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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,

 

From time to time, I get requests from publications to comment on specific topics. It is quite common for these comments to be cut or summarised to fit with the way the article is written, but it also means that some things are not said. However, as the time to write those comments has been spent, I feel like they should be shared. The original articles are interesting in their own rights as usually multiple persons are weighing in the topic, so it seems quite complementary. It can also be an opportunity for me to add to the comments, in light of the other contributions.
I want to kick off this practice by sharing the whole of my comments done for the Gamasutra article on Digital Collectible Card games (I am sharing my full comments with their blessing).
Article premise – Here is the frame provided for the article:
  • There has been a rise of digital collectible card games for the past couple of years (and a recent acceleration)
  • Specific question – Why is the trend is exploding now (and if I’ve seen a rise in crowdfunded CCG projects, both physical and digital)?
  • Specific question – Do I think this will be a short term fad/bubble, or do I think CCGs have staying power on these platforms?
  • Specific question – What’s the draw for developers and publishers to push so aggressively into this space?
And these are my unabridged comments:

Specifically looking at CCG that were crowdfunded, I think there are very interesting trends that many can learn from. CCG on Kickstarter have done historically incredibly well.

First, you can consider SolForge, a free-to-play CCG that raised $429,000 on Kickstarter in September 2012 ) – when free-to-play games are notoriously difficult to fund on the platform. That in itself was a sign of a real hunger for this type of game at the time.

Then, less than a year later, in June 2013, you have Hex that managed to raise more than $2.2m , again on a free-to-play promise, using the Magic the Gathering nostalgia (or enthusiasm as Magic is still around I guess) as well as the promise of an MMO experience alongside the card game elements.

[For reference, the two campaigns mentioned]

 

Kickstarter has always been a good place to get interest for games in an under served niche. At the moment, I think the niche is no longer under served, Hearthstone has taken care of this. The way I look at it is the way the Fable Fortune Kickstarter campaign went – it had a very strong IP behind it, it had excellent media coverage and reach, but it didn’t transform into a home run, far from it. Before it got cancelled, the campaigned had raised £58k ($76k ) in 20 days. That’s a lot less than SolForge did, and I don’t believe this is due to crowdfunding being past its prime. There are still many projects funded every month. Fable Fortune was unfortunate to be in a segment where there doesn’t seem to be an unfulfilled promise. The fact that the Fable brand is not particularly associated with this type of gameplay didn’t help, but I am certain than had it been released prior to Hearthstone, it would have found an audience.

That’s the risk I see in the current CCG craze – like when WOW released and brought the MMO genre to the forefront, I am afraid that the actual demand for this type of game is mostly fulfilled by Hearthstone. I personally am not very fond of it, and find Magic more appealing, but Magic, while having a dedicated audience, has always had a weak presence on the digital front – Hearthstone is showing the potential that was untapped (and yes, hearthstone is also a much more accessible game, widening even further the reach it has and its audience).

CCGs will stay, and I think there are room for multiple titles that will garner more diversity than in the MMO genres for instance, but we are not in a space where there will be a lot of titles either. I think like in the MOBA space, you will have 3 to 4 strong titles doing very well, half a dozen being profitable and having a sustainable presence, but beyond that, I have a hard time seeing this being a genre that has slew of new titles cycling every year.

I see the draw for publishers and studios – these games are less costly to put together initially, with the promise of very high returns, but there are also very dependent on building a sustainable audience. To anyone keen on tackling this kind of game, I would encourage them to look at the waves of CCGs that sprung from the Magic the Gathering success back in the 90s, and to consider how many (or how few) of them have actually had any enduring existence.

Half of 2016 is behind us and it’s a good time for me to make one of those regular checks on the trends in crowdfunding and games.

The Games category

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Compared to the last 4 semesters*, the first half of 2016 has seen a similar number of projects being submitted, but more projects getting funded overall, reaching a ratio of funded projects of 35%, compared to 31% in the previous period.

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The total amount of money raised is lower than either half of 2015, but that is mostly due to a smaller number of very high performing projects. If you ignore the projects that raised more than $500,000, there has been more money raised for games. There have actually been more game projects funded than in all the other tiers for the past 2 years.

Video Games

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Looking into video games though we can see that most of the money raised by games this semester wasn’t by this subcategory. A meagre $8.2m was raised, compared to more than $20m in the previous period, and this despite having more or less the same number of projects funded.

009-totalamount-tier-videogames 010-projects-tier-videogames

When breaking down the projects per tier of funding, it’s obvious that what has been missing in the last 6 months is a couple of large projects, as all the other tiers have actually raised more money than in either of the two 2015 semesters. We are not at the levels of 2014, but it is reassuring to see that despite less money being seen, the amount of funded projects has actually stayed about the same. Even more surprising, there has been a decline in the number of projects raising less than $10,000, with the other tiers having stayed the same or grown from the second half of last year.

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As fewer projects were put on the platform, but a similar number of them got funded, we can see that the ratio of successfully funded projects has increased. And the same happened with “junk” projects (projects with $0 pledged to them), possibly indicating the notion that Kickstarter projects are not easy to get funded is sinking in to the larger audience. As John Romero has learned the hard way.

I feel like this is when I should plug the workshop we are putting together. In a couple of weeks, the day before Develop in Brighton, I will run a 1-day crowdfunding workshop for video game developers. If you are interested, check out the Evenbrite page (UKIE members can get a discount too): https://www.eventbrite.co.uk/e/crowdfunding-for-video-games-tickets-26113940499

And before I move on to Tabletop Games, in case you can’t figure out which project raised more than $500,000 in the past 6 months, here it is:

 

Tabletop Games

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Board games are still doing incredibly well on Kickstarter. The category is constantly growing, on all the positive metrics: number of funded projects, amount of money raised, and even ratio of funded projects.

I don’t think much needs to be added, it seems like there is healthy relationship between those projects and crowdfunding, that might not be as natural, or as elegant for video games. These past 6 months, projects in the tabletop games categories have raised 6 times as much money as video games, and 4 times more projects got funded.

 

 

As a final note, our friends at Potion of Wit, who provide us the data, have set up a Twitter bot called Bloomwatch. If you are a crowdfunding entuthisast, check-it out – it posts about projects passing key milestones, starting from the moment they pass $50,000: https://twitter.com/BloomWatcher

 

*Semester = a half year, from the Latin semestris, “of six months”. Not an American high school semester, you heathens 🙂

As promised, this is the second part of me looking at the past year and Kickstarter, this time looking at games and only games. It might help for a more general context to have a read of the previous post on Kickstarter as a whole for last year. Like in that article, you can find a fairly substantial deck with slides at the end for you to look at all sorts of numbers on that category.

The Games category

Overall, last year was really a good year for games on Kickstarter. As we saw, it was one of the 3 categories that really pushed the growth of the platform.

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From a financial point-of-view, the Games category raised 78% more money than in 2014. And even compared to the previous record, 2013, this is a 30% increase. All around, a very strong year in that regard.

 

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What is also very good is that the total number of projects that got funded is also increasing. The growth is of 14% from the previous year. The total number of projects itself is growing much faster, but again, that’s in line with the trend across the board on the platform, and the fact that the growth of funded projects doesn’t follow at the same pace is not necessarily a bad thing – the quality of projects is not necessarily there to justify it.

 

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It is also an healthy sign that the financial growth happens across the tiers. It is easy for a few very large projects to carry that growth all by themselves, and while they obviously play a big role, they aren’t the only reason.

The only Tier that stayed flat is the $100k-$500k one, which is also the only tier with fewer projects than the previous year:

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I am going to look at the subcategories more in detailes. I have decided to do this in 3 parts, following the size they all represent:

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I will do a quick overview on Games (the generic subcategory), Gaming Hardware, Live Games, Mobile Games, Playing Cards and Puzzles, before delving in Tabletop Games and Video Games, each one having its own part.

Smaller subcategories

The struggles of Mobile gaming

The Games, Gaming Hardware, Live Games, Mobile Games, Playing Cards and Puzzles subcategories, all taken together, represent 497 funded projects for last year, and $7.5m raised. That’s 22% of all the Games category funded projects and 5.5% of the money raised there.

It doesn’t mean those subcategories are not interesting, there are many things happening around them still.

The Games subcategory is a bit of pot-pourri, gathering all the odd projects that the other subcategories didn’t represent properly, in the mind of the creator. There are a surprisingly high number of Pen & Paper roleplaying games in there, despite being usually associated with Tabletop Games. There is not much to say on the trends in that regard. It seems that the addition of more subcategories that happened in 2014 has reduced the number of “orphan” projects that were ending there.

Gaming Hardware is very interesting. When it was added in 2014, Kickstarter retroactively applied it to a few projects, including the OUYA and the Oculus Rift. leading to this:

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There hasn’t be a “homerun” gaming hardware in quite a while. Still, 5 projects last year managed to raise between $100k and $500k, led by the FOVE VR device. This is a niche, and I suspect a number of creators actually choose to list projects that could fit here in the Technology category.

The Live Games section is also very niche, serving the LARP community with its own subcategory. The largest project to date (with still 17 days to go) is the revival of the Mind’s Eye Theater for Werewolf and sits currently at $76,000. I can see this growing over time, while still being niche. This is the type of projects that can be very local and community driven and I am not sure many people are aware that more LARP related project are actually being crowdfunded:

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I noted that the 3rd currency for Live Games is the Swedish Crown, behind the US dollar and the British Pound. LARP is strong up North I hear.

One of the first question to people coming to me with a video game project is “Is it a Mobile Game?”. Those games don’t get funded the way PC or Console games get funded and still many people aren’t aware of this. This is a very small category. First, very few of them get funded:

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Then, the ones that do get funded, few raise a significant amount of money:

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In itself, this is fine, but I think this is often something that people are just not aware, and they try to fund project of a scale comparable to the PC video games projects they see mentioned in the media.

The Playing Cards subcategory is the largest of those small ones. For a long time now, creators have been offering customized playing cards games on all sorts of popular art style or intellectual properties (especially when a company like Bicycle makes it particularly easy to manufacture them). It made sense for Kickstarter to add this as a subcategory, and this is a thriving one:

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There is also an interesting spread across the different sizes of projects:

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Finally, Puzzles is a very niche segment overall. We are talking 15 projects funded last year, the same as in 2014. None of those raising more than $50,000.

Tabletop Games

2015 is the best year across the board

It seems fair to say that board games are doing incredibly well on Kickstarter. I would love to see some industry-wide numbers, but I wouldn’t be surprised if crowdfunding was a notable portion of those.

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So, not only 2015 was a great year financially, with a significant growth from 2014, but also the best year to date, it was also a good year for the total number of projects that got funded. also an all time high and in constant growth since the launch of the platform.

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Again, looking at the amount of money raised for each “tier” of project, this is a very healthy trend: there has been more money across all the tiers. the large projects weigh heavily, but that doesn’t mean we have an issue of a growth happening only from the top.

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Doubling on the previous statement, more projects got funded on all tiers.

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There are many stories that projects need to be released in USD on Kickstarter to get funded. And while there is a high ratio of funded project there, I suspect the rumours are pushing a confirmation bias.

Well, actually, projects in GBP have a higher success rate. Good job on the British tabletop industry!

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Trying to find anything to compensate those excellent trends, I wanted to share the ratio of $0 projects (my junk ratio) and the number of projects that got suspended by Kickstarter. In both cases, the tabletop subcategory is actually performing very well.

2015, officially the best year ever for boardgames on Kickstarter.

Video Games

Maturation means more money, but not for more people

I suspect the main interest for many of you, the Video Games subcategory had a good year in 2015, financially:

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But looking at the number of projects funded, it is clear the good performance was driven by large projects:

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This is the 2nd year in a row that we see fewer projects being funded on Kickstarter. There is no sharp drop, so this well be the system being refined and the communities being more demanding in terms of quality before funding projects.

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The range of projects that are less common from 2014 are the $10k-$50k and the $50k-$100k ones. We keep seeing a growth of the very small projects, year-on-year, though.

There are more projects than ever trying their hand at getting funded on the platform though. I suspect the quality bar to get funded is just getting higher. For most projects, it now necessary to have a demo of the game already available and the ability to show a rather advanced stage of the development process, much more so than in 2013. The fact is also that video games projects don’t scale the way board games to. The average for a funded Video Games project is $43,000 while  the average goal for a funded Tabletop Games project is $9,700. There are many differences in the way both medium are built and developed and the ecosystem in which they evolve that mean that they will always behave differently as far as crowdfunding is concerned.

Now, last year, Kickstarter opened up to many important European countries, including Framce, Germany and Spain. And while it help with the growth, it was rather disappointing:54-ks_games_2015_videogames_usd-percurrency_b

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Projects in EUR as their currency are ranked 4th, ex aequo with projects in Australian dollars. I would expect there is a significant margin of growth there.

Finally, I wanted to mention those two indicators as with the Tabletop games:

 

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The junk ratio (proportion of projects that raised $0), while higher than the one for boardgames, is quite under the average you see on Kickstarter (20%). And even there has been a significant increase in the number of projects suspended by Kickstarter, overall the subcategory has not a massive amount of those.

As a conclusion, despite seeing a larger amount of money being raised for video games, I would put 2015 at the same level as 2014. There has been a small decline in the total number of projects being funded – no bubble bursting here IMHO – and opening up to more European countries didn’t have any significant effect for video games. Overall, it seems crowdfunding for games get a bit more sophisticated, increasing the bar for funding, while still being a very beneficial process for the few projects perfectly fit for the model, such as were Shenmue 3 and Bloodstained last year.

 

Parting words

To finish this blog post though, I wanted to share 3 projects, currently live now, each one quite original, all of them with an art direction I particularly appreciate, and that I hope you will find interesting.

If you do, you can back them of course, but more importantly share them around.


 

All the slides

While I might have missed the symbolical January window to post about the past year, this review of Kickstarter in 2015 in numbers will hopefully still be of interest to all of you. Like for the blog post I did last year, I have put together a massive PowerPoint deck with tons of numbers and details across all the different categories of projects on Kickstarter. Unlike last year, I won’t discuss the game category in depth in this blog post though. But don’t be disappointed, I will make a dedicate games post for this shortly.

Kickstarter has grown 35% in 2015

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In 2015, the total amount of money going to funded projects increased by 35%. That’s $160m more than in 2014. And if you wonder what that means for the platform, that’s an extra $8m, just for their 5% fee (there is an extra fee for the payment processing) for a total of $30m for the year.

Financially speaking, there are two ways to look at the size of Kickstarter projects. Kickstarter usually talks about money pledged, meaning the amount of money that was promised to projects, not considering if those projects reached their objective or not. The other way is to only look at the money that was promised to projects that reached their goal successfully.

Because of the nature of crowdfunding and the way people back, the difference between these two numbers is not huge. Almost 90% of the money pledged actually went through to projects meeting their goals.

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Looking at the total number of projects, we get a more precise picture: Despite the significant growth, the total number of projects that were funded stayed about the same (we are actually talking about a 0.9% decline). This is the first time since the platform launch that this happened, making the impressive financial growth last year clearly related to an increase in the average money each projects raised.

The growth of total number of projects is significant though, meaning more creators are coming to Kickstarter to finance their projects, but this doesn’t translate in more projects getting funded.

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

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On the money raised, it has increased in all tiers except the lowest one (projects that raised under $10,000). Obviously the higher the tier, the more potential it has to raise more money, with no ceiling on the amount of money that can be raised by the higher tiers.

On the total number of projects per year, there is a decline for the under $10k tier, a negligible growth for projects between $10k and $50k, a significant increase for the projects between $50k and $500k, but more importantly, there were 75% more projects which raised more than $500k (from 80 to 140 projects).

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An incredibly interesting indicator is looking at the percentage of projects that raise $0. I call it the junk ratio and that might not be very kind, but it shows the proportion of projects that are so low quality, that nobody actually pledged on them. That means the person behind the project couldn’t convince their friends nor their family to at least pledge a little to show support.

We can see a form of gold rush coming to the platform, but it is probably a good thing this doesn’t translate in an increase of the number of projects getting funded. The wisdom of the crowd in action in a  way.

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A lot of the growth of the past year happened thanks to projects in the design category, taking the number 1 spot in front of Technology and Games which are respectively 2nd and 3rd. Most of the other categories stayed at the same level they were in 2014.

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In 2015, Kickstarter expanded in many EUR countries, which saw a direct impact on the amount of projects and the money raised by projects in EUR. (Note: we can’t tell where the backers are from, those numbers are based on the currency the project is presented in)

EUR is 3rd currency on the amount of money raised, even if it is still 4th, behind Canadian dollars for the number of projects funded (despite more projects overall).

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.

Art

Bigger projects are becoming more common. In 2015, the number of projects in the $100k-$500k band doubled.

Crafts

A relatively small category, it has nearly doubled in a year. Woodworking is the single biggest subcategory outside of the generic Crafts one. Also, there is a Taxidermy subcategory.

Comics

2014 saw a significant drop in the money raised in this category.  Last year it bounced back to its highest ever (money and number of funded projects). About half the projects in the Comics category get funded.

Dance

2015 was the worst year since 2011 for this category, which is also the smallest on the platform, even though for the first time a project raised more than $100,000. The number of projects that raised between $10,000 and $100,000 dropped down by half in a year. Interestingly, this is a category that seems to be very popular in the UK (48 funded projects last year, out of 295 in total).

Design

I mentioned it at the beginning, 2015 was a big year for design projects. The category is the one that raised the most money in 2015 and it grew across all sizes of projects as well. Also notable, the projects in EUR are only second to projects in USD in total money raised in this category (GBP is still 2nd in the number of successful projects).

Fashion

This category is still growing steadily year-on-year. Notable though, the ratio of junk projects (projects that raised $0) is quite high at 28% (the average is 20% across all categories for 2015).

Also. There is a Pet Fashion subcategory.

Film & Video

Once the leading category of projects on the platform,  for the second year in a row it is seeing a decline, both on the amount of money raised and the number of projects funded, and this is across all ranges of projects. This doesn’t look like a bubble bursting though. Also interesting, this is a category that’s not showing a lot of projects in EUR. Like a couple of other categories, I suspect this type of very localized content is already quite strongly supported on other platforms that were present locally way before Kickstarter launched there. Finally, across the many subcategories, Documentary is the largest with 22% of the funded projects and 37% of the money raised.

Food

The Food category saw a small decrease from last year, but nothing incredibly drastic. The category is not incredibly popular on the EUR platform. Important thing I learned though: there is a Bacon subcategory.

Games

As mentioned previously, I plan on a whole blog post for this category. Interesting to note though, 2015 has been the best year ever for this category, both on the amount of money raised and the number of successfully projects, and the Tabletop Games subcategory is the largest by a significant margin.

Music

This category follows the same pattern as the Film & Video category: a slight decline for a 2nd year in a row) and EUR is the 4th currency. For the music genre, Country & Folk subcategory is #1 for money raised, and the Rock subcategory is #1 for funded projects.

Photo

The category saw a slight growth from 2014. However it is one of the categories with the largest ratio of junk projects, with 26% of the projects collecting $0.

Journalism

This is quite a small category (second to last), but it actually grew significantly from last year (+63% in money pledged). It is also the category with the largest proportion of junk project, with a third of all projects not raising a single dollar.

Publishing

While the category grew when you look at the money pledged to its projects, the number of funded projects actually declined slightly. It seems still fairly stable though. Like the Music and Film & Video categories though, EUR projects are representing a fairly small number of the money raised, being the 4th currency in amount of money pledged, just slightly more than projects in Australian Dollars. It has a fair share of junk projects with 25% of the projects at $0 pledged to them. The largest subcategories are Artbooks for the total amount of money raised and Children’s Books for the number of funded projects.

Technology

The second largest category on the platform, Technology grew in the past year both on the number of funded projects and the total amount of money pledged to its projects. There were about as many funded projects in that category using the EUR as their currency, as they were using GBP.

Theater

A fairly small category, it has declined last year to its lowest since 2011. Very interesting to note that it is incredibly strong in the UK with more than a third of the funded projects being in GBP.

 

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.

BUT. I would like to point everyone to this blog post from Kickstarter. In it, they present the successes of 2015 in the Game category and a few numbers. Our own numbers are incredibly close: 2,259 funded projects (Kickstarter) / 2,258 funded projects (ICO); $144.4m pledged (Kickstarter) / $145.6m (ICO). I am very happy with those margins of error.

The fine folks of GamesIndustry.biz have invited me to be part of their year end series to write an article on crowdfunding and video games in 2015.

So for once, I encourage you to go read me elsewhere: http://www.gamesindustry.biz/articles/2015-12-08-crowdfunding-for-video-games-in-2015