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Hi everyone,
I have carefully read everyone’s comments and concerns. I appreciate that you guys are passionate about Twilight Struggle, so I’m trying to just disregard the hyperbole and focus on the main concerns I see. I don’t intend to argue, as I respect all of you as gamers with worthwhile perspectives and opinions about games.
What I will do is use David’s post as a base from which to provide you with my perspective:
"Gene. Be honest here. Do you really think the CE looks great? There are aesthetic issues which I suppose is subjective, but then there are functional issues which is absolutely unacceptable.”
Yes, David, I was serious when I said the CE looks great to me. As you note, some of us will disagree subjectively, but to my eyes, this is simply the best-looking version of Twilight Struggle that we have ever produced. Is it the best version we could ever create if money were no object? No, of course not. But given our budget (see below), I’m very happy with what we’ve created.
Regarding our budget, the funds we got to create this game (when you back out the other rewards) were around $100 or $120 per game, depending on whether it was an early bird tier or not. And I have to say, I think the CE is absolutely worth that and more, as is. What people miss, though, when they think that’s the amount we had to put into the game, is shipping. Just go look up the cost to send a 10 lb package from California to the east coast and then look again for the cost to anywhere outside the US, know that we also paid shipping to get the games to our warehouse, and you’ll see that we end up with $40-50 per game, best case, actually less than that for the overseas orders, with which to create the CE. Given that budget, I’m flat out amazed that Tony and Mark and the production crew got everything into this box that they did - especially for such a small print run! I realize that may be a somewhat different perspective than yours, because you paid the money, and exactly what it goes to maybe isn’t important to you. But I just want you guys to know that Tony went overboard here - he put more into this product than we’ve ever put into a TS game, on a very limited budget.
Regarding the “unacceptable functional issues,” I don’t really see it that way. The only “issue” if you will, is the manner in which we chose to give you a play aid to help keep track of control. The initial versions of TS were played and loved by many, with no means whatsoever to do this. Like many of you, I like the way control is shown in the Deluxe Edition. I’d point out, though, that it's a bit less efficient, time-wise, than the original way, as you ALWAYS have to swap out counters whenever you add/subtract influence instead of just flipping a 1 to 2, 3 to 4, etc. So although I prefer the Deluxe version myself, it’s not necessarily more efficient, time-wise.
I am not unsympathetic to the folks who want to use the counters from the CE instead of blocks. If you’ll recall, THAT was our original plan, but as with so many other aspects of this CE, we tried to really listen to what you guys were asking for and upgrade everywhere possible. So we upgraded to blocks and now some don’t like the way we did it. For you guys who want to use counters, obviously you can feel free -it’ll work just fine. It’s your game. I would not be opposed to dropping a countersheet into each CE, as some have suggested, but as far as I know, we don’t have any and it would take months to get more printed. I’ve got a note into Tony to ask for sure, and I’ll update you if we can do anything at all on that front. But I’ll go back to - using an extra small block or even NOT using it is NOT going to wreck the game or your TS experience.
Back to David’s question for a minute. The one thing I didn’t like, when I got the advance copy of the game, was the dice. I mean, they’re fine and they do have a star and a sickle where the 1s should be on the dice, but they just didn’t say “special” to me. So I called Tony and asked him if we could do better on the dice in a short time frame before we ship. Unlike most of the other CE components, dice can be ordered and received pretty quickly, if your suppliers have them in stock. In our case, Tony made some calls and found some nicer ones and we spent some extra money, and they are now on their way to our warehouse. So that’ll be a pretty nice upgrade from the ones you saw last week. The dice should be here by the time I get back next week. I’ll take pics and show them to you then.
So, all in all, I’m very proud of the CE that we have created. For those of you who aren’t proud of it, or think you won’t like it based on what you’ve seen so far, I’m sorry you feel that way. I’m sure, because we have hundreds of non-KS customers clamoring to get their hands on the CE, that if you choose to sell yours, you will have NO TROUBLE AT ALL finding a buyer. We’ve seen many volunteers offering to buy on BGG already. So it that’s the route you choose, feel free. We want everyone to be happy, and if you’re not, selling it will at least get you your money back.
For the rest of you, thanks so much for your encouragement and support, and for helping us get our most popular game created in digital format. That, after all, as several of you keep reminding me, was the point of the Kickstarter to begin with. I appreciate that over 6,000 of you have helped us get this done; thanks so much.
This will be my last post here for another week or so. I’m taking my son back to college this week and won’t be back to work until Wednesday, the 26th. You will see an update this week, though, from our friends at Playdek, with details about the digital version and Backer Kit info as we get closer to delivery.
All the best,
Gene
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