility for their video games. The realities of a PR agency like ICO Media mean that we charge for the service. While this is often outside of what the studios can afford, that doesn’t mean we are not trying to find ways around it.

For instance Thomas (the-other-Thomas) is contributing regularly to events like the GDC (you can watch a free talk on the 5 Pillars and Pitfalls on indie games PR here), the Central Europe Game Conference (a free talk on PR basics for indies can be found here), or most recently, Digital Taipei (yes, there are independent studios in Taiwan), are part of that.

And as we look on how we can help further, the team has devised a one-day workshop specifically geared towards independent studios who can’t afford to pay an agency. The idea is very much to explain in great detail how to outreach media and influencers, but also to give the opportunity for the studios to show their texts, assets, and PR plans to PR professionals, get their feedback, and improve their strategy with concrete advice they can apply to their project.

 

The very first edition of this workshop will take place on the 14th of October, around the corner from us in Brighton, UK. You can find more details and the workshop content on the page of the event.

 

 

I haven’t recovered (yet) from this year’s gamescom, but I would rather do the customary media coverage analysis blog post while it is still fresh.

If you are so inclined you can read the 2014 and 2015 posts, but I will be comparing previous years to make it easier. The methodology is the same (data is from Sunday to Sunday, across all the media we track).

gamescom 2016

Let’s review the specifics of this year edition.

Dates

The dates changed again, getting closer to the middle of the month compared to last year’s. This year the dates were more “normal” as far as gamescom is concerned, starting on the 17th and closing on the 21st of August.

No press conference from either Sony or Microsoft

Last year Sony did not put together a press conference, leaving the field free for Microsoft. This year Sony again skipped the once traditional Press event at gamescom, and Microsoft has followed their example. While I can see the logic behind Sony’s move, after all they have many other events in lieu of the gamescom for their communication if they follow last year’s pattern, Microsoft hasn’t structured its communication that way in the past, and they haven’t announced anything to make up for the lack of a press event in Cologne.

Last year Sony used the Paris Games Week as its European press event, but there hasn’t been any announcement so far in that regard for 2016. They do have a new event called the PlayStation Meeting in early September, which I will keep an eye on for sure.

Numbers

Here are the gamescom 2016 numbers, as released by the organisers:

  • 345,000 visitors (same as 2015)
  • 30,500 trade visitors (-2,700 from 2015; -1,000 from 2014)
  • 877 exhibitors (+71 from 2015)

The space was the same surface area as last year.

gamescom has reached an interesting size issue, where they can’t welcome more people. The tickets are sold out and there isn’t much more space in the Messe to expand too. There is also the issue that even if they want to have more space, there might not be much interest from exhibitors to expand further than what they currently have, and the companies not exhibiting probably have good reasons not to. I will talk about it at the end of the post, there are some changes coming that might help.

So. What about the media coverage?

gamescom in the media

001-gamescom-year

So, I should preface this year’s analysis by a disclaimer that I don’t pretend to understand all the forces at a play where those numbers are concerned. Most of what you will find are educated guesses and I try to corroborate the theories with the data, but it doesn’t always work.

Here, we see a decline in the total coverage of the gamescom’s brand from last year. But while there was a significant drop, which was expected with the lack of major press conferences, it stayed at the same level as 2014, where there were two press conferences. So I would say that gamescom has reached a point where its relevance to the media (and the publishers and studios planning their communication strategy) has gone beyond the consoles’ press events, and it stands on its own.

002-gamescom-lang

As expected, a lot of the articles are coming from German media (this is where I plug our report on the media landscapes – you can download it for free and it can give you a sense of the size of the media in the different languages). Nothing surprising yet there.

003-gamescom-lang_webs

Looking at the number of unique websites mentioning gamescom, we find a different result though… There were more English websites than German websites covering the event (keep in mind that most of our database is very much games websites, there are plenty of General Interest media that we don’t track properly).

004-gamescom-lang_year 005-gamescom-lang_webs_year

So, looking at the past 3 years, we can see that in every language, there were more articles last year than in the 2016 edition. It all makes sense. The year-on-year drop can be more or less drastic depending on the language. In French and German,  it goes below the 2014 level for instance. But looking at the number of unique websites covering gamescom in English, there is a significant growth over the past 3 years, to the point that they are actually more websites in English covering gamescom, than German ones (again, in our sample).

English media were probably a bit behind the other ones in taking into account gamescom as a major industry event. It seems that this year, they have caught up, and they have increased their coverage of the event considerably. That’s impressive considering that it happened without the support of any major press conference.

 

Platforms

008-gamescom-platforms_years

Looking at the articles mentioning the platforms during the week of gamescom, the slight drop in articles on the Xbox One was to be expected with no press conference this year. The VR platforms all saw more coverage, with the PlayStation VR taking the spotlight this year.

What is really fascinating, is the significant uptake that the PlayStation 4 had. To put it in context, this is the coverage that the Playstation 4 and the Xbox One had over the past three gamescoms:

006-gamescom-platforms_years

This year was the best for the PS4 presence in the media since we started tracking the data. After looking more in depth, I don’t have one single explanation for this though, but I can offer the ones I have and some that were suggested to me:

  • PlayStation VR. We know that PSVR had a very significant effect, but in the best case, it can only account to half of the extra coverage.
  • Lack of Press Conferences. The absence of an Xbox press event meant that the attention bounced back to PlayStation from last year coverage. This is a good theory, especially when you consider the dominant position of PlayStation, even if the drop of the Xbox coverage, all things considered, is not that significant.
  • Natural growth of gamescom coverage. We saw the significant bump in the English media covering gamescom, there might be a side effect here where that benefited PlayStation in some ways. As we are looking at two different data sets, there might be a growth of the PlayStation coverage from the additional visibility that doesn’t necessarily mention gamescom.
  • Specific games. There are few games that seem to emerge supporting this theory. There is a little bit of extra coverage thanks to No Man’s Sky, and there is also some coverage specifically discussing Titanfall 2 coming to PlayStation 4 after the exclusivity of the first iteration on Xbox One. But in both cases, this seems very limited in volume.

For the sake of completion, here are a few things we know are not related to the increase:

  • PlayStation 4 Slim edition. The rumours only started to show up online in a significant way on the last day of gamescom, a Sunday, and the volume is quite low.
  • PlayStation Now coming to PC. The announcements (and its coverage) only started the following week.

If you have another theory, please let me know on Twitter, I am quite keen to hear your ideas as I might have missed something obvious here. For the moment, I think this is a combination of those factors that took PlayStation to its excellent media coverage this year.

Comparing E3 and gamescom

006-gamescom-v-E3_platforms

This year’s E3 saw very strong media coverage across the different platforms. In the case of the PlayStation 4, the growth in the media coverage at gamescom (+36% from last year) is triple the one it had at E3 (+12% from last year). For the Xbox One, we see a slight drop at gamescom (-8% from last year) against a significant growth at E3 (+21% from last year). It has to be noted that Microsoft presence at this year’s gamescom was quite timid. Its booth was significantly smaller than the previous year from what I could tell (couldn’t find a proper floor plan of the consumer halls), especially compared to Sony’s (it was probably 6 to 8 times bigger).

It seems to me that Microsoft backed out of gamescom more strongly than Sony, and the discrepancy in the media coverage is showing it.

On the other platforms, I want to specifically mention the Oculus Rift. Year-on-Year, its E3 media coverage increased +18% against a +95% increase for its gamescom coverage. In both cases, the device is now available compared to the previous year, but Oculus seems to have managed to come across to the media at gamescom much more efficiently than the previous year, with media coverage at the same level as its E3 coverage.

Games

Again, I picked the top 30 games in terms of coverage during the week of gamescom.

010-gamescom-platforms_years_b

 

A few things that stood out for me:

  • Pokemon Go and No Man’s Sky both are here despite having no specific announcement at gamescom. They just happen to be the hype-of-the-month, and it is as such a scale that they both take the top spots.
  • Final Fantasy 15 is the third most mentioned game, but only partly because of its gamescom presence. The announcement of the delay early in the week is a significant part of the coverage of the game (and by far the biggest beat the game received).
  • Overwatch had the double effect of announcing (and showing) a new map at gamescom AND the release of one of animated short movie (and an excellent one)
  • Call of Duty PR machine is losing hard to its Battlefield nemesis this year. Also, very interesting to see that Titanfall 2 is also doing very well media wise.
  • Little Nightmares was incredibly well covered for a game of that profile.

 

Concluding thoughts

I find the results of this year’s analysis are fascinating. I was going into it expecting to see some decline due to the lack of the big press events to support the media attention. And while there has been a decline in the total coverage mentioning gamescom, it was not drastic, and as far as the media attention on key game platforms, it certainly was a good week.

It seems that the event has grown to the point of developing an autonomy from the big press-only conferences, and has enough interest on site to stay relevant without them. Of course, all the key industry actors were there, and still supporting it, but until we see an exodus of such companies, gamescom seems to be now well and strongly positioned to be the most relevant game event in Europe when it comes to media, and is probably only second to E3 in the world.

 

Take notes for next year, and remember that the dates have changed again. It will at the same time of the year, but happening from Tuesday to Saturday instead of the traditional Wednesday to Sunday it has been at for years.

Today, we are releasing two new reports, both available from our website. These are our first public reports built using the data gathered using our media monitor and you can probably expect more like these two in the future.

The first report, which is free (you can make a donation when you get it on Gumroad, if you do, we won’t mind), is a look at the overall landscape of those media that are dedicated to video games.

The second report, which is not free, is a deeper and more specific look at video games media and their coverage of VR, focusing on the key platforms (Oculus Rift, HTC Vive and PlayStation VR), the mist VR-friendly media, and the key VR games that were covered.

Rather than describing them, let me share some of the findings of the reports.

Video Games Media Landscape

cover_vg_2016

One of the things the report looks specifically at is the coverage received by the major gaming platforms over a year.

There are two things we considered when looking at the relative media presence of those platforms.

First, the percentage of websites that mentioned the platform at all.

blog-002

There are two very clear leaders, with both Xbox and PlayStation having 95+% of the games websites mentioning them. The main consoles are so ubiquitous that it is surprising that they aren’t at 100%, to be honest. But you have to account for PC-only media as well, and they are unlikely to have much coverage of the consoles.

More surprising is how Steam, which is not a platform that has a very pro-active communication strategy, still has 90% of the websites mentioning it. This is ahead of the Nintendo platforms (Wii, Wii U, 3DS) standing at 86%.

Then, beyond the websites, we also looked at the volume of articles for each platform:

blog-001

If you are familiar to the blog, you won’t be surprised to see PlayStation ahead here. They have a very strong media presence, and they are constantly ahead of the other platforms in terms of media coverage. In terms of scale, that’s still 3 times the total number of articles mentioning the Nintendo brands, and almost 30% more than the volume of articles mentioning the Xbox brand.

Steam being behind matches with what we were referring to earlier, and the lack of a concerted communication strategy on the platform from Valve. Much of the coverage is inherited from studios and publishers launching their game on the platform, and without consideration for the brand presence.

 

One objective of the report is to provide some reference points in regards to how different the media from the different countries are a different from one another. We are able to put together this table to show what we called the “media affinity” for certain platforms based on the language of a website.

blog-003

One very interesting pattern is how French, Spanish and Italian media, all based in Mediterranean countries, have a stronger affinity to Nintendo platforms compared to websites in German or English.

This is not to be interpreted, for instance, French websites having more coverage on the Nintendo consoles than on the Xbox ones. But in proportion, French media are writing more articles on Nintendo than the German media. I think this is an important consideration – as this helps understand the different sensibilities of the different cultures when it comes to games platforms.

 

Here is another very telling example. Below are the top 10 games in terms of media coverage in English and in German, for the calendar year 2015, set at the same scale.

blog-004blog-005

We discussed in the past how The Witcher 3 was the most mentioned game of 2015, across all the languages we track. But in English it only came second, behind Fallout 4. In German, The Witcher 3 is the clear winner with a third more coverage than the second best game… Star Wars Battlefront!

Another interesting takeaway is the very strong media coverage in German for World of Warcraft. The game doesn’t make it to the top 10 in any other language. World of Warcraft had more articles in German than Metal Gear Solid 5 had in English.

We made the landscape report free to anyone, you just need to enter your email and ask for a download link. We wanted this report to serve as a foundation for other reports we are writing, and making it free allows us to use it as a reference points across different things we are building.

Virtual Reality in games media

cover_vr_2016

Our second report is more in-depth, is not free, and is looking into the media coverage of one of this year’s strongest trends, Virtual Reality. This report is also covering a full 12 months of coverage, from May 2015 to April 2016.

One of our findings was done by looking at the ratio of websites that covered VR in some way, compared to the ones that didn’t cover the topic at all.

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The criteria being very generous (any mention of VR or a VR related device), we were expecting very high percentages. We found two things we didn’t expect:

  • 100% of the English websites we track mentioned VR in a way or another during the 12 months period. It is very unusual to have such a perfect score, especially considering the tool has it own flaws, and it would tend more towards missing mentions rather than finding false positives. VR as a topic for video games English media is there and is very strong.
  • More than 25% of both French and German media didn’t cover VR in any way during the period. That’s significantly behind the average observed, especially considering the very generous criteria we used there.

Looking at the volume of content shows another different trend.

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VR as a topic is incredibly weak among the French video games media. They saw fewer articles than in any other languages. While the percentage of German media covering media is the lowest, the ones that did cover VR wrote more than 6,000 articles referring to it. This is still a lot lower than the total number of games articles in English and highlights the fact that, at the  moment, VR as a topic for video games media is a higher priority for English media than for the others studied.

We put together a formula called “VR Media Impact” to help us identify the most enthusiastic and influential websites about VR. We took into account the number of articles about VR and the popularity of the websites (based on its Alexa ranking):

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There is a clear majority of English websites (and lack of French media), but tellingly, the top 2 media are dedicated to VR. For them to appear here is not only based on the fact they have written a lot on the topic, but also speaks to the fact that they managed to build an audience and have a strong enough following.

The report has more detailed ranking for each language if you are involved in the VR scene and would like to see more.

Lastly, I wanted to show how the coverage for the key 3 VR HMDs (Head Mounted Devices) has evolved over those 12 months.

blog-102

All 3 platforms are trending towards more coverage overall. However, while Oculus is leading the way most months, it is slowly losing its lead. Playstation VR secured more coverage in March 2016, where it announced its release date and pricing, showing promise for when it releases towards the end of the year.

It is also very interesting to note the slow but steady growth of the HTC Vive media coverage. The lead in brand awareness that Oculus built over the years probably helped in getting good coverage for the important announcement, but the HTC Vive is now catching up to it, with the media at least.

 

Free Report £200

 

Here is another Unabridged Comments (the fact I contributed to two articles in a short time frame kind of kicked me in doing this section). This time, it was MCV reaching out to me to discuss the unfortunate Kickstarter campaign for Fable Fortune. Like last time, I have fixed a few typos and rephrased some points I was making a bit.

Article premise – Here is the frame provided for the article:
  • The piece is centred around Fable Fortune on Kickstarter
  • The wider topic is why crowdfunding doesn’t really work for free-to-play titles
  • The request came with a series of questions I have reproduced below to frame the discussion
And these are my unabridged comments:

Were you surprised [Fable Fortune campaign failed]?

Well – whenever you set rules, [like the “Free-To-Play games don’t get crowd funded” rule], you always have exceptions to prove them wrong. I would have thought the Fable brand to be strong enough to invalidate this one.

There were other things at play, [and] without going too much into it right now, one comment that came back a lot was on the fact that Fable is an Xbox franchise at its heart, and the campaign was addressing the PC audience first and the Xbox audience (in appearance) only after a certain very high stretch goal was reached.

How would you assess Fable Fortune’s Kickstarter campaign? 

The Fable Fortune campaign was a surprise to me, and it didn’t unfold how I would have expected. The most important component to any campaign is to make sure you have an existing audience that you bring with you in the campaign, and Fable certainly  has that. The franchise is incredibly strong. Another key component is to be able to show the game, and certainly Fable Fortune fit the bill there again. And while Free-to-Play games tend to have a very hard time getting funded, the few notable exceptions are all CCGs, which made me optimistic for Fable Fortune.

As far as campaigns go, I think Fable Fortune did a lot of things right, I suspect they failed (or more precisely they would have failed as they cancelled the campaign before the end and secured funding with a 3rd party) due to the change in the video landscape. With Hearthstone dominating the CCG genre at the moment, they don’t fill a niche that is in strong demand. They also diluted their message by announcing their Stretch Goals from the beginning, something that is really not recommended.

Do you think that free-to-play games can be successfully crowdfunded?
Free-to-Play games are historically incredibly hard to get crowdfunded. The most notable exception is probably Hex Shards of Fate, a free-to-play CCG, that raised more than $2m three years ago. From the top of my head, I think I can count less than 20 successfully funded (free to play) video games on Kickstarter, and I would certainly advise [strongly] against trying to fund this type of game this way.
What challenges do you think free-to-play games face on Kickstarter?

The inherent promise of a Free-to-Play game is that you can try it for free, with no commitment, and as you play it, you may feel like putting your money into it. This is the opposite of what happens with a game that you crowdfund, where you build a promise that the game will be so interesting to you before you can play it, that you can safely put your money into it, months or years before you actually put your hands on it.

It makes funding a Free-to-Play game incredibly counter-intuitive. There are other principles at play too here. One of them is the fact that F2P games have offerings with a very large variance. You can spend a lot or you can spend a little. It might seem like it is the case for games funded on Kickstarter, where you can pledge at very different levels, but actually, the core experience offered is usually at one fixed price point (the price of the game), and everything else is additional perks on top of that core offering. This is not how most F2P games operate, and it makes it difficult for the potential backer to project how satisfying certain rewards will be.

And lastly, and it probably plays a role too, the profile of the most frequent backers for video games is certainly close to the profile of the players that are defiant of the F2P model: older, hardcore PC gamers.

What tips would you offer someone attempting to crowdfund a free-to-play game?
I would seriously advise against it first. And in case the project has some strong community that would help compensate the F2P handicap, I would suggest to create the rewards as much as possible around perks or content that are very easy to understand for the player before they even play the game. Imagine a World of Tanks-style game on Kickstarter. Imagine it has a reward at $10 that gives you a free tank. How good is this? Will the tank be useless after 2-3h in the game, or will it be valuable throughout the life of the game? If you can explain what is the value of what you offer in a clear and simple way, then you make one of the core challenges easier to surpass.
How would you assess the launch of Mighty No.9? 
Mighty No.9 ran a fantastic campaign. Maybe too good. I think it is very tempting when you run a campaign to get taken by the momentum and make too many promises, or present the project a certain way, before doing a proper assessment about its feasibility. It seems to me that it happened here.
The launch itself, I don’t have much to add to what many have said already. The expectations were high, and the game didn’t meet them, unfortunately.
I’ve seen some people saying that [Mighty No. 9] may have damaged consumer faith in crowdfunded games. What are your thoughts on this?

I don’t believe in these kind of statements. There has been many badly managed campaigns in the past, some of them with more dire results than Mighty No.9 (Clang comes to mind), and the number of

projects that get funded [every month] on Kickstarter is stable.

If anything, each campaign exists in its own set of communities, and one poor game, even very well covered by the media, won’t have much of an impact on other projects.
What we observe is that the euphorical enthusiasm for crowdfunding is gone. Projects that are funded don’t tend to go beyond their initial objectives as much as a couple of years ago.
Anything else I haven’t touched upon that you feel is worth mentioning? 
Nothing coming to mind,