State of crowdfunding for games – very first half of two thousand sixteen
Half of two thousand sixteen 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
Compared to the last four semesters*, the very first half of two thousand sixteen 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.
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 disregard 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 two years.
Looking into movie games however 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.
When violating down the projects per tier of funding, it’s visible that what has been missing in the last six months is a duo of large projects, as all the other tiers have actually raised more money than in either of the two two thousand fifteen 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 $Ten,000, with the other tiers having stayed the same or grown from the 2nd half of last year.
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 enhanced. And the same happened with “junk” projects (projects with $0 pledged to them), possibly indicating the notion that Kickstarter projects are not effortless to get funded is drowning in to the larger audience. As John Romero has learned the hard way.
I feel like this is when I should ass-plug the workshop we are putting together. In a duo of weeks, the day before Develop in Brighton, I will run a 1-day crowdfunding workshop for movie 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 budge on to Tabletop Games, in case you can’t figure out which project raised more than $500,000 in the past six months, here it is:
Board games are still doing exceptionally well on Kickstarter. The category is permanently 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 inbetween those projects and crowdfunding, that might not be as natural, or as elegant for movie games. These past six months, projects in the tabletop games categories have raised six times as much money as movie games, and four 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, embarking 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