How to run a successful kickstarter? (And a little more)

A place to discuss things that aren't specific to any one creator or game.
Forum rules
Ren'Py specific questions should be posted in the Ren'Py Questions and Annoucements forum, not here.
Post Reply
Message
Author
User avatar
burnt_offering
Regular
Posts: 107
Joined: Sun Feb 23, 2014 4:21 pm
Completed: The Stroke of Midnight
Organization: Ace Of Spades
IRC Nick: burnt_offering or TheTapDancer
Skype: aceofspadesvn
itch: aceofspadesvn
Location: London
Contact:

How to run a successful kickstarter? (And a little more)

#1 Post by burnt_offering » Thu Jul 16, 2015 6:04 am

I've been working on a game for a while, that I was going to release as a free game, but people keep saying that for a game of it's length (~250k words) I should be trying a commercial release. However, I've never actually released a game before, so I'm not entirely sure what I'm doing.

So, the first thing is that I'd quite like to pay my artist if I'm selling the game, but have little budget myself. I've never tried to run a kickstarter before, so I'm not entirely sure of the dos and don'ts. I have a lot of example script, and a playable demo (albeit with placeholder art), but I'm not sure what to display, or how much to ask for. The game itself is pretty CG intensive.

Also, I have very little knowledge of how selling stuff on the internet works, eg how VAT works on the internet, what would be a good payment system, how much people are actually willing to pay for this kind of work, etc.

If anyone could help me out with any of this, it would be very much appreciated :D
[url]http:\\aceofspades@vnovel.com[/url]
Or just follow me at @AceOfSpades_VN

User avatar
Godline
Veteran
Posts: 499
Joined: Fri Jun 27, 2014 12:26 am
Completed: numerous
Tumblr: godlinegames
Deviantart: godline-games
itch: godline
Contact:

Re: How to run a successful kickstarter? (And a little more)

#2 Post by Godline » Thu Jul 16, 2015 7:00 am

Don't start a Kickstarter before releasing a demo. And don't go away to a camp right after releasing demo and miss your advertising opportunities.

Learn from me, I have a failing Kickstarter :( *cries*

User avatar
firecat
Miko-Class Veteran
Posts: 540
Joined: Sat Oct 25, 2014 6:20 pm
Completed: The Unknowns Saga series
Projects: The Unknown Saga series
Tumblr: bigattck
Deviantart: bigattck
Skype: bigattck firecat
Soundcloud: bigattck-firecat
Contact:

Re: How to run a successful kickstarter? (And a little more)

#3 Post by firecat » Thu Jul 16, 2015 7:25 am

its also not a good idea to start a commercial game if you didn't read the rules about taxes, international laws, your bank, and TOS on websites. yes websites like gamasutra tell you its easy but that only implies to how easy it is to set it up on a website. another thing is that less people are going to play your game because it either cost money or people are not willing to play a unknown game, you also have less support because we can't tell people what to put in their taxes and such.

business is tricky so i say wait until you have a good understanding of it.
Image


Image


special thanks to nantoka.main.jp and iichan_lolbot

User avatar
netravelr
Miko-Class Veteran
Posts: 504
Joined: Thu Jan 28, 2010 2:31 am
Completed: Culina: Hands in the Kitchen, Culina: The Spirit of Cooking, Saving Zoey
Projects: Love at the Laundromat
Organization: Lakeview Interactive
Deviantart: netravelr
Location: USA
Contact:

Re: How to run a successful kickstarter? (And a little more)

#4 Post by netravelr » Thu Jul 16, 2015 9:25 am

So 250k words for a first project sounds a little bit like overkill. You said you had a demo of sorts, but I'm not sure how large it is compared to what you're planning on making. My suggestion is to first create a smaller title, say 25k (10% of what you're planning) and make sure you know the amount of work that it takes to do so. Once you finish that smaller project, you can use that as your demo of the larger project and start building up a budget of what you need to have to get the art for your title. Showing you can complete something of high quality is vital for getting people's belief in you, and are will more willing to put forth money to see that final project.

Good luck!
Image
Technical Designer/Programmer
Game Design Portfolio - Project updates on my Twitter
Experienced in: C/C++/C#, Python, Unreal, Unity, and Flash
_________________
"Space can be very lonely. The greatest adventure is having someone share it with you."

User avatar
Razz
Veteran
Posts: 349
Joined: Mon Oct 17, 2011 7:15 pm
Completed: Starlight Vega, Catch Canvas, Love Ribbon, Happy Campers, Wolf Tails
Projects: Two projects
Organization: Razzartvisual
Contact:

Re: How to run a successful kickstarter? (And a little more)

#5 Post by Razz » Thu Jul 16, 2015 3:57 pm

Though I don't think there's anything wrong with having a commercial project be your first, the monetary cost of making a commercial game is pretty much beyond what I think most people realize. Add that in to when you don't know a lot about making games you wont only be losing time you'll actually be losing money going through the same trial and error people normally get from their first free game.

And though KS can be a dream come true in terms of getting funds, it can also be expensive just to have the campaign. I ended up about $600 out of pocket just prepping for materials in my demo and campaign. I am also the artist for my game... for a project missing an artist I expect start-up costs to double or triple if you have any inclination towards commercial.

And yeah for sure you need to figure out budgeting before the KS. This might come as a shock but: devs can lose money on Kickstarters. Sometimes a lot of money. Money they are obligated to pay to get their rewards out or end up looking like a scammer and ruining their dev career. It's not a good idea to go in blind or hoping it will work itself out in your favor; research! Figure out what commissions are going to cost, what KS is going to cut, what rewards are going to cost to create and ship well before you ever press that launch button.

I spent a very long time looking through Deji and Kittykatstar's VN ks list comparing and contrasting campaigns:
https://docs.google.com/spreadsheets/d/ ... 1SEso/edit

Also I found this website after the fact but it would have been very useful. Cliqist is a website that posts analysis and articles about kickstarter projects. They do a monthly 'failed' and 'successful' campaign segment you can view by searching for those two words on the site:
http://cliqist.com/
Image

User avatar
Kailoto
Veteran
Posts: 232
Joined: Sat Jan 12, 2013 2:36 am
Completed: No VNs, but a few novels. :D
Projects: Artificial, Seven Deaths (inactive)
Skype: I'm on Discord! (Kailoto#5139)
Location: Seattle, the Emerald City
Contact:

Re: How to run a successful kickstarter? (And a little more)

#6 Post by Kailoto » Thu Jul 16, 2015 5:33 pm

As netravelr suggested, if you don't have any experience with commercial releases, I'd highly recommend that you take a small project and run it through the entire process first. If you start with something short and easy to create and fund, you can run a Kickstarter campaign and a full development cycle and get a nice vertical slice of the experience. You can then use what you've learned with the smaller project to make your current one much more efficient and polished.

It's all good to look at resources and all, but I still think that the risk is too high for it to be done right off the bat without any prior experience. And since crowdfunding distributes some of that risk to the customers, it's even worse than if you were to just swallow the losses yourself (which is still a bad outcome.)
Things I've Written:
Sakura (Novel, Self Published, 80,000+ words)
City and Girl (Novel, First Draft, 70,000+ words)
Loka (Novel, Third Draft, 120,000+ words)


A layabout writer and programmer with lots of problems and even more ideas. Hyped for Persona 5.

User avatar
trooper6
Lemma-Class Veteran
Posts: 3712
Joined: Sat Jul 09, 2011 10:33 pm
Projects: A Close Shave
Location: Medford, MA
Contact:

Re: How to run a successful kickstarter? (And a little more)

#7 Post by trooper6 » Thu Jul 16, 2015 5:46 pm

I also agree with the doing a smaller non-Kickstarter game first. Why? Because as a potential backer I am very loathe to give money to someone who has no prior experience in the thing they are asking for my money for.

If you have a short free game that I can play and see a) that I like it and b) that you can finish projects...then I'm more likely to back (assuming I like the concept). If you have no prior experience finishing a game? I'm not likely to back the Kickstarter.
A Close Shave:
*Last Thing Done (Aug 17): Finished coding emotions and camera for 4/10 main labels.
*Currently Doing: Coding of emotions and camera for the labels--On 5/10
*First Next thing to do: Code in all CG and special animation stuff
*Next Next thing to do: Set up film animation
*Other Thing to Do: Do SFX and Score (maybe think about eye blinks?)
Check out My Clock Cookbook Recipe: http://lemmasoft.renai.us/forums/viewto ... 51&t=21978

User avatar
burnt_offering
Regular
Posts: 107
Joined: Sun Feb 23, 2014 4:21 pm
Completed: The Stroke of Midnight
Organization: Ace Of Spades
IRC Nick: burnt_offering or TheTapDancer
Skype: aceofspadesvn
itch: aceofspadesvn
Location: London
Contact:

Re: How to run a successful kickstarter? (And a little more)

#8 Post by burnt_offering » Sat Jul 18, 2015 9:21 am

I guess I could release my NanoReno attempt for the year? I didn't manage to find voice talent but it's an example of a finished script.
[url]http:\\aceofspades@vnovel.com[/url]
Or just follow me at @AceOfSpades_VN

User avatar
papillon
Arbiter of the Internets
Posts: 4104
Joined: Tue Aug 26, 2003 4:37 am
Completed: lots; see website!
Projects: something mysterious involving yuri, usually
Organization: Hanako Games
Tumblr: hanakogames
Contact:

Re: How to run a successful kickstarter? (And a little more)

#9 Post by papillon » Sat Jul 18, 2015 1:11 pm

Do you actually have a 250,000 word+ script, or are you just partway into a project that you estimate will eventually get that big? If it's the latter, you're putting the cart before the horse here. Kickstarter is not the only or necessarily the best way to finish a project, and if you don't have a complete script yet, you may not have enough idea of what you'll need to structure the kickstarter in the first place. You don't want to knock yourself out trying to run a fundraising effort only to discover that you can't actually finish the game.

If you've never released a project then yeah, you might want to release something small and get feedback on it to learn more about the process. It's not required, but it may help you figure out things that haven't occurred to you yet about what a game needs in order to be properly polished.

Beyond that, some basic questions that might come up:

Why commercial? Just because someone says that long games should be? What do you hope to achieve through selling it? Is there a certain sum of money you want to raise through sales? What sort of audience do you anticipate being interested?

Would donations or a pay-what-you-want model work for you? (This can be useful if what you really want is to get people to play your game rather than to make a living at it!)

Do you have any reason for choosing kickstarter specifically in order to try and get the money for your budget? Have you looked at other methods? Would you be able to make the game without fundraising if it weren't commercial?

Do you have a team actually assembled, or do you need to find people? Do you have an artist, a musician, anything else you need? Have you investigated how much assets will cost? (If you know how much the assets will cost AND you have a complete script, then you should be able to start estimating how much budget you actually need, which is critical before a fundraising effort.)

My 'basic questions' are getting kinda long, sorry! Basic point - Don't try to leap straight into "I will run a kickstarter and that will fix everything!" Plan first. Add backup plans, too.

User avatar
noeinan
Eileen-Class Veteran
Posts: 1153
Joined: Sun Apr 04, 2010 10:10 pm
Projects: Ren'Py QuickStart, Crimson Rue
Organization: Statistically Unlikely Games
Deviantart: noeinan
Github: noeinan
Location: Washington State, USA
Contact:

Re: How to run a successful kickstarter? (And a little more)

#10 Post by noeinan » Sat Jul 18, 2015 7:16 pm

Image

Image
Image

User avatar
Green Glasses Girl
Veteran
Posts: 367
Joined: Thu Jul 11, 2013 7:16 pm
Projects: Cavaliers & Carnivals
Tumblr: green-glasses
Contact:

Re: How to run a successful kickstarter? (And a little more)

#11 Post by Green Glasses Girl » Sat Jul 18, 2015 11:10 pm

^Beat me to it. :D

I second on recommending to read the thread by obscura - specifically this post: http://lemmasoft.renai.us/forums/viewto ... 42#p246657 (a long one, but if you're serious about crowdfunding, definitely worth a look)
Image

Honest Critique
Avatar art by akemicchi.

User avatar
burnt_offering
Regular
Posts: 107
Joined: Sun Feb 23, 2014 4:21 pm
Completed: The Stroke of Midnight
Organization: Ace Of Spades
IRC Nick: burnt_offering or TheTapDancer
Skype: aceofspadesvn
itch: aceofspadesvn
Location: London
Contact:

Re: How to run a successful kickstarter? (And a little more)

#12 Post by burnt_offering » Sun Jul 19, 2015 6:53 pm

papillon wrote:Do you actually have a 250,000 word+ script, or are you just partway into a project that you estimate will eventually get that big? If it's the latter, you're putting the cart before the horse here. Kickstarter is not the only or necessarily the best way to finish a project, and if you don't have a complete script yet, you may not have enough idea of what you'll need to structure the kickstarter in the first place. You don't want to knock yourself out trying to run a fundraising effort only to discover that you can't actually finish the game.

If you've never released a project then yeah, you might want to release something small and get feedback on it to learn more about the process. It's not required, but it may help you figure out things that haven't occurred to you yet about what a game needs in order to be properly polished.

Beyond that, some basic questions that might come up:

Why commercial? Just because someone says that long games should be? What do you hope to achieve through selling it? Is there a certain sum of money you want to raise through sales? What sort of audience do you anticipate being interested?

Would donations or a pay-what-you-want model work for you? (This can be useful if what you really want is to get people to play your game rather than to make a living at it!)

Do you have any reason for choosing kickstarter specifically in order to try and get the money for your budget? Have you looked at other methods? Would you be able to make the game without fundraising if it weren't commercial?

Do you have a team actually assembled, or do you need to find people? Do you have an artist, a musician, anything else you need? Have you investigated how much assets will cost? (If you know how much the assets will cost AND you have a complete script, then you should be able to start estimating how much budget you actually need, which is critical before a fundraising effort.)

My 'basic questions' are getting kinda long, sorry! Basic point - Don't try to leap straight into "I will run a kickstarter and that will fix everything!" Plan first. Add backup plans, too.
I have about 70% of the script done at this point, and two months of free time to finish it in. I've sorted out a budget for what I want using it to estimate it.

Honestly, I didn't want the game to be commercial. I would rather have a larger base or readers, but the artists I've been in talks with suggested that I should go commercial. I've been in talks with some other sources of funding, which are pretty tempting.
I'm in talks with an artist/gui designer, but I was in the process of looking for legal-to-use music in case I could put it as a stretch goal.

I think I may think this all through a little more :lol:
[url]http:\\aceofspades@vnovel.com[/url]
Or just follow me at @AceOfSpades_VN

User avatar
firecat
Miko-Class Veteran
Posts: 540
Joined: Sat Oct 25, 2014 6:20 pm
Completed: The Unknowns Saga series
Projects: The Unknown Saga series
Tumblr: bigattck
Deviantart: bigattck
Skype: bigattck firecat
Soundcloud: bigattck-firecat
Contact:

Re: How to run a successful kickstarter? (And a little more)

#13 Post by firecat » Sun Jul 19, 2015 7:25 pm

I have about 70% of the script done at this point, and two months of free time to finish it in. I've sorted out a budget for what I want using it to estimate it.

Honestly, I didn't want the game to be commercial. I would rather have a larger base or readers, but the artists I've been in talks with suggested that I should go commercial. I've been in talks with some other sources of funding, which are pretty tempting.
I'm in talks with an artist/gui designer, but I was in the process of looking for legal-to-use music in case I could put it as a stretch goal.

I think I may think this all through a little more :lol:
wait hold it, this artist sounds like someone who just wants to make quick bucks (not the deer kinds). also just because people say they give money doesn't mean that there will be fees or such. one last thing about the music, read what the artist's website TOU or you could be facing fines for not reading it.
Image


Image


special thanks to nantoka.main.jp and iichan_lolbot

Post Reply

Who is online

Users browsing this forum: No registered users