Random notes regarding kickstarter:
1. Kickstarter is used to raise initial capital. It should not be used for expansions
Kickstarter is a logical means for companies to fund their first game if developers lack the resources to fund it themselves in the event that publishers or other traditional monetary resources view their ideas as not worthy to invest in. Backers may feel otherwise, and thus ideas can be funded that otherwise cannot. However, just like money received from more traditional sources, funds raised through kickstarter/crowd funding will also present unique challenges. I will discuss these later but let's start with the question of one person/group forming multiple kickstarter campaigns.
The first question I have when I see a second kickstarter after a (wildly) successful first one is “Why is it necessary?” The first kickstarter is given on the assumption that the developer has no money or no leverage to use for a loan. However this reasoning is gone with a second kickstarter.
There can be reasons why but left to the imagination it only leaves worry. Such as “Did the first game not make money? Is the developer not confident this new idea will make money? Did the first game flop, and the developer wants to move on? ...” I know everyone thinks differently, however, the player shouldn't be the one forced to fill in the blank. This leads us to the larger issue unique to kickstarter...
2. For better or worse, Kickstarter is a PR battle
In a stock market, there are both public and privately traded companies. Private companies are mostly left to their own means to raise capital without help from consumers while publicly traded companies may ask for capital from investors on an as needed basis.
Relevant to this board, Arcen is a private company. They have never asked for public investment. Arcen only has one request: if a product is “good” then one should buy it. As a result, they have freedom to reveal how much or little about anything they want. They are free, as long as finances allow, to have a few duds as long as their stronger products keep them alive.
I would consider Kickstarter games more like publicly traded games. There is a very long lag time between funding and releasing of the product. The development stages are just as crucial as the actual funding time. Pre-alpha of course there can only be so much to say but communication is key: sharing the details of what is currently being worked on will go a long way. Once alpha and eventually beta is released, it will be important for developers to explain the decisions they made regarding what features were kept or discarded and how they will continue forward. If for any reason a company leaves out a feature before 1.0, it is absolutely necessary they explain clearly why it wasn't included. They should also provide a timeline on how and when it will be implemented. All future PR should be devoted to these features with the exception of perhaps balancing.
However, there is much more to be said and there are factors that make good PR a new normal rather than a case of simply going above and beyond.
3. Kickstarter has matured.
Kickstarter has matured, and like many industries, that means competition has increased drastically. The golden age may not be over but the easy age certainly is. This is nothing new. It happened for the internet with the “dot com” bust and this phenomena has happened in many many other genres as well. It is the nature of any business.
No longer is it enough to just have recognizable name or idea with just a few pictures. At one time that was enough but now the bar is much higher. There are many reasons for this but a few are unique to kickstarter. Unfortunately, I do not have “hard numbers” from research to determine these exact causes; therefore, I can only makes guesses. I wish I had data but I would wager that compared to 2 years ago the average “experience” of backers has increased. By “experience” I mean the average number of projects supported (succeed or failed). While imagination is a very powerful thing, I would wager as well that the number of ideas that bring an instant “buy” goes down although I think that phenomena happened slowly. There are only so many wasterlands / total annhilations to make sequels of,
The end result is the same. For a kickstarter to succeed, it MUST completely and utterly wow a backer on its page which is getting to be harder and harder to accomplish. This leads to a bold assertion of mine that...
4. For a kickstarter to really succeed now, the PR must start before the kickstarter.
This is where things get hard because I feel a need to dive into human psychology. I'll say upfront I have no formal training in psychology so I can't tell you the why. I can attempt to tell you the what. Long story short: A good kickstarter needs to provide strong results across its entire lifespan. If it is too short, there won't be enough time to collect funds and allow proper word of mouth. If it is too long, then word of mouth has the potential to become a hindrance because players “on fence” won't fund something that isn't projected to win anyway.
The solution is to get the word out before the kickstarter starts. Let the most dedicated fans get excited and let word of mouth work its magic. For this to work, an “all-of-the above” mentality is needed. Everything should be utilized from pictures and videos to wallpapers and interviews!
Here is an example of advertising:
https://www.kickstarter.com/projects/659943965/human-resources-an-apocalyptic-rts-game/posts/1020423This article does a lot of right and wrong. It is right in that it provides a lot of easy to share methods to spread the word for HR. You got some animations, some avatars and some wallpapers. Good stuff.
The bad: It came two weeks after the kickstarter. Very bad. This should come out before the kickstarter. These are precisely the tools that are needed to get hype up but they came way to late.
I have played a lot of strategy games but there is a sentiment that I have seen with other activities (sports, military, theater, etc). One can not expect to do well without proper preparation. You do not go play a sports game without training. With the exception of improv, you don't perform in front of an audience before learning your lines. The same is applied to kickstarter. The kickstarter should not be the means to spread the word, rather it is the finale to a successful PR campaign.
Conclusion:
So what can be gleamed from all of this? I propose that a successful campaign depends on the ability of the developer to maintain the narrative from start to finish. It should start with a strong PR campaign to generate interest before the actual kickstarter begins. This must explain in an honest and earnest manner why a kickstarter is necessary. If there are some usual questions such as a second kickstarter after a successful first one then they will be answered first by the developer. It is imperative these questions are answered well because if they aren't then they will be viewed with suspicion by a mature audience. The narrative must continue throughout the kickstarter to ensure that the positive momentum is maintained. After the campaign it is important that features are actually delivered. Developers should not launch another kickstarter campaign until the first one is complete.