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Help me with my kickstarter


J-William

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So I'm working on launching a kickstarter for my game.

 

Like a good objectivist I've been doing it all on my own. But I got to thinking about what Stef says about community, so I've decided to ask for some help.

 

My game is called Consanguinity. it's like a 2D zelda but much more complicated. All characters in the game are persistent, which means if you talk to them they will remember you and if you kill a character they stay dead (unlike Zelda where you can kill the same bad guy every time you enter a room). The other big element is relationships (thus the name). Every NPC has relationships and they develop new ones and forget unimportant ones. For example if you were to kill an NPC and his family found out then you might have his family members coming after you (this applies to "bad" guys as well)

 

That's the basic rundown. I think I need to work on my pitch a bit.

 

so first question: Kickstarter or...?

I know kickstarter and so do a lot of people. Im looking to raise $25k. I think Kickstarter is the best choice, but I don't really know why someone would choose the other crowd-funding platforms, except some allow you to keep the money if you don't meet the goal. I don't think that's something I want because I don't want to feel obligated to still make the game if I only got $2,000. What are your thoughts?

 

2nd: promotion?

I have a few games journalists in mind who might be interested in covering the game, and I will try to get my friends and family involved as best I can. Beyond that I will send out press releases, have an active twitter and facebook and do what I can. How's that approach sound? Do you have any other ideas of how to promote a kickstarter game?

 

3rd:

check out this trailer. It's the prototype, the completed trailer will have gameplay instead of hand draw stick figures.

 

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Kickstarter is full of gaming projects to the point where the community will ignore anything that is not at least 70% complete. Check out this failed kickstarter project. A lot of effort was put in the scam and the makers could've gotten away with it too if it wasn't for their ridiculous funding request. This guy nails it: 

 

Another thing I noticed is that the projects that get funded are the projects that will be completed regardless. People usually ask for extra funding, not the whole funding necessary for the project to be completed in the first place. So my advice is to never rely on an uncertainty. Don't gamble everything on the kickstarter.

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Kickstarter is full of gaming projects to the point where the community will ignore anything that is not at least 70% complete. Check out this failed kickstarter project. A lot of effort was put in the scam and the makers could've gotten away with it too if it wasn't for their ridiculous funding request. This guy nails it:

 

Another thing I noticed is that the projects that get funded are the projects that will be completed regardless. People usually ask for extra funding, not the whole funding necessary for the project to be completed in the first place. So my advice is to never rely on an uncertainty. Don't gamble everything on the kickstarter.

Well you certainly make a good point that kickstarter is not always the way to fund a game.
 
If your overall point is that people are more likely to fund a known quantity, whether that be a more complete game or a game with a famous developer attached to it, I certainly agree with that point. I also think the evidence would back up that idea.
 
Good feedback. I'm glad I watched that video. Heck, maybe it would be worthwhile to take some more time and finish up my demo so that people can play it and get excited, that's got to be more useful than all the press in the world.
 
Y'know the more I think about it the more I think I need a gameplay demo. I think my concept is solid, but actually communicating about it is hard... 

Stabbings as a way to promote yourself on an NAP board?

:laugh:  yeah... well it's actually a game that rewards the player for not stabbing and obeying the NAP.... but that's a secret, don't tell nobody  :thumbsup:

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Yea I think wuzzums makes an interesting point. Unless you have a wife called Anita that can call on the troubling tropes in your game design, then it might work ;) J/K

 

But seriously, from the small amount of business acumen I learned in my 20's. You probably should be sourcing a variety of avenues. Greenlight on Steam looks like a very promising prospect for gaming startups and Steam seem to be very supportive of this development. When a market is saturated, then it's always better to go for the cheaper option I find. In gaming terms I would imagine mobile games to be potentially the most profitable and the least costly for a fledgling startup. But hey what do I know and maybe that was your plan all along.

 

Also other than journalists how is your networking going amongst fellow gaming developers. I was a groundsman for some years and granted whilst not always the most interesting of bed fellows (dem that dig holes), I always made an effort to chat and break bread with my competition. It often led to different and un-imagined opportunities elsewhere. Despite the rumours, successful businessmen always engage with their competition. :)

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