1. Wait until the game is close to that final, FINAL state, with all the content and patches already implemented.
2. Download the gog.com version
3. Burn the setup to a DVD, the extra stuff like artwork and soundtrack to another. Optionally implement auto-run for the setup disk.
4. Buy a jewel case or a DVD case. Print artwork and stick it in there.
5. Get some CD adhesive label or maybe even a printer that can print on CDs directly. Apply on your DVDs.
6. Order a small cardboard box, either printed or blank (and you can stick some adhesive paper on it).
7. Order a custom printed manual from various Internet services. For extra cheapskatism, print the papers yourself and find a store with a comb binding machine to bind it. Optionally, laminate the covers.
There, mission fucking accomplished.
Your incentive for throwing lots of dosh at a campaign shouldn't be a fucking box or a cloth map. Your incentive should be the FUCKING GAME GETTING MADE. You know, that type of game that modern devs and publishers no longer produce or create only extremely castrated versions of.
If you want these types of games made:
1. Download Unity.
2. Develop your game.
3. Play it.
There, mission fucking accomplished.
(Point is, it's nicer when someone handles that shit for you. I just want to get the box, open it and play it, then oggle the box and cuddle it at night when I'm lonely - not fuck around talking to printers myself.)
Seriously, this thread is disgusting. It's pretty much one of the reasons why I hate Kickstarter. People have turned it from a community service/crowdsourcing thing into a marketing pitch made by the developers directly to the consumers. And the backer tiers are partly to blame for that. Too many have the assumption that kickstarter is supposed to be based on the "give money -> receive product" dynamic, when in reality it is "give money -> help product get made".
Technically KickStarter is just a pre-purchase option. KickStarter effectively market tests a product and allows people to pre-purchase it without risk that if the KickStarter fails, it hasn't actually cost them anything (and yes, with the added risk that a successful KickStarter doens't mean a successful end product).
It's not just a "gib dem monies and get nothing in return" proposition. Peoples are gibbing monies because they want the game. That's kind of the point.
But hey, yeah, go make that minimum pledge amount just so you get the game, sure. Imagine a W2 or a Broken Age that barely scrapped the funding goal because everyone got the basic digital pack. Or better, imagine the campaign failing and no actual game getting made.
Most of the money is made from those "we just want the game" tiers. Especially in D:OS' case.
Physical goods are nice and welcome. But not when they're a novelty item that creates huge management and distributing issues. Not when it forces the game developers to use a significant part of the money making physical goods and shipping them all over the place instead of putting that money into the game itself. These companies are still independent companies, working on the peanuts a few tens of thousand people gave them. They don't have massive AAA budgets or the connections of big publishers. So let them work on the game, put that game on a digital, hassle-free platform and support them out of your own goodwill rather than for the physical shit.
Likewise, digital bonuses and custom underpants are nice and welcome. But not when they're a novelty item that creates huge production issues for the developers. Not when it forces the game developers to spend significant time (and thus, funds in wages and salaries) to make the digital bonuses and extra content to satisfy the custom wants and stretch goals, instead of putting that money into the core game itself. Especially when some of the stretch goals add so much extra work they defeat the purpose of raising funds for the game in the first place.
Physical or digital, a well-managed KickStarter shouldn't be such a hassle. At some point, "good project management" and "good business planning" come into it - regardless of whether that's sorting out who's printing boxes, or who's putting extra time into making more pairs of digital underpants.
Larian's track record is much better than InXile's, but that's irrelevant. For the purposes of Kickstarter, InXile's track record existed of the Black Isle games, even if nobody at InXile actually worked on those games. Larian's games are obviously much less known and much less well-regarded than the Black Isle RPG's.
So are you saying the reason D:OS has bupkiss physical sales compared to W2's, Torment's and P:E's is because they lack sufficient BIS nostalgia?
If so,
can you explain Double Fine for me then:
Pledge $100 or more; 11,530 backers
Special edition box containing both the game disc and a DVD or Blu-Ray of the documentary, Double Fine Adventure Backer T-shirt, original "Double Fine Adventure" poster (suitable for framing), special thanks in the game’s credits, and all previous reward tiers.
That tier raised just over $1.1M of the total $3.3M. The very first digital "finished game" tier only raised $719,205 by comparison ($15; 47,947 backers). The second digital tier which threw in the digital soundtrack and a documentary download raised another $739,080 ($30; 24,636 backers).
By comparison, the tier that added the digital PDF version of the "Adventure Book" only raised $65,400 ($60; 1090 backers) while the hard-cover copy of the book raised $74,000 ($500; 148 backers).
Again: People want the game. The vast majority are happy with the digital rewards only (in this case 72,583 people) - but you can get at least a third of your funds from a nice, clear "boxed copy" tier at a higher price (in this case, from just 11,530 people - or 1/6th of the number who wanted digital only).