My Message close
GAME JOBS
Latest Blogs
spacer View All     Post     RSS spacer
 
May 18, 2013
 
All You Need is Love [1]
 
Students: Tips for Learning Game Development Over the Summer
 
All Your Nintendo Let's Plays Are Belong To Nintendo? [76]
 
Even Further Down the Curation Rabbithole [11]
 
Systems of Control in F2P [23]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
May 18, 2013
 
Sony Computer Entertainment America LLC
Sr. Network Systems Engineer
 
Amazon Game Studios
Sr. Game Designer
 
Amazon Game Studios
Quality Assurance Manager
 
Treyarch / Activision
Technical Animator
 
Amazon Game Studios
Game Development Engineer
 
Amazon Game Studios
Game Graphics Engineer
spacer
Latest Press Releases
spacer View All     RSS spacer
 
May 18, 2013
 
Zeeek and The Secret of
Space Octopuses heading
to...
 
Battle bad 'bots in Bad
Bots, available now on...
 
Temple Run 2 Adds New
Terrain and Obstacles
in...
 
Little Amazon runs
through Android
 
Command Ops gets a
Massive Update!
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
Sponsor

 
Learning from the  Carmageddon  Kickstarter
Learning from the Carmageddon Kickstarter
 

July 12, 2012   |   By Mike Rose

Comments Post A Comment

More: Console/PC, Business/Marketing





There is a serious amount of work that goes into the planning and ongoing management of a Kickstarter project, warned Stainless Games co-founders today.

Neil Barnden and Patrick Buckland went into detail about their recent Carmageddon Kickstarter during a Develop conference keynote, which came after a long and arduous period of trying to acquire the IP for the game back from SCI, noting that there were a number of obstacles they needed to overcome before the Kickstarter could begin.

For one, Stainless is a UK-based company, while Kickstarter does not currently allow companies outside of the U.S. to start a crowdfunding project via the website. To combat this, the duo set up Stainless Games Inc, a U.S. branch of the company, as a means of tackling Kickstarter legally.

The work then began on planning and preparing the Kickstarter, such as the various reward tiers, and the promotional content they would scatter across the Kickstarter page. Stainless spent a month planning the Kickstarter, said Barnden, focusing on the idea that "a huge amount of attention is needed to keep people interested."

You can't just launch the Kickstarter, then sit back and watch, he said -- rather, you need to keep going during the funding period, and indeed keep going even once the Kickstarter ends, all the way up to when the product is out and beyond.

When it comes to demands from backers on what the content for the game should be, the Stainless duo reasoned that, while you should definitely listen to the consensus, the backers aren't designers, and therefore won't always know what will actually be good for the game.

"If lots of people are asking for something, you definitely consider it," noted Barnden, adding, "they are your fans, but they don't necessarily know what's best."

"It's important that you have complete confidence in your vision."

When it comes to Kickstarter fatigue, Barnden believes that there is "bound to be fatigue" going into the future for the crowdfunding website, and that while there are no signs that it will go away or fail in the future, he does think that "people are going to need a damn good pitch" for a game going forward.

Buckland reasoned that new startups are going to find it tough to get anywhere with a Kickstarter project, as it can be "difficult to get people's trust" to the point where they are willing to throw money at you.

What the Kickstarter model really needs is an evolution, he believes. "People will start failing and getting pissed off -- I'd be terrified to be starting in the industry right now," he added.

A mixture of more common funding strategies and the Kickstarter approach is most likely going to be the way that the model evolves going forward, he said.
 
 
Top Stories

image
The laws behind Nintendo's Let's Play crackdown
image
New layoffs reach Trion
image
How developers mess up immersion (you might be doing it wrong)
image
Steam Trading Cards: The next-gen of achievements?


   
 
Comments


none
 
Comment:
 




 
UBM Tech