I saw an interesting post on the SA forums today from someone involved with a recently failed Kickstarter project. (Retrovirus, an interesting little game that I'm kind of disappointed didn't make its goals.) Since there's a Kickstarter looming in the future, I thought some of that information might be interesting or useful for you guys.
Very interesting stuff. Just watched their video and looked at their Kickstarter page. I can see a lot of reasons why it didn't do well. The developer himself summed it up best:
Looking at Kickstarter as a metagame, we failed to adequately explain the differences between a successful funding drive and a failed one, and we also failed to provide the urgency that so many other projects thrive on. Truthfully, there wasn't a financial knife to our necks, and I think that made people waver some in pledging to us. Obsurveyor pointed that out here a week or so ago, and was correct in doing so. We needed to be more clear about what our funding was going to do for us, and for the players funding us.
Basically: their game already looked really gorgeous and fun, and the things they were touting would only be of interest to a few people. "Voice acting" and "modding tools sooner" were the only things that really came across to me out of their pitch. For someone intensely interested in modding the game, then great. For 99.99% of the rest of players, why invest in something you wouldn't even use and which relies on unknown third parties (modders) to create something of unknown quality? I mean, even major games struggle to get quality mods a lot of the times, so the prospect of a few modders working on an indie engine is not inherently that exciting.
Similarly, while a lot of people like voice acting, they didn't show anything related to story mode or whatever would need voice acting in that video. So it really seems like a superfluous expense. The game itself is cool, but in no way would I have funded that kickstarter either.
It's quite possible that there was a lot more that they were planning to do with this money, but that didn't come across in the video, and that's basically all that I watch to weed out the projects that I don't even want to read any more about. The rest of their page was a clutter of information, most of which was superfluous to the kickstarter (telling about story, etc). It wasn't to the point or a clear message in any way on the rest of that page.
So, there again, I can see why the press failed to pick it up and talk about it more: the press are generally busy and only give a casual glance to something they aren't intimately familiar with or immediately struck by, and in journalism parlance these guys "buried the lead." Just watching their video, my impression -- and I'm sure I'm not alone in this -- is that the game sounded interesting, but seemed to be doing great on its own, and I had interest in neither modding tools nor expensive voice acting, so this kickstarter was immediately of no interest. Though it did flag me to remember to keep an eye on the game itself in the future, because their video did sell
that well.
TLDR: These guys are right that they aren't very good at PR, but it looks like they're making quite awesome games. I wish them the best, and I hope that they get what they need to make it a success. But their experience with kickstarter doesn't inherently worry me, because if we fail (which we may very well) it won't be for the same reasons as them. We'll clearly articulate what the stakes are, and the main reason for failure should hopefully be lack of interest in what we're trying to do (revamp the art) if we fail.