Ramblings from the president of Van Ryder Games

Ok, this started off as a blog focused on Kickstarter, but of late I've been discussing more topics and thus I have renamed the blog to a more general title. I hope you enjoy my ramblings!
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The "If I'm Going Down Kickstarter:My Top 10 Lessons Learned

A.J. Porfirio
United States
Thompsons Station
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What Van Ryder Game are YOU playing?
Well here I am, on the flip side of the release of Van Ryder Games
first game If I'm Going Down....

So this is my Top 10 lessons learned for running AND publishing your first Kickstarter, hope it helps someone or at least is entertaining.

10. Temper expectations and be realistic - we all want to believe that we will knock everything out of the park. There will be no hiccups or problems. WRONG. Know going in that things WILL go wrong. I don't care if you are the best planner in the universe.

9. Plan, Plan, DAMMIT I SAID PLAN! - if you go at it half assed you will get half assed pledges. Do your research. What strategies are currently working? Why are some projects failing? Be a sponge.

8. Market, don't spam - No one wants a retweet everytime one of your followers mentions your project. No one wants Tweets every 5 minutes about your project. Be intentional and impactful with forum posts, facebook posts, and tweets. Tell people about your GAME 1st and your Kickstarter 2nd.

7. Quality Art is a MUST - you get 1 chance to make an impression. The artwork should represent the level of quality of your game. There is nothing pledgers will experience from your game before the Art. Have it done, have it ready, and don't cut corners.

6. Don't read the Kickstarter Doom and Gloom threads on BGG - nothing productive will come of it. I can promise you that as long as KS remains a player in the industry these thread types will consistently pop up every couple weeks or more:
"KS games are cheaper after release"
"KS is a big risk, what if the project doesn't deliver"
"No good games come from Kickstarter"
And MANY more. These threads get hot, but it is the same thing every time. Naysayers naysay, pumpers pump. Neither is a determinant of your success. Never doubt that funding through KS is viable.

5. Surround yourself with success and be a team player if possible - Go look at how many of the most successful KS were run by a team of people rather than a one man show. Most of them. Multiple people passionate about a project is far more powerful than one person beating the drum.

4. Bring your project AND product to fruition before starting another one -
Some may disagree with this, but I feel very strongly about it especially for first time publishers. There is SO much involved with bringing a game to life. Experience it first, the full experience, before trying to take over the world with 10 projects in a year. Not to mention it is more fair to your backers as well.

3. Be there and be a rock through the GOOD, BAD, and UGLY - be upfront with your backers and keep them in the loop. Always keep your cool no matter how bad it gets. Answer questions, support them when needed, and never lose confidence in your project and product because if you don't believe in it, no one will.

2. If you think you have control over printing speed/game delivery, think again - Why the hell was I shocked when the communication sucked from my printer? I was spending all of a few thousand dollars to get good service. Haha boy was I delusional thinking I would be the top priority and they would drop everything for me. It is going to take a long time, PERIOD. Plan for it, expect it, communicate and adjust as needed.

1. No matter what it takes, DELIVER. You must be willing to pour blood, sweat, tears, MONEY, whatever is needed into the project to get the backers what was promised. Don't let anything get in your way. You MUST deliver what is promised.

What would be on your list?
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