This follows up on my previous post,
We're all international backers when it comes to shipping, and addresses some potential weaknesses of that first article.
I went onto Kickstarter and pulled the last six months of successful board game projects. That is, any project in the last six months that received funding and was selling a physical board or card game. I excluded a handful of projects based on some miscellaneous criteria, but I'm fairly confident in the data set being a good snapshot of successful Kickstarter board game projects.
There are two important findings that I think validate the takeaways in my prior article.
(1) As the cost of the game increases, the average backer donation increases. This is going to seem obvious, but let's walk through it real quick. At the outset of collecting data I decided to collect the dollar amount of the reward category where you actually got what they were selling. If they were selling a deck of cards at $20 but you could get three extra promotional cards at $22, I entered $20. If they were selling the base game at $50 and it included every promo they could imagine, I entered $50. It is the lowest reward tier where you actually got the physical product they created.
Next, I took the total amount raised by the project and divided it by the number of backers to get an average backing amount. I then sorted the data by the lowest reward tier where you got the product and plotted the average backing amount. So the left side of the horizontal axis are the projects with the cheapest reward tier to get the game and the right side are the most expensive tier to get the game. The vertical axis are those costs of entry to get the actual game. The trend line is pretty definitive--as the cost of entry increases, the average backing amount increases.
This should feel really obvious, but it is still important to confirm. People are mostly backing to get the game and if the cost of that game is high, then they pay a lot to get it. This validates the premise that more expensive games are required to ensure the margin required to advertise.
(2) The cost of the game has little bearing on the number of backers. This is much less obvious and should be, perhaps, downright shocking. My first article pointed out that the cost of advertising to customers was so expensive that it often exceeded the margin on cheap games, thereby pushing everyone to produce expensive games. This was just validated in (1), above. A rebuttal could be that the conversion rate will be much higher on cheaper games because convincing someone to back a $10 project is much easier than convincing someone to back a $75 project. The data doesn't seem to agree.

I sorted the data by the number of backers and once again plotted the cost of the lowest tier where you actually get the game. What we see is that there is almost no correlation between the number of people who choose to back the game and how cheap it is to back. Now, the data isn't definitive, we don't have unsuccessful projects nor do we know the marketing budgets of these projects, but the line is almost shockingly horizontal (indicating no correlation). This suggests that regardless of the cost of entry, projects tend to have the same conversion rate, meaning the cost of advertising is also equal. The $10-$50/sale figure in the last article holds true whether the game costs $10 or $100.
The next takeaway
A lot of games are simple, fun, and cheap to produce. This means they can be simple, fun, and cheaply delivered to your door... but for the realities of the system. People like watching a game climb into the $20-30k range and that is when Kickstarter really starts to promote it as an editor's pick or 'popular this week;' those are also the points where paid-for advertising takes a back seat to word of mouth. This shows that games with low costs of entry struggle to ever get there.
One conclusion is that we're overly rewarding expensive games. I think a more important conclusion is that we're encouraging makers of simple, fun, cheap games to complicate them and start adding on unnecessary features to justify a higher purchase price because without a higher price they will fail. That's a huge bummer.