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What Went Wrong..... and a relauch

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markgrafn
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Joined: 03/01/2015

In June of 2015 I put my very first strong attempt at game design on the massively popular and effective crowdfunding platform, Kickstarter.com. After 30 agonizing days of tireless work Smoking Aces had failed. For the weeks that followed I wallowed in pity and shame.

Now I stand with a new determination.

During and after the campaign (and in the weeks leading up to it,) I studied other successes and what they did right and what I did wrong. I have learned a great deal and would like to discuss those with this and other communities in an effort to not only educate, but ensure I am leaving no stone unturned (expect the impossible in the time provided prior to relaunch.)

In my journey of self education I often came across the word "community." I always thought that the word was defined as "online presence of both designer and game." So for many weeks leading up to the campaign and the entire time during, I pounding social media like I owned it and posted several times in forums all over the internet. Although news of my game and Pawnjoker Games didn't reach absolutely everyone, I know it reached some people as few actually backed the game - and for those few I am grateful(so much so that the relaunch is in dedication to their support as well as my continual advance in the world of game design.)

Even with internet presence I failed. That leads me to ask why? I ponder it is because I miss interpreted the word "community." I now believe that community not only means "online presence of both designer and game," but also "how many have SEEN your game actually played?"

With this new definition I take to the relaunch of Smoking Aces with small change of approach. I know now to gain the interest and trust of backers I will need to SHOW them the game being played, and to do just that I will bring up two points.

REVIEWERS.

Many of these kind people will gladly play and document your game for the small price of a copy of the game, even if it is incomplete. But more than that, they will show their own group of followers how to play your game and express their own opinions on the game. Community!

I started the Smoking Aces campaign with only one review and received a second towards the middle of the campaign. I can't say for certain that these two reviews are the direct cause of the backers, but I know they didn't hurt. Going into the relaunch, I have contacted three more reviewers for coverage of Smoking Aces bringing my total count of reviews to FIVE! I am far more confidant that Smoking Aces will succeed the second time around and more so, glad that I didn't spend any money to secure these reviews - more money to put into future projects.

(That is to say you shouldn't pay for Kickstarter previews. Some of the reviewers I pay the most attention too charge for Kickstarter previews and they are absolutely the first reviewers I looked at but couldn't afford.)

I learned a great deal about the best reviews from Meeple Mechanics site.
http://meeplemechanic.com/meeple-directory/

CONVENTIONS

GENKHAN!!!!!!! So mad I couldn't go because I'm broke! (spent the last four months on unemployment. Sad faces.) Following GenKhan this year and Origins a few months ago I noticed that pretty much every game that was demoed at these convention received massive praise and success on Kickstarter (someone correct me if I'm wrong please.) This leads me to conclude that convention presence prior to a Kickstarter launch is absolutely essential to success. Why? Because not only do potential backers SEE your game being played by others, they get the chance to play it themselves. I wouldn't hesitate to back a game on Kickstarter that I've already played and enjoyed, I doubt others would.

Well, I'm getting tired of typing already so I'll wrap this up.

For those looking to Kickstarter, please head my words and have as many reviews as you can prior to launch. Also, if you can bring your game to a convention, DO IT! Internet presence alone isn't going to help.

For those that are interested, look for Smoking Aces as I return to the Kickstarter on September 9th, 2015

Thank you all for reading.

X3M
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Joined: 10/28/2013
here some thoughts

Maybe you are using one big net and are fishing in an empty sea. But no doubt that you have been searching for places to fish.

I see often that a (big) project has its own website. And that designers have more of their projects on that website. Here you gather all the information that you can offer. The rules, video's, pictures.
If it is possible, an easy forum added, to discuss your work. Those with questions can spiral themselves into your information. And you get questions that you have not thought of yourself. Thus improving in the process.

Now for the fishing, instead of posting a lot on "important" websites. You simply can throw out lines with a link to your website in any website that has some connection. You should understand that a big website is to crowded for people to put their attention to one thing. TLDR topics chase most people away. The same goes for video's. Keeping things short and subtle is key, they read one or two lines and have to think "cool". Pictures are the best way, then some explanation with this picture. Of course you can have longer explanation versions standby for those who you have peeked their interest.

It is also true that people should be able to play your game. Have a print and play version ready on the website with a version number (by date). It does not have to be fancy, nor coloured.

Always think from their point of view.

I hope this was of some use.

Black Table Games
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Joined: 08/13/2015
Agree with X3M

I'm a game designer myself and I like reading about what people are going through in situations like yours - because it's MY situation.

But your post was simply too long. I felt like I was being inundated with info - most of which I didn't really need.

Keep it as brief and simple as possible. Videos, links, pictures and playable prototypes are your friend. I WANT to be tantalized! Tantalize me!

Good luck!

radioactivemouse
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Joined: 07/08/2013
Kickstarter and what nots

I believe Kickstarter is a wild bronco bull and surviving the ride is the name of the game.

Let's face it, there's some random outliers that can handle the Kickstarter bull and come out quite successful.

But I believe a successful Kickstarter can be manipulated. Here's how:

Reputation: Many Kickstarters are successful because the audience knows and trusts the person doing the Kickstarter. It was no surprise that Exploding Kittens blew out their goal; they literally built their audience solely on The Oatmeal website. If no one knows your reputation, you're climbing a steep mountain. Reviews can help, but a prior online presence will really push your product. If there is some way for you to make an online presence (podcast, video reviews, Twitch personality, anything), your audience is more apt to support you because you've brought something to them. Coming into Kickstarter and saying "Hey, here I am, support me!" out of the blue can make you seem desperate. Personally, I'd make a video series on breaking down your journey through Kickstarter and "bring people along" as you come up on your newest endeavor.

Bringing something new to the table: While I did like your game design, I couldn't help but think that it was just a "Poker+" game (in other words, it's just Poker with another thing added). This isn't bad, but it does say something about what you can bring to the table...which isn't much. Games like Doomtown (AEG) have more appeal because it's a game with Poker elements in it; the majority of the game is new. In this day and age, you gotta bring something completely new to the table in order to stick out. I believe this is what people look for in a Kickstarter.

Presentation: I'm not saying yours is bad, but I've seen some pretty horrible Kickstarter videos. If no one knows you as a game designer, make your video appear like you should be a game designer people want to know.

Timing: If there's a big convention, ramp up to that. Contact people like Nick from Board Game Brawl so he could talk up your game. Check out other Kickstarters, are the ones from big companies more apt to do Kickstarters during certain seasons?

I've toyed with doing a Kickstarter with my game and, while I believe I have a solid product, I would not do one unless 1) I was fairly guaranteed that I'd succeed, 2) I got the manpower to do the things like accounting, production, and marketing and 3) I had a strong web presence, which includes a respect in the game designers community.

But I do applaud you going after it and wanting to go again after your failure. That says something. Good luck and I hope you succeed this time around.

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