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Crowdfunding: Kickstarter» Forums » General

Subject: Building backers before launch rss

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Shanen Opolis
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I've heard you should have half the backers you need before you even launch, which seems like sound advice, but difficult. I'm trying to create a mailing list of people that have shown interest in my game, so I can send them a personal invite when the Kickstarter project launches.

I don't want to be one of those jerks that just sends emails to anyone he "thinks" is interested, so I'm actually sending queries first, to those people I think are interested.

I've been plugging my game for a while on DeviantArt, running art contests and posting art and wallpapers and stuff related to the game. So I'm sending everyone who has "favorited" any of that stuff a note, letting them know that the project will be on Kickstarter in a couple months, and asking if they'd like to be notified when it goes live.

If they don't respond, I don't bother them again, if they do, they provide an email address and I save it in a database to notify when the game goes live. This has been more successful that I expected, and from the 188 people I've queried so far, 59 have responded with interest.

I'm still working on it, of course, and there's probably another 200 or so I've got to send notes to, but I'm just wondering what else I can do. Do you have any suggestions for how I might find out who's genuinely interested in the last couple months leading up to Kickstarter?
 
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Cornixt
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So instead of bugging them once when it is ready, you are bugging them now and then again when it actually is ready? Seems like a round of extra work for nothing.
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James Mathe
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Get your social on...

http://www.jamesmathe.com/the-enlightened-path-to-virtual-po...

James
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Shanen Opolis
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cornixt wrote:
So instead of bugging them once when it is ready, you are bugging them now and then again when it actually is ready? Seems like a round of extra work for nothing.


I prefer politeness than efficiency. A personal note in reference to a particular drawing they favorited is more likely to elicit a favorable response than an unsolicited advertisement.
 
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Michael Teague
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I've seen a couple kickstarters using Thunderclap.

https://www.thunderclap.it/

It's like a kickstarter for sending your message out. People opt-in to send your message out on their social networks at a specific date/time. If you reach the set backer threshold, your 'thunderclap' goes out.

Not sure how much help that would be with gathering pre-backers, but if a bunch of pre-backers opted in to sending out a link to your kickstarter right when it started...it may be something to keep in mind.
 
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Matt Wolfe
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Please don't use Thunderclap. It's basically a Twitter spamming service. What happens is all the sudden a bunch of people you follow all post the exact same message about some Thunderclap project. It's very annoying. It's not organic, socialized sharing of content. It's automated spamming that people have no control over seeing or not.

I'm at the point where I'd rather not support a project that uses Thunderclap. I don't want to reward that kind of behavior.
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mike
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Don't just read this one read every blog James has on the business

And if you have not heard of Funding The Dream you may want to check out
http://www.thegamewhisperer.com/funding-the-dream/

Not game specific but check out
http://fourhourworkweek.com/2012/12/18/hacking-kickstarter-h...
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Joe Pilkus
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Shane,

I can definitely endorse James' comments/blogs/posts, as I tried the method you mentioned ~ making a mailing list of those who showed even a modicum of interest...but at the end of the day, gamers can be fickle people. They may post positive things on the threads, but that's NOT Backing a project. Definitely use social media and get your game out there. I learned of the BGG KS forum only after our first KS Project which proved unsuccessful...after which we've run two very successful campaigns and have now sold our product to customers in nearly a dozen countries and across half of the States in the U.S. thanks in large part to the feedback of our Backers and the sage advice of James and a game designer cum blogger (and soon published author) Jamey Stegmeier.

Good luck with your campaign!

Cheers,
Joe
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Shanen Opolis
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Just a quick update: I've finally launched a Facebook page for Arsenal: Arena Combat (not sure why I was resisting it). I'm basically going to be mirroring any posts or updates on the website and deviantart, but hopefully hit some new potential fans.

This is the page:
https://www.facebook.com/pages/Arsenal-Arena-Combat/18652443...

I just launched it right now, and I'm working on posting some content. If you guys have any suggestions or ideas about what I should or shouldn't post or announce, I'm all ears. Thanks!
 
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