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Kickstarter games tend to have far more design than development, as the success of the kickstarter campaign has little to do with the game being any good, but with the material available at campaign time being attractive. So overproduced games with way too much art, and way to many systems, end up doing far better than, say, a simpler game that would have gone through a more traditional euro publisher 10 years ago.

If you talk to people in industry, they realize that this is making the games worse, but it's making them sell better. Just like today, just like with a movie, high sales don't come from great mechanics, but franchises or licensing. Your superhero coop game is going to do much worse if it doesn't have a license. Why do we have so many boardgames with video game licenses? Because it sells. There's way too many games in the market right now for even industry insiders to good track of most offerings. Buyers working for large internet game stores are overwhelmed.

So no, game designers are 100% understanding their task, which is to make a game that gets backed and is profitable. Cutting half the game after you told backers what you were doing is a disaster, and it's all those extra rules and extra boards that sold the game in the first place. The fact that the game is shelved after 3 plays is not a problem for them.



How many times do Kickstarter backers have to get burned before they understand these ideas and switch to backing things that are actually likely to have good gameplay?


Never: a new fool is born every minute.




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