Author Topic: Delving into Kickstarter. Discussing active crowdfunding campaigns.  (Read 426118 times)

Knight Pattern

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Re: Delving into Kickstarter. Discussing active crowdfunding campaigns.
« Reply #30 on: April 20, 2013, 06:20:31 PM »
I'm not espeically fond of console quality standing for highest quality since I feel the handhelds have been absolutely been killing it ever since the PSP/DS days.

Despite what some of the tech types claimed dedicated handheld gaming is going nowhere (sort of like physical books/etc).

Dynimix

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Re: Delving into Kickstarter. Discussing active crowdfunding campaigns.
« Reply #31 on: April 20, 2013, 06:21:34 PM »
Yeah I saw.  Don't get me wrong, I think tablets offer some unique and rewarding gaming experiences.  I do however feel that the touchscreen is not the best for gaming.  I do long for the day when tablet and controller gaming become truly popular and we see some amazing games (talking full console quality of course).
The lack of precision when doing something with tables is just too low.

That is really the case.  The onscreen joystiq does work well in some games, just doesn't feel the same.  A game that actually had really good controls was Arcane Legends.  I actually preferred playing it on my tablet over PC.  Strange.

Dynimix

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Re: Delving into Kickstarter. Discussing active crowdfunding campaigns.
« Reply #32 on: April 21, 2013, 07:28:58 PM »
Just have to post this.  If you are a fan of Krondor, Dungeon Siege, or just fantasy novels in general, check out this Kickstarter.  i have chatted with Neal several times (met him through the Wildman Kickstarter) and I have to say, very cool guy and this book is going to be amazing:

http://www.kickstarter.com/projects/nealhallford/the-thief-of-dreams-from-the-writer-of-betrayal-at?ref=live

EDIT: Sorry about the double post, did not check that I was the last.

wraithbone

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Re: Delving into Kickstarter. Discussing active crowdfunding campaigns.
« Reply #33 on: April 23, 2013, 08:03:39 AM »
Planet Explorers has also tickled my fancy.


Planet Explorers has a way of making you look down at your watch and realise that the last time you looked at it was about 4 hours ago...when you started playing.

The whole create whatever you want... amazing!

Dynimix

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Re: Delving into Kickstarter. Discussing active crowdfunding campaigns.
« Reply #34 on: April 24, 2013, 07:16:44 AM »
I have been on the fence about planet explorers.

LobsterSundew

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Re: Delving into Kickstarter. Discussing active crowdfunding campaigns.
« Reply #35 on: April 25, 2013, 04:11:19 AM »
The middle of months on Kickstarter tend to be lacking in good projects. Now that May is getting closer, some interesting stuff is starting to launch.

Rex Rocket is a Megaman-like action platformer and I have the chiptune song after the 1 minute mark for its pitch video stuck in my head recently. A.N.N.E is a combination of a 2D space shooter and a Metroidvania game. Both of those games already show some nice visual polishing.
Often a day 1 backer of Kickstarter projects.
http://www.kickstarter.com/profile/iankragh

Dynimix

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Re: Delving into Kickstarter. Discussing active crowdfunding campaigns.
« Reply #36 on: April 25, 2013, 07:24:37 AM »
I did see A.N.N.E. and the concept does look quite cool.  I am still thinking of backing it.  However, this Rex Rocket looks pretty sick.  I will definitely through the $10 at them.

HowlingLotus

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Re: Delving into Kickstarter. Discussing active crowdfunding campaigns.
« Reply #37 on: April 25, 2013, 10:21:43 PM »
A.N.N.E seemed interesting. I don't know how much I'll enjoy the ship combat, but the out of ship gameplay looked fun.

TheLazyGeek

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Re: Delving into Kickstarter. Discussing active crowdfunding campaigns.
« Reply #38 on: April 25, 2013, 10:56:48 PM »
A.N.N.E looks to be rocking that nostalgia vibe really hard and he mentioned The Guardian Legend!  Needless to say, I threw my money at Mo's beautiful hairy face.

Ryan Burrell

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Re: Delving into Kickstarter. Discussing active crowdfunding campaigns.
« Reply #39 on: April 25, 2013, 11:00:46 PM »
A.N.N.E. looks pretty slick. What is it with all these awesome Canadian devs? Oh right, their country offers tax incentives for game developers :)


This isn't an active campaign, but I'm curious what you all think about Death, Inc.? Did any of you back it, and if so what do you think about the recent news of their studio closing? They were Greenlit in the last round, which is interesting. It seemed to be a fairly popular project with staunch supporters. I'm always interested in public perception and reactions to odd situations like this.

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TheLazyGeek

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Re: Delving into Kickstarter. Discussing active crowdfunding campaigns.
« Reply #40 on: April 25, 2013, 11:10:47 PM »
A.N.N.E. looks pretty slick. What is it with all these awesome Canadian devs? Oh right, their country offers tax incentives for game developers :)


Probably the same reason why Canadians have Chris Hadfield who
wrings wet towels in space FOR SCIENCE
, which is totally awesome because physics.

This isn't an active campaign, but I'm curious what you all think about Death, Inc.? Did any of you back it, and if so what do you think about the recent news of their studio closing? They were Greenlit in the last round, which is interesting. It seemed to be a fairly popular project with staunch supporters. I'm always interested in public perception and reactions to odd situations like this.


It's always sad to hear about studios closing.  I hadn't heard of the game previously but I think everyone loses when a smaller developer team breaks up for, I'm assuming, financial reasons.

Vasae

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Re: Delving into Kickstarter. Discussing active crowdfunding campaigns.
« Reply #41 on: April 25, 2013, 11:11:51 PM »
A.N.N.E. looks pretty slick. What is it with all these awesome Canadian devs? Oh right, their country offers tax incentives for game developers :)


This isn't an active campaign, but I'm curious what you all think about Death, Inc.? Did any of you back it, and if so what do you think about the recent news of their studio closing? They were Greenlit in the last round, which is interesting. It seemed to be a fairly popular project with staunch supporters. I'm always interested in public perception and reactions to odd situations like this.


I didn't know that about Canada. Rather interesting information really.

Looking at that game, kinda sad that it won't get made. I really like the idea of it and would have backed it if there was still time. No real comment on it closing other than it's a shame that a promising indie company bit the big one.

Quady14

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Re: Delving into Kickstarter. Discussing active crowdfunding campaigns.
« Reply #42 on: April 25, 2013, 11:23:20 PM »
A.N.N.E looks to be rocking that nostalgia vibe really hard and he mentioned The Guardian Legend!  Needless to say, I threw my money at Mo's beautiful hairy face.

Oh man... Guardian Legend, you just struck my favorite NES game ever. I need to check this game out now...

*checks game out*

Dang... I really like the art style! I'd compare the game a little closer to Blaster Master (my second favorite NES game ever) but still, very impressed. I look forward to seeing more of this one!
(Name Contributor of Rauzdauer the Mulletworthy!)

LobsterSundew

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Re: Delving into Kickstarter. Discussing active crowdfunding campaigns.
« Reply #43 on: April 26, 2013, 02:51:55 AM »
One of the reasons I remember Death Inc was that it announced its campaign's launch ahead of time which was even less common to do back then than it is now.

Based on my experiences building reward structures for others, the reward tiers were not well incentivized by Ambient Studios. There needs to be reasons to support a project now instead of waiting for the game to be in a Steam sale or Humble Bundle. The rewards also need to scale to comply with the Law of Diminishing Returns; as a metaphor, a person who enjoys having one marshmallow may easily accept a second, but after ten marshmallows they start to not feel like they can't eat another one of the sugary blobs. Death Inc scaled very poorly.

I feel that a Kickstarter project needs to have a strong main tier that immediately draws in potential backers to it first and then people can decide to raise their contributions. Double Fine has a very strong $15 and $30 tiers as do many of the other superstar campaigns. Delver's Drop had very attractive $15 and $25 tiers. These tiers should be priced below $30 and the majority of funding should ideally come from these tiers. It is subjective but £15 felt too pricey for Death Inc's "main" tier and even with £10 early-bird slots open I did not feel like backing it. The £10 tier should have been the £15 tier with a £8 early-bird tier. All the various early-bird rewards for multiple levels added some confusion and there were too many available slots at the £25 tier. I could go on longer about how the rewards also should try to fit groups in the Bartle Test.

One of the things I look at is how efficient a rewards structure is. A $1 iOS game is going to need a lot more pre-orders than a $5 PC game to reach $1,000 so the iOS game needs to try hard to upsell backers to higher tiers. Great reward structures try to balance getting the most out of each backer through upselling, attracting as many backers as possible with a lowering barriers to backing while aiming to be funded with a minimum amount of backers. For Death Inc to get funded would require them to aim to get around 12,000 backers based on some simple math that looks at averages for the Video Games category. In retrospect I can use the backers they did get as a population sample and get 9,677 as the number of people they needed to try to aim to convince to become backers. I consider a project "broken" if it needs more than 40,000 backers as that project would need to set new popularity records on Kickstarter just to reach its goal (I do see these launch occasionally).

Some other thoughts:
  • Death Inc's second version of the pitch video was much better than the first. The first took too long to show gameplay.
  • I can see that they were trying to use dashes to center text in the reward tier descriptions, but for some tiers the formatting didn't work making a mess out of the text.
  • I do not feel lack of media exposure was a problem for Death Inc.
  • They could have rebooted the campaign with a much lower scope like making the game in episodes.
  • I remember that month Death Inc was up against a number of large campaigns like Project Awakened and The Golem that were both also struggling. It was a bad month.

It is disappointing to see Ambient Studios had such trouble after the campaign. Death Inc itself looked very fresh compared to other games being launched and I did give it the
#1
spot for the active project that most deserved to be funded (I also gave Delver's Drop that
#1
spot when it was active).
Often a day 1 backer of Kickstarter projects.
http://www.kickstarter.com/profile/iankragh

Ryan Burrell

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Re: Delving into Kickstarter. Discussing active crowdfunding campaigns.
« Reply #44 on: April 26, 2013, 10:04:05 AM »

You've hit upon a lot of things that we (Ryan Baker mainly) research extensively before posting the DDrop Kickstarter. I hadn't followed Death Inc.'s project very closely since it was running at the same time we were managing ours. We aimed to make our $15 and $25 the most appealing, but we added the $50 tier from public demand and that was very well-received. It's also interesting that you mention their video revamp, because one of the first requirements we set for ourselves internally was that the video must lead with gameplay and not a talking head.


I do remember Death, Inc. getting what seemed to be a lot of press at the time, and the visual style was highly appealing. It's always a sadness to see a studio shutter its doors. One of the unique aspects of the game industry is that there really isn't a sense of competition in the traditional meaning. There's room for everyone so it's truly a shame when a colleague - not a competitor - fades away.

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