I was chatting with the incredible PR guru Emily Claire Afan this week and received insight into the merits of using crowdfunding as a form of marketing. This is perhaps not groundbreaking news for some, but upon evaluating a lot of independent releases this year, few have done this properly.
We should start by outlining what crowdfunding really offers developers. If your new to crowdfunding, take a look at my intro to game crowdfunding article. In the advent of digital distributors like Steam and Humble Bundle, developers have the ability to produce a game with a full end run to their customers without a publisher. With the typical publisher financing model now removed, developers require funding from a new source. While I rarely see a studio who can fully finance a game through crowdfunding, it is a great opportunity to supplement financing for production. So for this argument, let's define a crowdfunding initiative as a platform for early monetization and community interaction at the center of an awareness campaign.
After creating a basic media kit and pitch deck to interact with your customers, your crowdfunding portal becomes the base of operations for sending potential customers. The concept I think many developers should consider is creating a game crowdfunding operation as a means to gain awareness and present your game concept in such a way that the effort, time and resources can be offset with monetization. Regardless of if you make a profit with the operation, you've exposed your title to potentially thousands of potential customers - an operation usually costing independent developers an arm and a leg.
So what are some major actionables to include in your campaign?
Comments
October 03, 2014 06:39 PM
Using crowdunding for more for marketing rather than funding best fits to F2P MMOs , it was why I already headed that direction in my plans. You are supposed to possess what you offer in that case, so its a late stage issue imo though.
Still this way you can get publicity by converting it to players with very low priced perks (something like 5-day early access $0.99) , expecting that they will stay in game and later become money spenders.
October 04, 2014 08:12 AM
Here's my business model: - "Write better games!"
...and I'm sticking with it. Nice article though, some things to think about for the big picture.
October 04, 2014 11:46 AM
What if we reverse engineered crowdfunding platforms as a marketing tool?
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Then how about converting a fans into a paying customers?
Some of the fans are teenagers below 17 years old who don't have credit card.
Asking their parent to pay for them?
Or how about other platform than kickstarter?
I was thinking to accept a donations all the time or asking sponsorships for some in-game advertisement?