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Butabee

At what point should I turn to kickstarter

19 posts in this topic

I'm a hobbyist developer... pretty much one man show. I just started developing a fairly unique multiplayer game with unity. What should I have to show before I turn to kickstarter? I don't know much I'll ask for. Maybe enough to get me by while I work on the game for 1-2 years.
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Not sure if you've already considered, kickstarter is not the only fund-pledging community out there, even kickstarter is probably the most profound. I've looked into kickstarter and got my project approved already, but from the long term observation, kickstarter local members are not much interested in computer games. The successful projects you could find are majorly rounded from communities outside of kickstarter, but since the money rolled in big and quick, the kickstarter local are convinced that it might be a worthy investment. 

 

I've seen quality indie games in kickstarter that by far didn't get the backers they deserve. no matter you put your project in a commercially strategic fashion or revolutionary passionate one, majority locals wouldn't be impressed, cuz gaming is not quite their thing.

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I'm more than just an "idea guy." I have skills in programming and artwork. I don't think we have the same view on Kickstarter. Not all funded games on there will succeed, but that's whey they're on Kickstarter... to get funds they otherwise wouldn't have to have their games developed. I think I'll aim for the 50% mark before putting it on kickstarter. Kinda insulted you brought up scamming. Maybe some people put up projects hoping to get a free ride, but that's not me.
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Some very good posts in here, and it's sad that you react defensively instead of what you should have responded with 'thank you for well written posts answering my question'...

 

One thing I didn't see mentioned, or maybe missed, is that of the amount to ask for.

 

Now that KS is popular again, and many many indie's, and even large companies are jumping on the bandwagon, we've gotten a chance to see some of the KS failures (those that hit their target, but then realize they asked for too little).  Which again also includes small indies as well as experienced groups (Quest for Glory people for example).

 

Beyond what points have already been made, you need to convince people that you know how much your efforts are going to cost.  In part, because there are (in my opinion) two major KS contributors: those that make pledges from the heart, and those that make pledges from the mind/head/wallet.  I would say 90% of pledge money comes from the latter, because they typically have more money, are older, and pickier.  Those people, I see a lot of comments from, and time and time again, they want to know why developer A only needs 10k, or why developer B thinks they need 100k.  Finding the balance is tricky, but keep in mind that these picky people don't want to pay a salary, especially for coding (art/music/etc is easier to justify).

 

In short, if you don't already have a job, and all the hardware/software required, do that before going to KS begging for money (because that is what it will sound like).

 

I considered going to KS about a decade ago, but realized that the money wouldn't be enough of a motivation by itself to finish a project.  Just like not having art, shouldn't be enough to not finish the code on a project (something I believe many hobbyist coders have as a reason to give up on projects).

 

-Alamar

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At what point should I turn to kickstarter...  I don't know much I'll ask for.

 

You should not turn to Kickstarter until you are sure how much you need, and what you need it for.  In addition to the other prerequisites already stated above by other respondents.

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- Best to provide a playable demo.

 

I disagree with this. Akaneiro just added this and the game is in such a.... alpha/beta feel that it really could distract people from further donating that would have. I agree it would help people like "Servant of the Lord" but it certainly could detract people from your concept far before it is fully mature. Perhaps that is why he suggested you have it 90% done. ;)

 

Personally I would suggest having video of your ingame interactions and show off some unique elements to your game. I know that my game ( being voxel based ) will get the "minecraft clone" bullshit from the early start but once we show them how different it is compared to minecraft they will shut their mouths. To accomplish this in our promo video ( at the start ) we plan to show off the most important unique elements before we show off anything else. Keep that in mind when presenting it, your idea

 

edit** can a mod merge these two.... sorry i tried but it failed

Edited by riuthamus
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I'm more than just an "idea guy." I have skills in programming and artwork. I don't think we have the same view on Kickstarter. Not all funded games on there will succeed, but that's whey they're on Kickstarter... to get funds they otherwise wouldn't have to have their games developed. I think I'll aim for the 50% mark before putting it on kickstarter. Kinda insulted you brought up scamming. Maybe some people put up projects hoping to get a free ride, but that's not me.

 

I'm saying KickStarter attracts alot of people, skilled and unskilled, and the only way I personally have to sort between the skilled people (who may have poor pitches) and the unskilled people (who may have very shiny pitches) is that the person either has a track record of completed games (even if small), or the person is far enough along to prove to me that they have skill. smile.png

 

I'm not at all saying you're inexperienced or just an "idea guy", I don't know you so I don't know if you're unskilled or experienced. You could be very skilled! I'm not saying you aren't.

I'm just sharing A) How you can convince to me that you are skilled (track record or nearly finished).

And B) How I view the responsibility of developers posting on Kickstarter.

 

Once funded, and the money released to the developers, the developers instantly benefit. The only way for the contributor to benefit is for the promised project to be released. This is why developers like Kickstarter. Zero risk for the developer, 100% risk is swallowed by the contributors. It's unbalanced, and most the contributors don't realize that (from ignorance*).

Thus the developers' responsibility is to maximize the chances of the contributors not being ripped off, since the developer already has been benefited. (You want people to fund you for two years. Even if you fail in the project, you already immensely benefited  People paid your salary so you can do what you love, and be your own boss, for two years. So those two years (and the development leading up to it) need to be focused in making sure you don't fail, not for your benefit, but for the benefit of the contributors who paid you to succeed.

 

*Ignorance as in, a lack of knowledge and understanding of the effort and risks of game development, and a lack of discernment to measure who's legit and who's not, and a tendency to get carried away by their passion about what's cool and interesting.

 

It's like paying a contractor in advance for a project that he says he is able to complete, and then he says, "Oops, I underestimated the money/time/labor, and I either can't complete the project or you have give me more to actually get something finished. I already spent what you previously gave me, so I can't return it, and the project is half-completed, so it's worthless to you.wacko.png

 

[b][Edit:][/b] I'm answering two questions here:

1) How far you should be before Kickstarting, if you want to convince me to contribute. This is the question you asked, reworded.

2) How I, as a developer, approach my Kickstarter responsibilities. This is the question I for some reason thought you were also asking ('How do you approach Kickstarter'), but in re-reading your one-line post, isn't actually asked anywhere! Whoops.

Edited by Servant of the Lord
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I think what servant is saying is, if your going to go through this process of Kickstarter go through it with the mindset of making something that will be released. To approach kickstater with the idea of doing a hobby that might turn into something big would be inappropriate and unfair to the consumer. Least that is how I am reading it.

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Thanks for taking the time to respond, and you're probably right. I don't have a track record of anything solid, and chances are I won't finish my game, and if I did submit it to kickstarter it probably wouldn't get the backing it needs. As far as I can see the only projects getting anywhere have some sort of history. They're reboots or have real professionals working on em. Guess my time is gonna have to be hobby time until I can get something big done.
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Not at all! No one says you have to make a commercial-quality game. No one says you need to ask for $500,000 either. It's not 'Minecraft or nothing'.

Produce and get funding for something within reasonable, and build a track record. Like Archer Alec, it's only asking for $5,000 (though by the looks of things, even it's funding might be premature).

 

You create something within your capabilities, and once working fairly decent, get funding to improve it further in areas you can't do on your own (art, music, or whatever).

 

Or, create something much larger in scale (like my game - a modern 2D RPG), but still mostly achievable on your own. Then fund it for the last leg of the journey, and launch it, and build a fanbase, and repeat larger in scope. If money is changing hands, it's a business - and needs to be treated like one. Just take it in small steps, and don't try to jump too far at once.

I've been working on my game part-time for a year, and full-time for a year. I haven't asked for any funds yet, and know I won't get any if I did ask at this point in time. Thankfully, I got family willing to back me while I do this, but if you don't, just do something smaller in scope - and work on it when you can, and then try to get funding when it's almost completed. People are willing to back almost-completed games. Websites are willing to promote almost completed-games. People and websites aren't interested in 10% completed games (in the majority of cases).

 

I had played Minecraft a full year before it was known and popular, and said, "this could be fun... but isn't currently", and didn't buy it until it was much further along in development (almost a year later). When I did buy Minecraft, it was playable and enjoyable - even though it was in early alpha. I don't think it's coincidence that Minecraft became popular around that time period either - it became popular because it was enjoyable, and became huge because websites covered it because the websites' fanbases played it. It was around for over a year before it became popular (like I said: I played it), but it wasn't fun, so nobody bought it and nobody covered it. When it became fun, people bought it and websites covered it. I'm not saying people will buy your game and websites will cover it automatically if your game is fun, but I am saying they definitely wont if it's not fun (unless you have a big marketing budget).

 

The only way it can be fun is if it's farther along in development before it asks for coverage and funding, or it shoots itself in the foot. The only way it can get farther along in development before being funded is if you work on something already within your scope. I want to make some First-person 3D 2-8 player cooperative open world action RPGs. It's beyond my current capabilities to do solo, so I'm working on a series of single-player 2D turn-based RPGs as a stepping stone. I can get a 2D rpg much closer to completion before I ask for funding, and so improve my chances of actually getting funding. Short-cutting the process sabotages the project, in almost everything you do in life. Sometimes short-cuts work, but most often they actually slow you down or defeat you (though you don't realize it until later).

 

Again, this is my opinion and views - other people's opinions may vary.

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I disagree with this. Akaneiro just added this and the game is in such a..

Well, I stated this for people who don't have references or are known. American McGee is a veteran, working on a lot of projects and in certain industry positions (else he would most probably not come near 200k ). This will result in  certain expectations, a demo which is not on a par with the expectations could have a negative impact.

 

But if nobody knows you, any demo will be higher than the expectations (=flatline), or should at least be a proof, that you could archieve what you promise. I'm sure, that the demo would be the hit for someone who only wants $ 20k and is not known to the public or have any references.

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Well I suppose I'll wait until I have all the core game mechanics up and running plus a small city working before I submit my project. The game itself is inspired by Shadowrun. Aiming to by a multiplayer third-person shooter cyberpunk rpg with support for 128 players per map/server, but maps can be traversed without loading screens, and you keep all your equipment/inventory between maps. Thanks again for the posts.
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