D&D 5E I just don't see why they even bothered with the Sword Coast Adventurer's Guide.

Alzrius

The EN World kitten
I've got a Kindle Fire that might disagree with you. :D

Different formatting isn't quite the same, though there's some similarity for books that aren't available anywhere else.

Note, Kickstarter in no way funds the creation of items. Not at all. Kickstarter provides a platform where two (or more) parties can come together to fund the creation of an item.

Okay, "facilitates the funding" if you want to get semantic.

Y'know, since we're being all exact and everything.

It doesn't really change the underlying point, so sure, if you want.
 

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Alzrius

The EN World kitten
If it were a personal blog, then it would be more dubious (but still not automatically ignorable). But since it is a blog on a newspaper site, then it has at least as much weight as a published editorial. It carries the Economist name and has all the weight of any other piece commissioned for the Economist paper.

Incorrect. A blog, even if hosted on a larger site, does not carry the full weight of the publisher's opinion behind it; that's why it's a blog. Likewise, a "published editorial" is, in the manner that you're using it, one that speaks for the editorial board. This is one person's personal opinion, which he's happening to publish in a venue through work. Claiming that it carries the weight of "any other" piece published for the Economist is a flat-out lie.

https://yourlogicalfallacyis.com/ad-hominem
Specifically the part about undermining the opponent's case without actually having to engage.

https://yourlogicalfallacyis.com/strawman
Specifically the part about misrepresenting your opponent's case and then responding to the misrepresentation, rather than what they posted.

The fact that it is a blog is irrelevant and reductionary. Dismissing the source outright is ridiculous, as it dismisses all qualifications of the author and all arguments they have made. This isn't 2007 anymore. Blogs can be a professional form of journalism. Numerous lettered individuals write blogs that are just as detailed and informed as academic papers.

The fact that it's a blog is entirely relevant, and pretending that it's not is deliberately disingenuous. Trying to attribute the full weight of that particular institution to what he's written is ridiculous, as it lends his opinion piece a great deal more weight than it would otherwise be entitled to. Apparently you think that just because blogs "can be" professional journalism, that somehow means that this one necessarily is, which is an attitude that wasn't credible even back in 2007, let alone now. Calling it writing "detailed" or "informed" doesn't change the fact that this is one guy saying what he thinks about a particular issue, and nothing more.

I believe businesses can be vague on what their actual business is, often for various legal and taxation-based reasons. British guy giving an example

This is a deliberately misleading statement, as you're now casting supposition that the statement from Kickstarter about not being a store is a lie that's done for legal or tax-based loopholes. Unless you have some evidence that that's actually what they're doing, you'd be better served not to make such implications.

It certainly makes sense that Kickstarter would say they're not a store. That's a super important disclaimer for people who don't know how Kickstarter works and that projects are not guaranteed. That there is a risk of products failing. And certainly not every use of the Kickstarter service qualifies remotely as a "store".

Which are all very good reasons for why they're not actually a retail platform, even if people have a tendency to treat them that way. That's a common misconception, but as they noted it's still a misconception.

But saying Kickstarter is never a store is a semantic argument. It's like saying Costco isn't a store because it's a "membership-only warehouse club".

Another false equivalence fallacy. Saying that a hypothetical in which one store says that it's not a store doesn't mean that any other instance of an entity saying it's not a store is similarly disingenuous.

Okay. Let's really peel back the layers on this Kickstarter debate. Let's get serious, let's get... essayist! (Or at least as close as I can get in the middle of NaNoWriMo.)

The real question is: does Kickstarter have a negative impact on retail game stores?

Actually, the real question is whether or not WotC's decision not to use Kickstarter is because they think that it could/does hurt retail game stores, but since they're not going to answer that (that we've seen), we're taking it as a given and examining the underlying premise. Even then, the debate is better framed as "resolved: Kickstarter projects have an impact on retail (game) store sales."

The primary counterpoint to this is that Kickstarter is NOT a store. They say so themselves. There have been a number of opinion pieces and articles countering this one, two, three, four.

This conveniently forgets to mention the number of opinion pieces and articles that support this: one, two, three, four.

But let's get deeper and look at what Kickstarter is. It allows the exchange of money to a creator or project. It's a service. It can be a low-return investment. A form of charitable donation. Patronage to creative individuals. And a method of exchanging money for forthcoming products.
So it's cleaner to say that Kickstarter is not always a store. Or that Kickstarter can be a store. It's not a store and it's certainly not always a store, but it can function as a store.Given we're discussing gaming products as a particular subset of the broader use of Kickstarter, we can effectively ignore the broader uses of Kickstarter.

Leaving aside for a moment that you've flat-out said that it's "not a store," I think it's operative to note that you say that it "can" be one, and it's here that I think there's a subtle yet very important difference. It's not so much that it "can" be one, but that people treat it as though it were one. Likewise, I'm not sure what you mean by ignoring the "broader uses" of Kickstarter, because there aren't any per se. Whether you treat it as a form of charitable donation, or an investment return, or even as a store, your personal approach to the process doesn't matter in terms of what the thing itself actually is. Just because you treat it like a store doesn't change the fact that all Kickstarter projects are, well, projects that you're helping to fund. That's all.

As examples of the gaming uses of Kickstarter, most RPG publishers no longer do pre-orders for books from their store. They simply run Kickstarters. Frog God Games was doing pre-orders to subsidize unpublished books as recently as 2011. It's easier as people already have Kickstarter or Facebook accounts and the financial security of Amazon is good.

The salient point here is that these were sales that were being used to ad hoc creating something. That's prima facie similar to crowd-funding that is used as though it were a storefront, but similarity - even similarity in use or purpose - is not the same. For one thing, not all pre-orders are utilized to finance printing a book that wouldn't otherwise exist. Likewise, pre-orders are most often not limited to publishers directly; you can place a pre-order for things via most traditional retail outlets that sell goods or services, but that's not the case whereby you can use those outlets to actually finance the creation of something that doesn't exist yet. You can't pre-order a book on Amazon as a method of financing that book's writing, for instance.

There is the added functionality that no one is charged if the project does not reach a pre-set goal (i.e. does not sell a set number of copies), but it is not unheard of for publishers to cancel books and refund preorders due to a lack of interest. So, in this instance, Kickstarter functions identically to a publisher's web-store.

It's not correct to use "does not sell a set number of copies" as an example of reaching a pre-set goal, because there are no Kickstarters that rely on a certain number of rewards being opted for. Likewise, you are not refunded your money is a Kickstarter doesn't fund, because you never gave them your money in the first place; Kickstarter funds are not charged to you until the project reaches its end date and unless the project meets its initial goal. This is distinct from a pre-order, where money has actually changed hands. This is another example of things that appear the same at a casual glance being different when you look deeper.

While not every Kickstarter offers "the product" as a backer reward, it is generally unheard of for gaming Kickstarters to not offer the game product. While you are actually backing the project, you are in effect purchasing the product. The result is the same. Many Kickstarters have even dropped the token unrelated backer rewards that amount to donations. The Necromancer games 5e Kickstarter, Shadow of the Demon Lord, and Kobold Press' Tome of Beasts all have no generic reward, and all backers receive *some* product.

It's worth noting that it is incorrect that the backers must necessarily all receive some reward. All Kickstarter pledges have a built-in option (as part of the platform) to allow backers to donate without receiving any reward at all. That said, the remainder of the point here goes back to the popular perception of Kickstarter as a storefront, even though the reality of it is different. A lot of people now take the rewards as a given, and virtually always choose to receive them, most often in the form of a copy of the finished product. But that's still an issue of perception, rather than actual functionality. As noted above, no money is actually changing hands when they make their pledge.

As an example of the token reward, the two Primeval Thrule Kickstarters were backed by 822 and 870 for a total of 1692 backers. Only 38 opted to get the $1 token reward, representing 2.24% of backers. The vast, vast majority of backers were not interested in anything but the product.

Once again, that's an issue of popular perception. I can entirely understand people wanting the rewards - I want them too! - but even if you take it for granted that you'll receive them, and back the project solely because you want them, that doesn't make it a retail store; that just means you're treating it that way.

Some publishers do not even operate a regular webstore, and rely on Kickstarters to sell directly with customers. Alderac Entertainment (partnered with Studio 2 Publishing for sales and publishing) does not sell directly in North America and their books and Amazon are sold through secondary vendors. They openly say the best way to get their books is to either buy them at GenCon or back one of the Kickstarters.

This makes the existence Alderac web store rather awkward.

For the above reasons, we can safely ignore Kickstarter's disclaimers that they are not a store.
In this instance.

Likewise, the above reasons show that just because you ignore Kickstarter's disclaimers doesn't mean that they're not true.

Now, the follow-up topic is does Kickstarter compete with retail stores?
There are two types of competition: direct and indirect.

As a note, your first link here is broken. The correct link for direct competition can be found here.

Do Kickstarters supply different types of product that satisfy the same need and/or offer essentially the same good or service?
In this instance, the goods are undeniably the same. Whether you buy a board game, game book, or miniature product on Kickstarter or at a game store you end up with the product. However, there is a delay with Kickstarter. The time between backing and receiving the goods is lengthy, often upwards of a year. So the service is different.

This is a manipulation of the definition. Even if we discount the time taken on in-store pro-orders (which you hold are the same) to be fulfilled, there's a more notable point here - that the same good "or" service is offered; you do not need to meet both criteria. In this case, you're discussing the same goods being offered; since it fulfills that criteria, then if you want to pursue the question of "does Kickstarter compete with retailers, and if so how?" you need to look at this from a question of direct competition, rather than indirect. After all, that would mean that saying "you have to drive to your local game store, but online retailer goods are mailed to you, so they're not directly competing" justifies online retailers as only being indirect competitors to physical retailers.

Therefore, Kickstarter are game stores are only in indirect competition. But competition nevertheless.

Not so, see above.

Expanding on this, does this competition favour Kickstarter or game stores?

It's worth noting that, if you hold the "it must be indirect competition, rather than direct" premise as being a part of your conclusions, you're going to reach erroneous conclusions.

Game stores have the advantage of immediate gratification: you go to the store and buy the product. The convenience of this does depend if the product is in stock and the distance of the store.
Kickstarter has the advantage that products are shipped to your location, you can "shop" from home or your phone, and the price is generally cheaper. Plus there are often Kickstarter exclusives or small perks that increase the value, especially for collectors.

The reason for incentivizing pledges of support, especially for larger sums, is easy to understand, both with regards to why it's done and why it's become popular. But this overlooks the more salient point; if the product is available at your local game store, then you don't have the option of receiving it from Kickstarter - literally, it can't be for retail sale at your local FLGS while the book's publishers are seeking to procure funding to create the book in the first place.

Insofar as the price being generally cheaper, that's a shaky claim to make. While the pledge level that procures a copy of the finished product might be less than the MSRP, that doesn't take into account the regularity with which retail outlets, even brick-and-mortar ones, will make it available at lower prices. There are a lot of stores that offer discounts to customers for various reasons.

When choosing to buy the same product via a Kickstarter over a game store, the delay of Kickstarter ceases to matter. If you really want a board game seen on Kickstarter, then you wait the same time. Arguably, the Kickstarter is faster, since they tend to prioritize getting content to the backers before selling elsewhere. And the cost of the product can be spread out over a longer period rather than required all at once.

"Buying" a product via a Kickstarter isn't done "over" a game store; as noted above, if it's on Kickstarter, then it cannot - by definition - also be available at your game store for you to choose as an alternate venue. If you really want a board game seen on Kickstarter, then at that point there's nowhere else that you can get it. Likewise, the arguability of how fast Kickstarter rewards reach the backers is notable, since the cases where there are delays tend to be the most visible. Similarly, the costs of the product are required all at once; you pay once the project reaches its end date, if it's funded.

If buying a comparable but not identical product, the delay does make game stores more appealing. It is a case of immediate gratification over instant gratification.

That's also shifting the point of comparison considerably, as you've just changed from direct competition (e.g. the same product) to indirect (e.g. a different product that fulfills the same need).

The cheaper price of Kickstarters is worth examining. Kickstarters can be cheaper than selling in stores, since you are buying from the publisher, and are paying neither a distributor nor a store which increases the price (which normally account for 3/5ths of the price).

Except that this is fairly simplistic, because it leaves out things such as shipping costs, taxes, retailer discounts, etc.

I'll compare Kickstarters that I've backed, because I have links handy and these are ones that MSRP can be compared.


Brick-and-mortar retailers cannot sell PDFs of products (there may be some exceptions that I'm not aware of, but if so these certainly aren't widespread). Saying that the Kickstarter is cheaper because it also offers something that your local FLGS literally cannot sell you isn't a fair comparison.

While I cannot find retail prices for Reaper's Bones sets (I have seen them before and they were significantly more), individual add-ons can be prices. Khanjira the World Breaker has a MSRP of $49.99 and sells for that on the Reaper store, but during the Kickstarter it was a $25 add-on.
https://www.reapermini.com/OnlineStore/world breaker/sku-down/77380
https://www.kickstarter.com/projects/1513061270/reaper-miniatures-bones-ii-the-return-of-mr-bones

Again, your comparison is flawed; you cannot buy an add-on by itself. There's another cost attached that you haven't factored in here.

ll eagerly awaiting my copy of the Ghostbusters Board Game, which Kickstarted for $80 vs $85
https://www.kickstarter.com/projects/cze/ghostbusters-the-board-game/description
http://www.amazon.com/Ghostbusters-The-Board-Game/dp/B00ZF09VLY
Now, you *can* get it cheaper on Amazon, but the discussion is about how Kickstarters compete with game stores not Amazon, so I'm using the MSRP. And there are the stretch goals, which may not be included in the Base game.

And it would be nice to buy it from Kickstarter for that price right now, except that that option is no longer available. Hence, that $5 discount isn't competing with the game stores that are trying to sell this game to their customers. Of course, once they sell it to their customers they'll make a profit that they wouldn't have otherwise if the Kickstarter hadn't had any money given to it, since then the retailers wouldn't have a product to offer in the first place.

The BIG variable is shipping. Some Kickstarters have free shipping, some do not. For those Kickstarters with added shipping, the value versus a store depends on where you live and the value of add-on components.

As noted, this is actually one of quite a few variables, many (if not most) of which are harder to note and control for. It's why the price comparison issue isn't a very good way of measuring the issue of Kickstarter versus retailers.

There are a few other advantageous factors for Kickstarter.

Kickstarter has a lot of advantages, but that doesn't mean that they're advantages that place them into a state of direct competition with FLGS outlets.

Kickstarter can be an effective advertising tool. It features photographs and videos, giving more information than just packaging. There is a greater sales pitch. And news of a Kickstarter can virally spread throughout the community, with cool projects attracting attention. This is easy as the KS link can be easily and instantly shared. When you see a cool Kickstarter you are always in a position to share it.
Game stores lack the same advertising. Store owners can perform some sales, but only for products they are familiar with, and often with less enthusiasm than the creators of the game. And if you do find a cool game, it's harder to instantly share it with the world. There's less sense of discovery.

Except that we know that this advantage, in terms of what Kickstarter has that local outlets do not, doesn't really hold up due to the pervasive influence of social media. The same thing that allows for people to easily share a Kickstarter allows brick-and-mortar retailers, as well as customers, to engage in that same sharing via Facebook and Twitter. If you're following your local stores on social media, the same way you would a publisher, then you're going to be alerted when they have a new product in stock, when they're having a sale, or anything else that could be considered noteworthy. In fact, this actually better serves the local retail outlets, because any announcement that gets people in the store increases the chances that something else will be bought, either instead of or in addition to the original item that drew the customers' interest. Even customers can do this, as everything from a quick Tweet or Facebook update from their phone (possibly with a selfie if they want to make sure there's a picture) can achieve the same effect.

Online word-of-mouth works for everyone, not just Kickstarter.

You also less likely to go into a game store just to browse. There's typically a purpose for the visit. It's rarer to find a gem of a game because you're looking for another product. If you do find a neat game it becomes a product you think about buying later rather than now, as games are seldom cheap enough to be good impulse purchases. (And you're already likely spending money.)

I flat-out disagree with this. You can very much go into a game store just to browse, particularly if you happen to already be in the area. Likewise, saying that you're less likely to "find a gem of a game" because you're looking for another product is dubious at best. Quite the contrary, just being in the store increases the chances of finding something to pick up, which isn't the same as looking at something on a Kickstarter. Not to mention that this again ignores that physical stores (and customers) have access to the same social media venues that Kickstarter does.

Kickstarter is easier as you can change your mind quickly and there's a delay before funding (and paying off your credit card), plus the option of cancellation.So it's easier to purchase as an impulse.

You can change your mind quickly when you're in a retail outlet as well, so long as you haven't made the purchase. Now, you can cancel your Kickstarter pledge before the funding period closes, but as mentioned that's because you haven't actually bought the book yet, so saying that this is an easier "purchase" is twisting the use of the term.

Stores are easier to browse. And there's the sunk cost effect, where you've already made the trip to the store and don't want to leave empty handed if what you want is not in stock.

As noted above.

There's also a few psychological benefits to Kickstarter over a regular purchase.
Backing a project and watching the stretch goals add up and backer count increase is exciting. The updates and goals make you feel a part of something larger. That's fun.

No, it's irritating. There are a lot of people who don't like Kickstarter because they don't like waiting to see if their "pre-order" is ever going to be fulfilled, because it might not fund. Moreover, the fact that crowd-funding has had some high-profile failures to deliver has also undercut confidence in the process, which makes it even more of a case of anxiety when you decide to pledge your money.

There's also the anticipation. You paid and are waiting for something for weeks or months. And it's just fun getting packages in the mail. When it arrives it's like Christmas. The purchase is more satisfying. (Or, potentially, more disappointing if the project is poor.)

There's nothing that makes this unique to Kickstarter in any regard. Anticipation can be felt for anything that you want but do not have yet. Saying that this is at all an advantage that Kickstarter has that physical retailers don't is flat-out untrue.

It's also easier to forget paying. As document on Dork Tower. You "buy" and sometime a couple weeks later you pay, but this cost is long forgotten when the package arrives, so the product feels free.

Again, this is a bug rather than a feature, and it works both ways. When you get your credit card statement and you see that you're being charged for something, you'll often be momentarily unsure of what it was before you remember that it's for the purchase that you made so long ago, making your credit card bill seem higher than you otherwise expected it to be. Particularly since you're now paying for something that you haven't gotten yet, and may not get for a while.

Dork Tower is funny, though.

Summarizing, while Kickstarter is not a e-store, it serves as a store, allowing gaming Kickstarters to indirectly compete with gaming stores by offering comparable products at better value with greater convenience if you are willing to wait. With exclusive perks and some positive reinforcement due to offset payment and anticipation.

The counterpoint here is that Kickstarter is not an e-store, even though people treat it as one. Does it "indirectly" compete with brick-and-mortar retailers? Sure, in the same sense that anything that's competing for your discretionary spending is competing with them. But it's not a direct competition, which is the presumption of the allegation that Kickstarter has more impact on brick-and-mortar stores than, say, Hot Topic does is based around. It's ultimately not a comparable experience, even if it may seem like one at a casual glance.

Some game Kickstarters even seem to be taking retailers into account. It's not uncommon to see "retailer incentive" levels with multiple rewards, designed to be purchased and resold at a profit. Kickstarter even changed its policy to allow for bulk purchasing.
This seems to acknowledge that Kickstarter competes with stores and is offering an alternative to vendors. (Interestingly, in this instance it's making Kickstarter fill the role of distributor instead of store).

On the contrary, the fact that Kickstarter has made options that are specific to retailers shows that they're not only not in direct competition with them, but they never were. While wholesalers sell to retailers, it's highly atypical for retailers to sell to each other, particularly in bulk. Kickstarter's having done so doesn't make them a wholesaler, of course, but that they're able to act in that capacity further undercuts the idea that they're directly competing with retailers to have customers pick up the same products; if your local game store has backed a particular product, then there's even less impetus for you to get it from Kickstarter directly.

Now, onto the semi-related topic of Wizards of the Coast doing a Kickstarter...
It would be a decent way to gauge potential interest, but they have enough sales data that it wouldn't likely tell them anything they don't already know. And they don't need to raise awareness like a smaller publisher. There would be a large segment of the market that is uninterested in buying from Kickstarter, so there'd still be some demand in stores.

It's worth noting again that the reason why WotC doesn't use Kickstarter is entirely based around supposition. To my knowledge, they haven't made a statement in this regard, so we're just taking guesses as to why they don't make use of the service. The above reasons are certainly plausible ones, but so are counter-issues like crowd-sourcing production costs, or that raising awareness is still helpful for them, even if they don't need it as much as smaller publishers. Unless they tell us why they don't make use of crowd-funding, we don't know for sure.

However, WotC does not deal directly with customers. Even with DDI they didn't take money and used a 3rd Party to collect subscriptions. They would be poor at giving updates, and shipping would be awkward. While they would likely make more money per sale (not paying stores), they would likely have to contract a fulfilment company and someone to manage the money, which cuts into profits.
Also, the rate of releases from WotC is more due to staffing than money. WotC has more than enough money to invest in projects.
WotC doesn't gain anything from the Kickstarter.

While it's true that WotC doesn't sell directly to customers (they certainly "deal" directly with them, in terms of communication, advertising, giving previews, etc.). But we've seen them give updates to things just fine, sometimes officially and sometimes unofficially (e.g. the Twitter accounts of employees). We've also seen them change their mind on issues previously (e.g. licensed PDF sales of out-of-print products), so it's a mistake to presume that there are iron-clad reasons that make their current stance a no-brainer.

They are also encouraging people to buy in stores, hence allowing WPN stores to get the books a couple weeks early. While WotC does not block online or box store sales, they really incentivize supporting game stores. And Kickstarter works against this policy. It would infuriate Kickstarter backers if stores got the books before them.

Kickstarter does not work against the policy of supporting stores, and for that matter we don't know that WotC thinks that. There's certainly nothing stopping them, insofar as I know, where they held a retailer-only Kickstarter, where the rewards were only available to verified retail outlets, though that'd certainly be an unusual practice.

Ultimately, WotC's reasons aren't really worth debating, since there certainly is a clear answer, but they're not going to tell us.
 




Also worth noting that many retailers, including some that make it easy to source (like Black Diamond who is very opinionated with data to back his position on KS vs. retail) do not like Kickstarters which impact their own sales. They very specifically point out that Kickstarter does cannibalize their potential sales, and makes stocking Kickstarter product a no-go for the store because their core customers have already gone off and backed the Kickstarter. By the time Kickstarters have gone in to distribution at the retail level they are usually already well in to their "long tail" of sales without even hitting the store shelves yet. I've spoken with four local store owners in NM and AZ who feel that it's pointless to compete with Kickstarter on these crowdfunded products, and only one store which does, but at a constant loss....and one of the owner's employees told me that there aren't enough "guys like me" who come in to their shop to justify the retailer backing so many Kickstarters, and the product just languishes on store shelves.

That last point hammers home something significant, I feel, about the Kickstarter market vs. the retail market: retail aims for the general crowd in a local area, and needs to offer the product most likely to be what they want. Kickstarter can focus nationally or internationally on extremely specific niche products which would never, ever succeed at the retail level but absolutely have enough fans over a wide enough range on the internet to become successful.
 

Hussar

Legend
Also worth noting that many retailers, including some that make it easy to source (like Black Diamond who is very opinionated with data to back his position on KS vs. retail) do not like Kickstarters which impact their own sales. They very specifically point out that Kickstarter does cannibalize their potential sales, and makes stocking Kickstarter product a no-go for the store because their core customers have already gone off and backed the Kickstarter. By the time Kickstarters have gone in to distribution at the retail level they are usually already well in to their "long tail" of sales without even hitting the store shelves yet. I've spoken with four local store owners in NM and AZ who feel that it's pointless to compete with Kickstarter on these crowdfunded products, and only one store which does, but at a constant loss....and one of the owner's employees told me that there aren't enough "guys like me" who come in to their shop to justify the retailer backing so many Kickstarters, and the product just languishes on store shelves.

That last point hammers home something significant, I feel, about the Kickstarter market vs. the retail market: retail aims for the general crowd in a local area, and needs to offer the product most likely to be what they want. Kickstarter can focus nationally or internationally on extremely specific niche products which would never, ever succeed at the retail level but absolutely have enough fans over a wide enough range on the internet to become successful.

[MENTION=8461]Alzrius[/MENTION] - does this count as possible examples of Kickstarter not being retail friendly?
 

Alzrius

The EN World kitten
[MENTION=8461]Alzrius[/MENTION] - does this count as possible examples of Kickstarter not being retail friendly?

No. Let's look at why.

camazotz said:
Also worth noting that many retailers, including some that make it easy to source (like Black Diamond who is very opinionated with data to back his position on KS vs. retail) do not like Kickstarters which impact their own sales. They very specifically point out that Kickstarter does cannibalize their potential sales, and makes stocking Kickstarter product a no-go for the store because their core customers have already gone off and backed the Kickstarter. By the time Kickstarters have gone in to distribution at the retail level they are usually already well in to their "long tail" of sales without even hitting the store shelves yet.

Without a link to where this data is on that blog, this is an attribution that isn't substantiated. I went back through the last year's worth of posts on there, and Kickstarter only gets mentioned a handful of times, most often with regards to a Kickstarter that the author launched. With regards to the impact of Kickstarter on retailers, the only mentions were the following:

"Kickstarter is the ultimate disintermediating technology in the game trade." - That's an opinion, and not one that I agree with. Kickstarter is still an intermediary platform; publishers with their own webstores (e.g. Paizo) are just as, if not slightly more, disintermediating.

"What about these cool board games?"
"They sell just ok, but they use Kickstarter. Avoid most of them because of market saturation."
- This is an example of a conversation he had with a new retailer when they met up at GAMA. The issue here seems to largely be based around market saturation of board games more than it is of Kickstarter itself.

""Don't know" comes off as ignorant or deceptive, so it wasn't surprising it kicked off a retailer discussion of whether Reaper was still right for game stores, or necessary, or even relevant with their direct to consumers Kickstarter model." - This is his characterization of a seminar at GAMA, and again, doesn't tell us much other than there was a discussion about Reaper and retailers, which touched on Kickstarter, among other issues. That's potentially interesting, but again, there's no data here; it's one person's anecdote about a conversation.

"If you're offering anything other than junk clearance (which you should also offer me, to keep me happy), I'm going to be frowning. This includes Kickstarter projects as well." - This is part of an article he wrote on selling directly to retailers in lieu of ordinary distribution channels. Specifically, his notation that he doesn't like it when special stuff is offered to consumers directly, without going through retail channels. I suppose I can understand that, but again, this is him saying what he doesn't particularly like.

In that same article, he also notes "An entire series of blog posts could be written on the Kickstarter-Retailer relationship." This seems to suggest that such a series of posts hasn't been written yet, which makes it even more of a hassle to wade through a blog with over a thousand posts and no tagging.

"Role playing games, in stores, are in trouble. Or more accurately, they're on the verge of irrelevancy due to their scattered nature, move to an electronic focus including PDFs and Kickstarter, rampant piracy, and a model that encourages only 20% of customers to buy products." - Okay, now we're getting somewhere. Here he's asserted that Kickstarter is part of the reason that role-playing games in stores are in trouble. But again, there's no particular data-driven information to help put this statement into context, or show exactly how Kickstarter plays a part in this. Without the data, there's really nothing to debate here.

At that point, I'd reached the one year mark, and still hadn't found any of the data that was purported to be there. Given that, since this blog was held up as having the information, I'm going to need to ask for a direct link to where it is on there.

I've spoken with four local store owners in NM and AZ who feel that it's pointless to compete with Kickstarter on these crowdfunded products, and only one store which does, but at a constant loss....and one of the owner's employees told me that there aren't enough "guys like me" who come in to their shop to justify the retailer backing so many Kickstarters, and the product just languishes on store shelves.

I say this with all due respect, but this anecdote isn't credible. Saying that you've spoken with unknown (and therefore unverifiable) people who've told you information that's oddly salient to this conversation isn't anything that can be relied upon. That's why I haven't mentioned the nine store owners that I've spoken to across the American Midwest who said that Kickstarter projects that have appeared on their shelves have sold very well, or the other two who don't think that Kickstarter is a competitor at all...because how do you know that I'm being truthful, and not just making something up?

[MENTION=22779]Hussar[/MENTION] - does that explain it to you?
 

Incorrect. A blog, even if hosted on a larger site, does not carry the full weight of the publisher's opinion behind it; that's why it's a blog. Likewise, a "published editorial" is, in the manner that you're using it, one that speaks for the editorial board. This is one person's personal opinion, which he's happening to publish in a venue through work. Claiming that it carries the weight of "any other" piece published for the Economist is a flat-out lie.
Please do not call me a liar. It's unneeded.

The fact that it's a blog is entirely relevant, and pretending that it's not is deliberately disingenuous. Trying to attribute the full weight of that particular institution to what he's written is ridiculous, as it lends his opinion piece a great deal more weight than it would otherwise be entitled to. Apparently you think that just because blogs "can be" professional journalism, that somehow means that this one necessarily is, which is an attitude that wasn't credible even back in 2007, let alone now. Calling it writing "detailed" or "informed" doesn't change the fact that this is one guy saying what he thinks about a particular issue, and nothing more.
The difference between a blog, an opinion piece, or a newspaper editorial is largely ethereal now. Anything could be reduced to "one guy saying what he thinks about a particular issue". It's not a public blog. The Economist is not letting just anyone post on their site. It's sanctions content, likely edited, approved, and very possibly even paid work. The difference between it and an editorial is format in that it is a digital piece. A YouTube piece shot on a digital camera is still a "film" despite never existing on that medium or being shown in a theater.
That's what all conversation is on this site, but it would be the height of rudeness to just reply to a poster with "you're just one poster saying what they think".

This conveniently forgets to mention the number of opinion pieces and articles that support this: one, two, three, four.
I did not conveniently forget to mention them but simply did not come across those in my Google search. Please do not misattribute my motives.

Leaving aside for a moment that you've flat-out said that it's "not a store," I think it's operative to note that you say that it "can" be one, and it's here that I think there's a subtle yet very important difference. It's not so much that it "can" be one, but that people treat it as though it were one. Likewise, I'm not sure what you mean by ignoring the "broader uses" of Kickstarter, because there aren't any per se. Whether you treat it as a form of charitable donation, or an investment return, or even as a store, your personal approach to the process doesn't matter in terms of what the thing itself actually is. Just because you treat it like a store doesn't change the fact that all Kickstarter projects are, well, projects that you're helping to fund. That's all.
This is a semantic argument. Kickstarter is not a store, no. But it functions as one. That was the whole damn point of the paragraph. Whether or not it is literally a store is irrelevant if it serves the same function. For purposes of this discussion, we can treat it as a store.
Whether or not Kickstarter is literally or functionally a store has no bearing on whether or not Kickstarter engages in competition with stores in the same way that a KFC competes with McDonald's despite not being a burger store.

The salient point here is that these were sales that were being used to ad hoc creating something. That's prima facie similar to crowd-funding that is used as though it were a storefront, but similarity - even similarity in use or purpose - is not the same. For one thing, not all pre-orders are utilized to finance printing a book that wouldn't otherwise exist. Likewise, pre-orders are most often not limited to publishers directly; you can place a pre-order for things via most traditional retail outlets that sell goods or services, but that's not the case whereby you can use those outlets to actually finance the creation of something that doesn't exist yet. You can't pre-order a book on Amazon as a method of financing that book's writing, for instance.
Amazon is irrelevant as you are pre-ordering something that exists or will exist. We are specifically talking about gaming products not products in general.

And many, many 3rd Party gaming products (prior to Kickstarter) very much were funded in part by pre-orders. Sometimes this worked (Tome of Horrors Complete) and sometimes it didn't work out so well (Razor Coast… for a time). Kickstarter replaced this function of the publisher's online store. It has taken over part of the storefront.

It's not correct to use "does not sell a set number of copies" as an example of reaching a pre-set goal, because there are no Kickstarters that rely on a certain number of rewards being opted for. Likewise, you are not refunded your money is a Kickstarter doesn't fund, because you never gave them your money in the first place; Kickstarter funds are not charged to you until the project reaches its end date and unless the project meets its initial goal. This is distinct from a pre-order, where money has actually changed hands. This is another example of things that appear the same at a casual glance being different when you look deeper.
I never said Kickstarter refunds you. I said that prior to Kickstart, publishers would occasionally issue refunds on pre-orders for failed projects. It's not identical, but functionally similar to the Kickstarter process

It's worth noting that it is incorrect that the backers must necessarily all receive some reward. All Kickstarter pledges have a built-in option (as part of the platform) to allow backers to donate without receiving any reward at all.
Has anyone ever done that though? Not for Kickstarter in general but RPG Kickstarters.
I imagine it would be possible to compare backer numbers with claimed rewards. I expect a statistically irrelevant sampling.

That said, the remainder of the point here goes back to the popular perception of Kickstarter as a storefront, even though the reality of it is different. A lot of people now take the rewards as a given, and virtually always choose to receive them, most often in the form of a copy of the finished product. But that's still an issue of perception, rather than actual functionality. As noted above, no money is actually changing hands when they make their pledge.
Again, I'm not claiming Kickstarter is a storefront. That's a misrepresentation of my argument. I'm saying it serves the same purpose and competes with stores, both digital and physical.

This makes the existence Alderac web store rather awkward.
That was an error on my part. I was actually referring to Agate RPG (of Agate Éditions). I googled to correct my spelling (which was wrong), and Google said "Did you mean…". I wondered and wanted to go back and double-check but forgot.
In any event Agate RPG does not operate a store where you can buy their physical books.

This is a manipulation of the definition. Even if we discount the time taken on in-store pro-orders (which you hold are the same) to be fulfilled, there's a more notable point here - that the same good "or" service is offered; you do not need to meet both criteria. In this case, you're discussing the same goods being offered; since it fulfills that criteria, then if you want to pursue the question of "does Kickstarter compete with retailers, and if so how?" you need to look at this from a question of direct competition, rather than indirect. After all, that would mean that saying "you have to drive to your local game store, but online retailer goods are mailed to you, so they're not directly competing" justifies online retailers as only being indirect competitors to physical retailers.
This is a lovely semantic argument that doesn't actually debate ANY of my claims, and just points out possible errors in my terms. It's arguing without actually advancing the discussion.

I accept that I made an error in direct versus indirect competition because of the use of "or" rather than "and". I can therefor "upgrade" Kickstarter to being in direct competition with retail stores and the rest of my argument continues unchanged.

But this overlooks the more salient point; if the product is available at your local game store, then you don't have the option of receiving it from Kickstarter - literally, it can't be for retail sale at your local FLGS while the book's publishers are seeking to procure funding to create the book in the first place.
Yes. This also applies if the product is not available in stores but with a lapsed Kickstarter.
However the argument is NOT that Kickstarter replaces retail stores - that's not a requirement of competition - only that it takes away business and money.

Insofar as the price being generally cheaper, that's a shaky claim to make. While the pledge level that procures a copy of the finished product might be less than the MSRP, that doesn't take into account the regularity with which retail outlets, even brick-and-mortar ones, will make it available at lower prices. There are a lot of stores that offer discounts to customers for various reasons.
But this is not guaranteed. Many stores do not do sales, have only limited sales, or exclude premium items. And some stores also charge more than the MSRP, especially for non-standard or exclusive goods. The only local game store in my area (primarily a comic store) is pretty bad at gouging.

But this is irrelevant because we're working with average price as set by the MSRP rather than variance based on local sales, exchange rate variance, local interest in games, used copies, etc.

"Buying" a product via a Kickstarter isn't done "over" a game store; as noted above, if it's on Kickstarter, then it cannot - by definition - also be available at your game store for you to choose as an alternate venue. If you really want a board game seen on Kickstarter, then at that point there's nowhere else that you can get it. Likewise, the arguability of how fast Kickstarter rewards reach the backers is notable, since the cases where there are delays tend to be the most visible. Similarly, the costs of the product are required all at once; you pay once the project reaches its end date, if it's funded.
If I hear about a game on Kickstarter and opt to buy it at my FLGS I can expect a wait similar to that of backers if not longer. Thus, for purposes of that individual product, the wait does not matter.

Over the lifespan of a game, from funding to being in stores, there will be a finite number of sales. Prior to Kickstarter 100% of those sales would take place in a store of some kind, be it physical or digital. Now games are being acquired through Kickstarter and some percentage of sales is being taken away from stores.
While not all of those games would have been made without the easy crowdfunding Kickstarter provides, some would have been funded through other means: investors, bank loans, getting into debt, or traditional pre-sales.

Additionally, people have a limited amount of disposable income that they spend on hobby entertainment. When those funds are spent on a Kickstarter they cannot be spent on another game. I have not yet purchased the card game Superfight entirely because I backed a couple Kickstarters and have no more disposable funds. (Kickstarters are also on a deadline, which adds the ticking clock element. The other game will be there later, making it easier to procrastinate.)

That's also shifting the point of comparison considerably, as you've just changed from direct competition (e.g. the same product) to indirect (e.g. a different product that fulfills the same need).
Wait… what?! When I wrote this, I was already assuming indirect competition.

You literally just corrected me on direct vs indirect, then changed your mind and criticized me for shifting my point of comparison. In the same post!

Except that this is fairly simplistic, because it leaves out things such as shipping costs, taxes, retailer discounts, etc.
I mention shipping costs later.
Taxes are important. I pay them on most purchases in stores but not all Kickstarters. That's another 5%.

Brick-and-mortar retailers cannot sell PDFs of products (there may be some exceptions that I'm not aware of, but if so these certainly aren't widespread). Saying that the Kickstarter is cheaper because it also offers something that your local FLGS literally cannot sell you isn't a fair comparison.
Unfair competition is still competition. This is like claiming Paizo.com doesn't compete with game stores because they can offer print + PDF bundles.

Again, your comparison is flawed; you cannot buy an add-on by itself. There's another cost attached that you haven't factored in here.
I was using it as a representative example of the general discounted price of Bones bought via Kickstarter rather than separately and individually. It is a huge discount.

Oh, and yes you can buy the add-on. As you yourself mention, you can select "no reward" when backing. So you can add onto a $1 donation, for an insignificant price increase. (I did this exact thing for Bones 3, opting not to get the core sets and just add-ons.)

And it would be nice to buy it from Kickstarter for that price right now, except that that option is no longer available. Hence, that $5 discount isn't competing with the game stores that are trying to sell this game to their customers. Of course, once they sell it to their customers they'll make a profit that they wouldn't have otherwise if the Kickstarter hadn't had any money given to it, since then the retailers wouldn't have a product to offer in the first place.
That it is no longer available is irrelevant. What is relevant is that 8,396 who want the game and would likely have otherwise bought the game from a store instead bought it elsewhere.
And, again, Kickstarter just provides a new option for funding. Cryptozoic Entertainment is an established company who has made other games and could have gone into debt to make the game or approached other investors. (Or even done pre-orders on their store website.) There is very much a possibility they could have funded and made this available in stores without Kickstarter, but Kickstarter is just faster and likely more profitable. After all, they had enough money to acquire the licence to make a game for a popular IP.

As noted, this is actually one of quite a few variables, many (if not most) of which are harder to note and control for. It's why the price comparison issue isn't a very good way of measuring the issue of Kickstarter versus retailers.
Agreed. But price was too big not to talk about. It's not always relevant, but it's relevant often enough.

Kickstarter has a lot of advantages, but that doesn't mean that they're advantages that place them into a state of direct competition with FLGS outlets.
No, of course the advantages don't place them in direct (or indirect) competition.
The fact that they're taking money for similar products is what puts them in competition. The advantage affect if Kickstarter is coming off on top of the competition or not. Or how often it's better to go with Kickstarter.

Except that we know that this advantage, in terms of what Kickstarter has that local outlets do not, doesn't really hold up due to the pervasive influence of social media. The same thing that allows for people to easily share a Kickstarter allows brick-and-mortar retailers, as well as customers, to engage in that same sharing via Facebook and Twitter. If you're following your local stores on social media, the same way you would a publisher, then you're going to be alerted when they have a new product in stock, when they're having a sale, or anything else that could be considered noteworthy. In fact, this actually better serves the local retail outlets, because any announcement that gets people in the store increases the chances that something else will be bought, either instead of or in addition to the original item that drew the customers' interest. Even customers can do this, as everything from a quick Tweet or Facebook update from their phone (possibly with a selfie if they want to make sure there's a picture) can achieve the same effect.

Online word-of-mouth works for everyone, not just Kickstarter.
True. But not every game store has as much social media savy as Kickstarter, is as well known, or has as much reach. If I find a cool game at the local comic shop that means nothing to someone in a different province or the States. But everyone knows Kickstarter and recognises it.

People are always talking about new Kickstarter projects or sharing them because the information (and a link) is easy to transmit. If I discover a great new game, I can mention it but unless I find a link to the game's site it's just that little bit harder to investigate. There's a barrier there, even if ever so slight...

I flat-out disagree with this. You can very much go into a game store just to browse, particularly if you happen to already be in the area. Likewise, saying that you're less likely to "find a gem of a game" because you're looking for another product is dubious at best. Quite the contrary, just being in the store increases the chances of finding something to pick up, which isn't the same as looking at something on a Kickstarter. Not to mention that this again ignores that physical stores (and customers) have access to the same social media venues that Kickstarter does.
It's not impossible, but browsing a game store is significantly less common than browsing Twitter or Facebook.
A game store might be active and social media and attract your attention with something cool, but as often as not, game store advertising is less focused and unrelated products. But people you follow on Twitter or Facebook with similar interests linking a Kickstarter project is instantly more attractive and relevant, being the ultimate in targeted marketing.
Summarizing, not all game stores are equally present in social media, and even the ones that are are unlikely to be as focused as a good Kickstarter.

You can change your mind quickly when you're in a retail outlet as well, so long as you haven't made the purchase. Now, you can cancel your Kickstarter pledge before the funding period closes, but as mentioned that's because you haven't actually bought the book yet, so saying that this is an easier "purchase" is twisting the use of the term.
It's a difference in time limit. Changing my mind in a retail store is a matter of minutes. I can sleep on a Kickstarter purchase. I can cancel weeks after if I have a change in finances.

No, it's irritating. There are a lot of people who don't like Kickstarter because they don't like waiting to see if their "pre-order" is ever going to be fulfilled, because it might not fund. Moreover, the fact that crowd-funding has had some high-profile failures to deliver has also undercut confidence in the process, which makes it even more of a case of anxiety when you decide to pledge your money.
Again, this is not an all-or-nothing situation. Nothing in life is either-or. Kickstarters absolutely have their disadvantages and game stores (either digital or meat space) can have their advantages and benefits. The argument isn't "Kickstarter is better all the time" or "Kickstarter is replacing game stores" but if Kickstarter competes with game stores and reduces sales. Any sales.

There's nothing that makes this unique to Kickstarter in any regard. Anticipation can be felt for anything that you want but do not have yet. Saying that this is at all an advantage that Kickstarter has that physical retailers don't is flat-out untrue.
I don't recall saying it wasn't true with retail stores. If waiting for a reorder or a pre-order at a game store then, yes, it's true. But if just buying something off the shelf it's not.
That's the difference. It's true for all Kickstarters versus only some retail purchases.

Again, this is a bug rather than a feature, and it works both ways. When you get your credit card statement and you see that you're being charged for something, you'll often be momentarily unsure of what it was before you remember that it's for the purchase that you made so long ago, making your credit card bill seem higher than you otherwise expected it to be. Particularly since you're now paying for something that you haven't gotten yet, and may not get for a while.
It's certainly a feature/bug. For people who like it, it incentivizes Kickstarter. For people who dislike it, it incentivizes retail stores.
Again, it's not an issue of everyone favouring Kickstarter, just some people.

The counterpoint here is that Kickstarter is not an e-store, even though people treat it as one.
That's not a counterpoint as I explicitly say that Kickstarter isn't an e-store.

Does it "indirectly" compete with brick-and-mortar retailers? Sure, in the same sense that anything that's competing for your discretionary spending is competing with them. But it's not a direct competition, which is the presumption of the allegation that Kickstarter has more impact on brick-and-mortar stores than, say, Hot Topic does is based around. It's ultimately not a comparable experience, even if it may seem like one at a casual glance.
Again, I wrote my piece assuming indirect competition. Which is still competition.

Gaming products are small. A good 3rd Party product is lucky to sell 10,000 copies. So when 2,300 backers get Tome of Beasts via Kickstarter, that might a quarter of their total sales. That's a lot of reduced sales.

On the contrary, the fact that Kickstarter has made options that are specific to retailers shows that they're not only not in direct competition with them, but they never were. While wholesalers sell to retailers, it's highly atypical for retailers to sell to each other, particularly in bulk. Kickstarter's having done so doesn't make them a wholesaler, of course, but that they're able to act in that capacity further undercuts the idea that they're directly competing with retailers to have customers pick up the same products; if your local game store has backed a particular product, then there's even less impetus for you to get it from Kickstarter directly.
As you are quick to point out, Kickstarter is not a store. And neither is it a wholesaler or distributer. So it is very different situation. Just because they're selling to retailers doesn't mean there's no competition.
Kickstarter selling to retailers isn't fundamentally different than Paizo selling to game stores while also operating their own e-store. But it would be ridiculous to suggest Paizo's store doesn't compete with physical stores.

It's worth noting again that the reason why WotC doesn't use Kickstarter is entirely based around supposition. To my knowledge, they haven't made a statement in this regard, so we're just taking guesses as to why they don't make use of the service.
I prefer the term "educated guess". Or even "deductive reasoning". It's supposition, but not wrong.

The above reasons are certainly plausible ones, but so are counter-issues like crowd-sourcing production costs, or that raising awareness is still helpful for them, even if they don't need it as much as smaller publishers. Unless they tell us why they don't make use of crowd-funding, we don't know for sure.
Production costs are a non-issue. It may cost WotC $250,000 to print books but MTG generates tens of millions of dollars in profit each month. They could print a D&D book every other week for a year and just let them sit in a warehouse and they'd still make money that year.
Kickstarter and Amazon do take a percentage, but this is likely much less than what the store and general distributor charge. So even if they they paid a fulfilment company to handle dealing with the customers and shipping and sold books at 30% off they'd still likely make more money via Kickstarter. And they still need to deal with stretch goals, higher reward tiers, and the like. It's a lot of extra work for limited gains.
WotC doesn't need Kickstarter to raise awareness. They just need to release a new book and send out review copies.

While it's true that WotC doesn't sell directly to customers (they certainly "deal" directly with them, in terms of communication, advertising, giving previews, etc.). But we've seen them give updates to things just fine, sometimes officially and sometimes unofficially (e.g. the Twitter accounts of employees). We've also seen them change their mind on issues previously (e.g. licensed PDF sales of out-of-print products), so it's a mistake to presume that there are iron-clad reasons that make their current stance a no-brainer.
It actually seems to be Hasbro policy. WotC used to operate a game store that closed after the sale to Hasbro, and you can't buy products directly from Hasbro's website.
It seems to be a larger corporate directive to not deal with customers and work through stores.

Kickstarter does not work against the policy of supporting stores, and for that matter we don't know that WotC thinks that. There's certainly nothing stopping them, insofar as I know, where they held a retailer-only Kickstarter, where the rewards were only available to verified retail outlets, though that'd certainly be an unusual practice.
By default it doesn't support or enable stores in that Kickstarter doesn't encourage people to go to stores, let alone Wizards Play Network stores. Kickstarter works against stores or, at best, is neutral to stores. Therefore it works against a policy of actively supporting stores.
Frankly, that would be a terrible idea. No offence intended. I'm not sure it'd even be possible to vette Kickstarter backers checking they are a retail outlet. But even if there was… terrible idea.

The catch is that retailers already "back" projects when they buy stock, which sits on their shelf until it is sold. They lose money until things sell.
Backing a Kickstarter is effectively keeping a percentage of their funds off the shelf and in limbo. It's not being used to buy product that makes more money. In the time it takes a Kickstarter to finish, produce its product, and ship the retailer could have used that same money to bring in an extra copy of a good-selling product multiple times, each time generating money.
Especially when game stores could buy and stock the product just as easily when it was ready to ship.
There's no incentive to back.

Ultimately, WotC's reasons aren't really worth debating, since there certainly is a clear answer, but they're not going to tell us.
If we stop debating things that lack a clear answer this site would be a lot more quiet...
 

Without a link to where this data is on that blog, this is an attribution that isn't substantiated. I went back through the last year's worth of posts on there, and Kickstarter only gets mentioned a handful of times, most often with regards to a Kickstarter that the author launched.
There's a Search button on the top left.
The relevant blog posts would be:
http://blackdiamondgames.blogspot.ca/2012/11/the-mark-of-kickstarter.html
and
http://blackdiamondgames.blogspot.ca/2012/11/kickstarter-follow-up.html

Key quotes include:
Now that Kickstarter isn't this emerging technology, but a very well established medium for gamers to acquire games, it has managed to successfully capture the majority of local sales.

Bigger projects can break out of this market saturation, but for the most part, most Kickstarter products we've brought into the store lately, including games that are highly ranked and reviewed, have failed for us.

Unlike the PDF market, which sells a different product, or the direct sales competitor, who sells things at the same time as us, the Kickstarter product is sold to customers not only before we can get it, but with added benefits.

When I say Kickstarter projects don't make me money, I'm saying nobody will buy them in my store, mostly at all, sometimes ever.

These are not only the products that I've brought in for my store through Kickstarter, it's any product that got its funding through the Kickstarter process and then made its way through distribution. You're doing a good job of hitting the mark. The alpha gamers are paying attention. There just isn't anything left over, apparently.

Kickstarter projects of the small to medium tier variety, have successfully saturated their market. They simply don't need me. If you're planning a new game project today, you should decide if you want it to go Kickstarter or go retail. You are going to need to choose.​

If you have any links or quotes from retailers showing that Kickstarter has helped their business, please share them.
 

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