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Crowdfunding: Kickstarter» Forums » General

Subject: Succeeding With Kickstarter rss

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Chris L.
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Hello everybody! Since in the future I plan to release a game of my own (https://sites.google.com/site/kingscourtgame/) I've spent time searching google for kickstarter tips on how to most effectively utilize the money raising website. So now my history is filled and I thought rather then waste all that time I spent searching on just my own benefit, why not create a reference thread for anyone who wants to one day take advantage of kickstarter?

So here are the websites I found! If anyone would like something added to the list, let me know.

*Within bgg

Banner Ads for Kickstarter: Worth Tt?
http://www.boardgamegeek.com/blog/1082/learnings-and-opinion...

Game Design from the Ground Up (not specifically kickstarter)
http://boardgamegeek.com/article/7884697#7884697

Boardgame Kickstarter Projects
http://boardgamegeek.com/geeklist/59640/boardgame-kickstarte...

Kickstarter campaigns - what rewards interest you? (poll)
http://boardgamegeek.com/thread/661694/kickstarter-campaigns...

Wanting to start a Kickstarter Campaign? - Here is a checklist
http://boardgamegeek.com/thread/681657/wanting-to-start-a-ki...


*Offsite

D-Day Dice: The Biggest Ever Kickstarter Game Success
http://www.purplepawn.com/2011/12/d-day-dice-the-biggest-eve...

Daniels Solis' Blog (has a lot of helpful articles)
http://danielsolisblog.blogspot.com/

Funding the Dream (podcast)
http://www.thegamewhisperer.com/2011/11/funding-the-dream-a-...

The Price is Right
http://www.kickstarter.com/blog/the-price-is-right?ref=bggfo...

15 Steps for a Successful Kickstarter Project
http://www.gmsarligames.com/2011/05/18/15-steps-for-a-succes...

10 Tips For Raising Funds With Kickstarter For Indie Game Developers
http://www.gamasutra.com/blogs/StephenDick/20110504/7554/10_...

How to Succeed or Fail on Kickstarter
http://www.purplepawn.com/2011/05/how-to-succeed-or-fail-on-...

Indie Filmmaking: When & How to Use Kickstarter
http://www.unifiedmanufacturing.com/blog/kickstarter-steve-m...

kickstartup
http://craigmod.com/journal/kickstartup/

10 Tips for Kickstarter Success
http://www.vanadia.com/storytalk/talks/kickstarter-tips/

10 Tips for Funding a Successful Kickstarter Project
http://www.justinkownacki.com/2010/09/27/10-tips-for-funding...

How to Effectively Use Crowd Funding Sites
http://www.microfilmmaker.com/tipstrick/Issue60/Kickstr1.htm...

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Chris Cieslik
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How to succeed on Kickstarter:

1) Charge enough so that you actually make money. Shipping is not free for you. You think it will be cheap, but it will not be! Selling 100 orders and making $10 on each of them is better than selling 1000 orders and making nothing (or losing money!) on them.
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Andrew H
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2) Be American
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Drew Dallas
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Why are all the links spoilered?
 
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Chris L.
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lol originally I thought it would help me organize it better, but that may not be the case. I don't think it gets in the way though (let me know if I'm wrong).
 
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Jeff Warrender
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Some recent BGG links that are probably pertinent:

Checklist for those considering starting a Kickstarter campaign

Poll on what rewards interest possible supporters of Kickstarter campaigns


Geeklist of active boardgame Kickstarter projects


I agree with the previous comment, "spoilering" the links is unnecessary, just change them to regular links.
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Mathue Faulkner
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angelkurisu wrote:
How to succeed on Kickstarter:

1) Charge enough so that you actually make money. Shipping is not free for you. You think it will be cheap, but it will not be! Selling 100 orders and making $10 on each of them is better than selling 1000 orders and making nothing (or losing money!) on them.
While I completely understand that thought from the designer's perspective, if you charge too much then some bgg geeks may not sink any money into the project.

For example, there is an interesting looking project on Kickstarter right now, but it's a minimum $70 to get a copy of the game. There is no way I'm going to plop down $70 for a game from an unproven designer, unknown publisher, and without final rules. The rules really wouldn't matter in this circumstance, but it could be the tipping point in another project. Plus, the game has a ridiculously high goal, so I doubt it'll ever get printed.

So better to sell 1000 orders, make nothing off the Kickstarter, but get your game out there to make $$ of the regular sales than not get the game printed at all....
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Chris L.
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Gotcha, I'll add these links to the top and remove the spoilers.
 
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Mathue Faulkner
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LegacyUnbound wrote:
The point of Kickstarter is to raise money. If you are only starting a campaign to raise awareness, your argument makes sense. Generally, the vast majority of game projects need to raise money for printing. Kickstarter isn't a pre-order system, it's a fundraising system.

As for the comment about an "unknown publisher", I would again say you are missing the point of Kickstarter. A proven successful publisher shouldn't need any help printing a new game. I think the average pledge giver has every right to pass judgement on the quality of what's being offered. I think designers have a responsibility to prove they are invested in their projects. However, I think the vast majority of backers have no place making assumptions about a monetary goal on a project. You either want to realize the goal of the project (the actual goal, not the dollar target), or you don't. I need to raise about $1200 just for printing, but I also have to know that I can print backer rewards and ship them when all is said and done. That means my goal has to be quite a lot more than $1200.

Also, while it's not a huge deal, I would like to note that "bgg geeks" aren't the only ones that back a project.

That's definitely fair. I was just giving a perspective from a consumer. The game that I was using as an example looks great, but it's only 18% funded and I assume that it's for many of the reasons I gave. And while there are plenty of games from "unknown publishers", most of those games don't require $70 to get a copy of the game so the risk is much less. Not having rules posted doesn't help mitigate that risk either.

My only point is that if a Kickstarter project asks for too much, then they're sinking their ship before it's even taken off. Of course, I don't know what their minimum price point is, but if you're asking for $70 with all of those unknowns, then it may be a good idea to see if you can re-arrange the #s a bit to lower the price. A lot of projects do this by presenting a more minimalized game, but as overfunding occurs, the components will improve. I think that's a smart way to get a game out.

 
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Anthony Friedman
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http://www.kickstarter.com/blog/the-price-is-right?ref=bggfo...
Quote:
[...]Projects without a reward less than $20 succeed 35% of the time, while projects with a reward less than $20 succeed 54% of the time.[...]
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Chris L.
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Added the link =)
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A.J. Porfirio
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There is a new podcast out now produced by Richard Bliss of Purple Pawn called 'Funding the Dream' and it is purely about Kick Starting games. Some great info has already been shared through the first 4 episodes.

www.thegamewhisperer.com

Full Disclosure: I am the guest on the current (4th) episode.

Also I want to mention that stats should be used as guidelines but should still be SECONDARY to producing a professional presentation and most of all a quality product. Don't try to fit your project into a certain stat or criteria simply because the stats suggest you should. Do it because it is in the vision you have for your project.

If there is one stat that is most telling (by a wide margin IMO) it is the one that says something like "90% of projects that reach 30% funding end up being successful"

So my advice -take it or leave it- is if you are not confident you can get 10-20% funded in the first 48 hours through just your network, you are not ready.
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Chris L.
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Thanks, I've added it to the list.
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Daniel Solis
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I hope all this helps! After successfully running three Kickstarter campaigns, I've written extensively on the subject:


GenCon Panel: Patronage and Kickstarter: How to Get Paid Up Front

Hit Thirty Early: Reaching the Tipping Point on Kickstarter

The Direct-to-Fan Window in Game Design and Publication

Name Recognition and Personal Investment in Kickstarter Reward Levels

Using Game Fiction in Unlockable Kickstarter Rewards

Star Wars as Unlockable Kickstarter Rewards [Guest Post: Kevin Allen Jr]

Maintaining Kickstarter Momentum after 100%

10 Tips for a Kickstarter Video for a Game Project


Before my most recent Kickstarter campaign, I posted all the details and numbers behind the project. This served two purposes: It built buzz for the forthcoming campaign and it made how I'll use those funds very transparent.


Prepping for the Writer's Dice Kickstarter: Part 1: Pricing

Prepping for the Writer's Dice Kickstarter: Part 2 - The Video

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A.J. Porfirio
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I have been doing a blog and just posted a new entry: BGG Ads: Worth it?
that may be of interest to some. I am sharing what I learned during my own campaign for If I'm Going Down... and using the data I gathered and my opinions to hopefully help others be successful. You can find the blog right here on BGG:

http://www.boardgamegeek.com/blog/1082/learnings-and-opinion...

Hopefully it is useful to future Kickstarters!

Good Luck all!
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Sam Mercer
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This is a good thread! Vote for sticky.

I think a good resource to have relating to kickstarter is an interview with Emmanuael Aquin - designer of DDay Dice, which smashed the records for the highest ever earning kickstarter project.

http://www.purplepawn.com/2011/12/d-day-dice-the-biggest-eve...

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Chris L.
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I added your blog to the list, great articles!
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Chris L.
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Added to the top, thanks a lot!
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Chris L.
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Added, thanks a lot =)
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Matt Riddle
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great thread
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Sam Mercer
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Yes it is isnt it
You've done a good job Chris! Hows Kings going? ^^
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J
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Moved to the Kickstarter family General forum
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Sam Mercer
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lordlucless wrote:
2) Be American
Not by the end of the year

Just posted up my interview with Yancey Strickler, co-founder of Kickstarter.

It's a long article but really informative. Great news for all non US citizens looking to get on board the kickstarter train: by the end of the year Kickstarter is looking to open up it's service for international projects!

http://www.purplepawn.com/


-Love sam
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Daniel Solis
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Now that I've shipped out most of the orders for my most recent Kickstarter campaign, I thought it would be helpful to share some of the costs. Long story short, my initial fundraising goal would've put me deep in the red. Lesson learned and that fate luckily avoided!

http://danielsolisblog.blogspot.com/2012/01/follow-up-on-cos...
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Ian Toltz
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I apologize if this has been addressed before; as I have no intention of launching a kickstarter any time soon, I haven't really read all the stuff.

That said, as someone who likes the kickstarter process, nothing gets me sadder than seeing a game that looks awesome but which ends near the end of my pay cycle.

I get paid on the 1st and 15th of the month. It's a lot easier for me to back a game that ends within a couple days of my payday.

I don't know how common this pay cycle is, but anecdotally the only friend I have who I've talked about such things with is also on the same schedule.

Me and that friend are both paid bi-monthly, of course. On jobs where you get paid weekly or biweekly, I believe it's most common for people to get paid on Thursday.

So put it all together, and I strongly recommend that people try to aim their kickstarters to end on the Friday or Saturday immediately after the 1st or 15th of the month.

If nothing else, I can guarantee that it removes one hurdle from me kickstarting your project.
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