INSIGHTS / STEVE FOWLER
Make your soft objectives provable before someone cuts them
2026-09-08

...and that's usually the moment the community budget dies. Not because anyone decided community work doesn't matter, but because the user-acquisition lead brought a spreadsheet and the community lead brought a feeling.
I teach a distinction that comes out of effectiveness research from the IPA (the Institute of Practitioners in Advertising), the UK industry body behind decades of studies on what marketing actually pays back. It explains most budget fights I've watched over 25 years.
Hard objectives are specific and measurable: units sold, day-30 retention, cost per install, revenue. Soft objectives are directional and vague: build awareness, grow the community, increase brand love, generate buzz.
Here's the trap. Brand-building, community and PR work almost always gets written as soft objectives, and a soft objective cannot defend itself in a budget review. It can only be believed in. Belief loses to a spreadsheet every time.
The fix isn't to pretend community work drives revenue next Tuesday. It's what the IPA calls the bread-crumb method: instead of connecting the activity directly to the money, you define a chain of measurable leading indicators, each one plausibly causing the next, and you put a hard number on every link.
For a pre-launch game, a chain I'd actually use:
- Wishlist velocity - adds per week, not cumulative total
- Discord 14-day return rate - people who come back, not people who joined
- Playtest show-up rate - invitees who actually played
- Unsolicited creator applications - creators asking you, not the ones you paid
- Sentiment ratio in comment and review threads at each beat
Then commit to numbers: "Discord 14-day return above 30% by beta." "Creator inbound above 50 unsolicited applications by reveal +30 days."
Now the soft objective has a hard proxy. You can be held to it, which is the price of being able to defend it.
One warning about the top of that list. A raw wishlist total looks like a hard number and behaves like a soft one. GameDiscoverCo's data puts median conversion at roughly 0.15x for games with more than 25,000 wishlists at launch, about 15,000 first-week sales per 100,000 wishlists. Narrow that to games priced above $10 and the median falls to about 0.10x, because a wishlist costs nothing and a price tag doesn't. The spread between individual projects runs an order of magnitude either way.
A wishlist count isn't a forecast. Wishlist velocity in the weeks around a beat tells you far more, because it measures whether something you did moved anyone.
The discipline is unglamorous: pick your bread crumbs before the campaign starts, write the number down, and report against it every month whether or not it flatters you.
The teams whose brand and community budgets survive downturns aren't the ones with the best story about why brand matters. They're the ones who made it measurable before anyone asked them to.