I don’t like the combat in Gloomhaven. I’m the sap who read the rulebook enough times to know how all the bad guys act, so I end up being the computer my friends play against. It’s like being a Dungeon Master with none of the creative flair. Gloomhaven is a big enough game that it can take critiques from one more rando, but I’m driven to write this because of a persistent comment on Far Away’s creature management. Some folks can find that phase tedious or disproportional to the explorer phase. It’s a fair observation and, obviously, you can say whatever they want on the internet. To me, Gloomhaven has all the same problems and fewer of the emotional or narrative rewards Far Away offers. In analyzing the difference, I want to understand the role these systems play on the player.
Advertising FA:CE
During the first week of our Corporate Espionage’s Gamefound campaign, one of our Far Away superfans messaged us something to the effect of “I follow you guys closely and barely knew this campaign was coming.” It’s fair feedback that the message didn’t permeate the community the way we hoped. While it’s not surprising our messaging didn’t reverberate across the internet, it is surprising (to us) how poorly our advertising efforts did. Granted, we funded. That’s the goal and we’re incredibly grateful to everyone who participated in any capacity. But in the interest of transparency and helping other crowdfunders, I want to document what we did, what we avoided, and how it differed from past campaigns.
FA:CE Stretch Goals
We funded Far Away: Corporate Espionage! Of course, reaching the goal isn’t the end. We want to make the game even better. Any extra funds will go into that objective. As a way to quantify those efforts, we have listed stretch goals. It’d be amazing to reach them and add some long-requested extra features.