Hey all, long time reader who doesn’t post much here, but I’ve been following the upcoming kickstarter with some interest. I have quite a bit of feedback but I’m going to skip it in favour of the one thing I think you need to get right.
You guys really struggle with differentiating the value of normal, epic and legendary, and have done since the beginning. Honestly, it’s why I never bought in back when I first found this game in like 2009 (that and there being no indication when the game may be released). And sadly once again there is no real ‘value add’ between the $32 and $48 price points.
The vast majority of your kickstarting is going to happen at the $15-50 price, with the possibility to upsell some of the buyers to a higher tier if they can see the value. This effect I feel tends to level off around the $60-75 mark, with the people who go for $100 stuff being either superfans, pretty comfortable financially or (importantly) the $100 tier having a good physical reward attached.
So taking a quick look at what you’ve got, you go from game at $18 to:
game+beta+credits+medal = $32 to
game+alpha/beta+credits+medal = $48
That’s…a pretty crappy incentive to pay an extra $16, no disrespect intended. And that upsell ability I mentioned before works the opposite way too, if I see the $50ish tier as crap, then I downscale to the next lowest, but my mindset is already geared towards “is this one good value?” rather than “wow what can I get for this much?!” and ultimately, at least for me and the people I’ve talked to about kickstarter these last few months, this terminates in a downward slide to “what is the cheapest option to get the game.”
So yeah, again, with all due respect to you guys, I think you really need to look at kickstarter as a way to leave behind your old model and come up with something new. Reward all these awesome fans who supported you in the last few years with something entirely unique and fresh (the “Old Guard” item set or something with a cool Victorian look?), and come at the kickstarter fresh.
My advice is hold off, there’s no rush, take some time to really get these tiers right, and don’t feel like you need to be different or that you’re special. Look at the pricing tiers that doublefine, harebrain, inXile and the banner saga dudes used, and mirror them closely. Understand that your new audience is already conditioned by these price points and match them, don’t go for weird $18 and $48 stuff, it’s just confusing and automatically takes the customer out of their comfort zone.
Just to get the ball rolling, I’d suggest the following:
$05 - 1supporter wallpaper and a tune or two from the soundtrack
$15 - 1game key+earlier stuff
$30 - 1game key+beta access+earlier stuff
$50 - 1game key+alpha+beta+full soundtrack+earlier stuff
$75 - all the earlier stuff+the crate story+your names in the credits
I’d then seriously re-evaluate some of the $100-$400 stuff. Just remember, you’ll do the bulk of your business at the lower tiers if you make the rewards scale logically and tap into that “oh but for ten bucks more I can get X!” mindset.
Good luck guys, I’ll be supporting at some tier for sure!
Hope this didn’t come off as negative but I really want you to succeed!
P.S. for those curious, here’s some numbers:
At the $15 tier, Doublefine made $720K
At the $30 tier, Doublefine made $730K
At the $60 tier, Doublefine only made $65K
At the $100 tier, Doublefine made $1.1M
*** $2.65M of their $3.3M game from the <$100 tiers***
I posit that this is because their $50ish tier reward was pretty lame value compared to the $30 one (all it added was a pdf book). I’d further posit that the $100 tier was so successful because this was where the physical copies entered the fray and it was a good value price for what you got. Bottom line is you should focus your efforts on these tiers as this is where you’re likely to see the most sales.