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Stopping a negative viral campaign against you?

Started by October 28, 2014 09:40 AM
49 comments, last by BHXSpecter 10 years ago

I say this honestly, with all the encouragement for you to continue growing so that one day you can do something like this, but I simply do not believe you have the skills today to pull off what you first attempted to kickstart, and I do not believe you are far enough along into the projects of your second effort, nor do they display sufficient polish to be viable. Kickstarter is not a platform for charity or for people to subsidize your hobbies -- you can try, but I expect you will be disappointed with the results and likely only open yourself up to additional criticism. Kickstarter is a platform for people to personally fund something they care about, and I just don't see why I should care. Its not the worst kick-starter I've seen, but your would-be games are competing against tons of free entertainment that exceeds the scope and quality of what you appear to be promoting. Your backers have to believe that one day they will be happy customers of your product -- they have to be confident you will deliver, and that what you deliver will be fun, and that what you deliver will be high quality. You need to demonstrate a clear vector to those ends, you can't expect people to back you on simple faith and good will.

I too would like to attempt a kickstarter one day. I have ideas that I believe are viable but I am not ready today. I don't have a business plan, I don't have a company structure, I don't have a prototype that shows how fun the core idea is, I don't have polished media to sell my vision. I have every confidence that can I perform all of these tasks (and contract appropriate artists for what I cannot) -- but the fact remains that I do not have these things in hand today, and I therefore am not ready to ask anyone else to support me with their hard-earned money.

Keep working, take some months away from kickstarter and regroup. Really figure out what the unique value it is that you're offering and learn who the people are that you think will be interested. Learn how to speak to them. Go find them now! You don't need kickstarter to find your audience.

throw table_exception("(? ???)? ? ???");


you come off as attention-seeking.
Bingo!

"I AM ZE EMPRAH OPENGL 3.3 THE CORE, I DEMAND FROM THEE ZE SHADERZ AND MATRIXEZ"

My journals: dustArtemis ECS framework and Making a Terrain Generator

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Look at your competitors. Look at their top 200 games.

Does any game you have compare to any of them on any level?

http://store.steampowered.com/search/?snr=1_4_4__12&term=%5C#sort_by=Reviews_DESC&category1=998&page=1

And then consider than people don't want another storefront... Unless you bring something truly amazing to the table, at least, I wouldn't even consider installing it. I think most gamers would feel the same at this point.

If you want to do this, you'd have to do what valve did. For those of you who don't remember, valve made Half life, which was extremely popular with a MASSIVE modding community at the time. Everyone played on the "WON" servers (Not steam), and enjoyed it. When steam came out, it was basically destined to fail, except for the fact that they took down the WON servers, and made you install steam. People hated it, many quit etc, However, after a short while, Half life 2 came out, and EVERYONE wanted to play it, and were willing to install steam just for that. Now, they had a platform to sell some games in. Not because of marketing, but because they had a track record of delivering awesome products, that made the effort of installing an application just to play them worth it.

My biggest concern is the Risk & Challenges at the bottom of the page:

I won't lie, the biggest risk and challenge will be keeping a steady flow of exciting new games coming to the consumer. I plan on tackling this by getting help from other smart individuals, and working hard.

That two sentences speaks volumes to potential backers. Those lines come across to be the equivalent of me saying:

"I want $500, 000 to make a Final Fantasy quality game, deep story, full 3D environments. Once I get backed I'll talk try to get help to make this a reality."

Just the last line alone is the kiss of death to the kickstarter because it comes across as saying "I don't have anything in place, but once funded I will seek others to make the games."

Future possible plans where you announce wanting to make a tablet with the app store in it also blows everything out of the water for two reasons. One, you haven't showed that you are capable, with past projects, to even accomplish such a large task. Two, it makes you seem like you are focused on lofty goals rather than realistic goals. OUYA was a success because they showed they already had a well known tech developer making the console and controller prototypes.

As for everyone coming across as "mightier than thou", that is your interpretation. Truth is we aren't embedded in your project so we can objectively see the possible catches that may seem perfectly fine to you. None of us will gain or lose anything by your success or failure on this kickstarter or any future KS attempts. If you ignore anything everyone says and fails, that is all on you; same if you run and succeed. Just remember, if you get backed and can't deliver on your claims, it will follow you for the rest of your career and make it nearly impossible to get future KS projects backed.

In your first Kickstarter campaign you were aiming to be right there against Google Play and the Apple App Store, with your new Kickstarter campaign you're going against Steam, GOG, Origin and others. Why do you want your own app store that much? Your final goal is to create a virtual game store or actual video games?

If you're going to create an online store you would need a least one server working 24/7, a domain and some payment mechanic, have you considered the cost of this stuff?

Legal stuff, have you done any research on that? If you look at the contracts, licenses and FAQ's on any store you'll notice a lot of important notes, and you need lawyers to write that, a project that big involves more people, not just artists and developers.

If third party developers use your store you'll probably want to make contracts with them (they surelly will want a contract), so you need at least one lawyer working for you, full time. How will you pay them? If you make things legally you might need to do some paperwork, and probably pay taxes. Who would do that? You or an accountant?

Imagine some users have problems using the store, or have problems with a first or third party game they bought from your store. They will contact your company to solve it, you are the face. How would you handle that?

You seem to have many compact ideas of various games (a one line description is far from a complete game idea), why not work with your ideas and go after them? You think you'll reach more people using a custom and restrictive platform made by yourself or by showing up in the "new releases" section of Steam?

Also, don't promise to make new games every ~6 months, that's not a plan, that's just what you would like to achieve in an utopic world where everything works perfectly for you. That promise is even worse if later you write that "Risks and challenges" paragraph, saying you don't even know how to do that. If you say you'll create a game in 6 months at least have a scope defined, the game mechanics defined and an estimation of a schedule and the money required. Your Kickstarter campaign is not an ad, it a platform to find investors, you need some real information, not just funny names and catchy sentences. In fact, maybe after finishing one game you can try a new Kickstarter for your next game, talking about future probably non existent games looks really bad.

Small world, I'm originally not to far Quincy. Very little to no programming stuff in the area, maybe some label machines. So I can see why he is trying to do a Kickstarter but more then enough has been said on why it didn't work out.

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I can understand your feelings, I'm in a kickstarter like thing myself, though the goal there is to only register for a site and "support" the project. No money investment, no obligation to actually buy the product if it succeeds. Only a registration, filling out a very short (5 questions) and that's it.

For the success, 10000 supports have to be gained in 12 months.

The wannabe product appeared on blogs all over the world (with the link to supporting page), facebook pages, 15000 likes on facebook etc. Yet, it has only 450 supports in 5 months.

See? Even if something that doesn't need actual investment but became somewhat famous because the quite professional presentation and high quality can't gain any real support. No matter the 2 billion people on the net, you will never be able to gain real support out of kindness.

(I'm talking about thin project of mine:

https://ideas.lego.com/projects/67145

I don't want to spam, I don't expect support from this site, since it's a programming forum, not a Lego forum. I only wanted to show an example of IMHO a more professional looking and high-quality project, that doesn't even get a simple free support)

Edit: A Lego example of a successful kickstarter:

https://www.kickstarter.com/projects/sbrick/sbrick-smart-way-to-control-all-your-lego-creation

Note, that the hardware and software was already done and tested when they launched the kickstarter.

I don't think your Kickstarter is bad, and you didn't deserve all the mocking. Maybe some constructive negative feedback, but anyone deserves that as long as they try.

What I don't like is how you try to make yourself a victim. I wouldn't ever want to back someone like that. These guys are giving you their opinion and you brush it off like that.

Kickstarter doesn't have any unwritten rules.

Didn't you read my last post to you, on your other thread, where I explained why Kickstarter rejected your business idea?

I suggest that you post about what you're going to do first on Gamedev to get advice. Criticism before the fact is the best advice you can get.

PM me if you want me to give you my feedback, since I might not catch the thread.

I read over the Kickstarter, and many of the paragraphs kind of shocked me, most of them were mentioned earlier in this thread. I'm another person that you can PM for feedback; I'd be willing to help you out.

As an aside, I read over the thread, and I don't believe you mentioned the part where you threatened legal action against people speaking negatively about you. Mentioning that would probably have changed the advice given by people that haven't seen the Reddit post.

Try to move on and learn from this one, but there isn't much that can be done to save it; when the time comes (later on in life) for another Kickstarter (for a different product), do your best to instill that you have changed entirely from the first attempt, have a polished product that needs finishing touches, and a team already formed to back your (sensible) goal. Don't mention the first one, don't comment on it, don't link to it: pretend it doesn't exist.

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