![]() ![]() This was primarily because their entire pitch consisted of explaining what the game was about while making plenty of promises of what it would be - none of which had any proof. A perfect example of this would be John Romero and Adrian Carmack's campaign for their FPS title Blackroomearlier this year.īoth legendary names in the industry, their Kickstarter started brilliantly but began to really slow down half way through. You could be the biggest video game legend of all time and a Kickstarter can fail miserably if you don't have any proof to back up your campaign promises. People begin to think, "Hmmm, others have invested their money into this, it must be worth MY time and money, too." If your campaign fails to kick off, it won't ever get that domino effect. Once a few invest, others begin to become intrigued too. This gives time for the game to gather some attention and when it comes to the start of the campaign, players will already be interested. Promotion for the game should begin at a minimum several months before even announcing or thinking about starting a Kickstarter campaign. If players don't know about both you or your game, then they won't be looking for a Kickstarter to invest money into it either one of you. Instead, they do everything at the last minute, resulting in limited promotion and a very small marketing footprint. Upon deciding to set up a Kickstarter campaign, only then do they begin to promote themselves and their title, whether that be done through the likes of Indie DB, Facebook, Twitter and so on. One of the most common mistakes made by first-time indie developers.
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