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	<title>Comments on: A Question About Kickstarter.</title>
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		<title>By: aosher</title>
		<link>https://scientificgamer.com/a-question-about-kickstarter/#comment-365</link>
		<dc:creator><![CDATA[aosher]]></dc:creator>
		<pubDate>Mon, 16 Apr 2012 10:47:57 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.wordpress.com/?p=1089#comment-365</guid>
		<description><![CDATA[Donations being cut by a third to a half sounds like bringing it in to a more sustainable average, to be honest.]]></description>
		<content:encoded><![CDATA[<p>Donations being cut by a third to a half sounds like bringing it in to a more sustainable average, to be honest.</p>
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		<title>By: innokenti</title>
		<link>https://scientificgamer.com/a-question-about-kickstarter/#comment-364</link>
		<dc:creator><![CDATA[innokenti]]></dc:creator>
		<pubDate>Mon, 16 Apr 2012 10:19:12 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.wordpress.com/?p=1089#comment-364</guid>
		<description><![CDATA[I think it depends on how it was all framed. E.g. if you had a selection of low-level funding options with moderately attractive bonuses and the expectation that the game would come out at say £15... I don&#039;t think I&#039;d have too much of a problem kickstarting projects I would be keen on.

On the other hand if you were just asking of the funding and expecting the finished product to debut at £30... well... erm... go somewhere else please?

In this specific case I think they&#039;ve made a relatively sensible decision because of how popularity and exposure works on the iOS/Android systems. Which is a bit of a shame because the system really is pretty terrible, if perhaps a little better than conventional sales charting. I think it would have been nice to see some entries at 10 and 15 dollars though.]]></description>
		<content:encoded><![CDATA[<p>I think it depends on how it was all framed. E.g. if you had a selection of low-level funding options with moderately attractive bonuses and the expectation that the game would come out at say £15&#8230; I don&#8217;t think I&#8217;d have too much of a problem kickstarting projects I would be keen on.</p>
<p>On the other hand if you were just asking of the funding and expecting the finished product to debut at £30&#8230; well&#8230; erm&#8230; go somewhere else please?</p>
<p>In this specific case I think they&#8217;ve made a relatively sensible decision because of how popularity and exposure works on the iOS/Android systems. Which is a bit of a shame because the system really is pretty terrible, if perhaps a little better than conventional sales charting. I think it would have been nice to see some entries at 10 and 15 dollars though.</p>
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		<title>By: hentzau</title>
		<link>https://scientificgamer.com/a-question-about-kickstarter/#comment-363</link>
		<dc:creator><![CDATA[hentzau]]></dc:creator>
		<pubDate>Thu, 12 Apr 2012 14:54:42 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.wordpress.com/?p=1089#comment-363</guid>
		<description><![CDATA[It would get less traction. There&#039;s plenty of people who are using Kickstarter the way it is intended -- as a way to donate, not to preorder -- but if we assume everyone paying the minimum amount is doing so in order to get a copy of the game, you&#039;re looking at donations being cut by a third to a half.]]></description>
		<content:encoded><![CDATA[<p>It would get less traction. There&#8217;s plenty of people who are using Kickstarter the way it is intended &#8212; as a way to donate, not to preorder &#8212; but if we assume everyone paying the minimum amount is doing so in order to get a copy of the game, you&#8217;re looking at donations being cut by a third to a half.</p>
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		<title>By: aosher</title>
		<link>https://scientificgamer.com/a-question-about-kickstarter/#comment-362</link>
		<dc:creator><![CDATA[aosher]]></dc:creator>
		<pubDate>Thu, 12 Apr 2012 08:23:35 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.wordpress.com/?p=1089#comment-362</guid>
		<description><![CDATA[So are you saying that a kickstarter that didn&#039;t include a free copy of the game a an option wouldn&#039;t get traction?

If you look outside of the games section of kickstarter, I would say that it is, at least, common for support to not necessitate a version of the product. While I accept that every market is different, isn&#039;t it self-defeating to assume that the games market is resistant to that as a model?]]></description>
		<content:encoded><![CDATA[<p>So are you saying that a kickstarter that didn&#8217;t include a free copy of the game a an option wouldn&#8217;t get traction?</p>
<p>If you look outside of the games section of kickstarter, I would say that it is, at least, common for support to not necessitate a version of the product. While I accept that every market is different, isn&#8217;t it self-defeating to assume that the games market is resistant to that as a model?</p>
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	<item>
		<title>By: hentzau</title>
		<link>https://scientificgamer.com/a-question-about-kickstarter/#comment-361</link>
		<dc:creator><![CDATA[hentzau]]></dc:creator>
		<pubDate>Thu, 12 Apr 2012 08:09:26 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.wordpress.com/?p=1089#comment-361</guid>
		<description><![CDATA[That&#039;s a different sales environment, though. There are just so many apps clamouring for attention that high sales are directly correlated with how much attention your game will recieve, and developers can&#039;t afford to ignore that. By contrast you can still showcase your game on PC with a Steam Daily Deal, ensuring it gets both attention and sales after release.]]></description>
		<content:encoded><![CDATA[<p>That&#8217;s a different sales environment, though. There are just so many apps clamouring for attention that high sales are directly correlated with how much attention your game will recieve, and developers can&#8217;t afford to ignore that. By contrast you can still showcase your game on PC with a Steam Daily Deal, ensuring it gets both attention and sales after release.</p>
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		<title>By: aosher</title>
		<link>https://scientificgamer.com/a-question-about-kickstarter/#comment-360</link>
		<dc:creator><![CDATA[aosher]]></dc:creator>
		<pubDate>Thu, 12 Apr 2012 07:05:00 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.wordpress.com/?p=1089#comment-360</guid>
		<description><![CDATA[Formatting balls. Only the first paragraph of that quote is the actual quote ¬_¬]]></description>
		<content:encoded><![CDATA[<p>Formatting balls. Only the first paragraph of that quote is the actual quote ¬_¬</p>
]]></content:encoded>
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	<item>
		<title>By: aosher</title>
		<link>https://scientificgamer.com/a-question-about-kickstarter/#comment-359</link>
		<dc:creator><![CDATA[aosher]]></dc:creator>
		<pubDate>Thu, 12 Apr 2012 07:04:04 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.wordpress.com/?p=1089#comment-359</guid>
		<description><![CDATA[I wonder whether &lt;a href=&quot;http://www.kickstarter.com/projects/starcommand/star-command-sci-fi-meets-gamedev-story-for-ios-an&quot; rel=&quot;nofollow&quot;&gt;this&lt;/a&gt; is significant.

In short, it&#039;s a smartphone game which explicitly does not include a copy of the game itself at any backing level, on the grounds that:

&lt;blockquote&gt;The quickest, and basically only path to success, on the Android and iPhone market places is with sales. If we gave the game away, our #1 asset which is our fans, would be gone on day one.&lt;/blockquote&gt;

Kickstarter backers get unique DLC and content, as well as other perks, like t-shirts and suchlike. 

It&#039;s a mobile game, so its target and donations were much lower - they were aiming for $20k, and got $36k, including two backers at the top level of $1k - but it may point to a more sustainable model. The fact that there is an &lt;b&gt;assumption&lt;/b&gt; that you get a copy of the game at some level of backing runs a bit contrary to the &quot;patron of the arts&quot; ideal of Kickstarter, and it&#039;s nice to see some flexibility in that.]]></description>
		<content:encoded><![CDATA[<p>I wonder whether <a href="http://www.kickstarter.com/projects/starcommand/star-command-sci-fi-meets-gamedev-story-for-ios-an" rel="nofollow">this</a> is significant.</p>
<p>In short, it&#8217;s a smartphone game which explicitly does not include a copy of the game itself at any backing level, on the grounds that:</p>
<blockquote><p>The quickest, and basically only path to success, on the Android and iPhone market places is with sales. If we gave the game away, our #1 asset which is our fans, would be gone on day one.</p></blockquote>
<p>Kickstarter backers get unique DLC and content, as well as other perks, like t-shirts and suchlike. </p>
<p>It&#8217;s a mobile game, so its target and donations were much lower &#8211; they were aiming for $20k, and got $36k, including two backers at the top level of $1k &#8211; but it may point to a more sustainable model. The fact that there is an <b>assumption</b> that you get a copy of the game at some level of backing runs a bit contrary to the &#8220;patron of the arts&#8221; ideal of Kickstarter, and it&#8217;s nice to see some flexibility in that.</p>
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	<item>
		<title>By: aosher</title>
		<link>https://scientificgamer.com/a-question-about-kickstarter/#comment-358</link>
		<dc:creator><![CDATA[aosher]]></dc:creator>
		<pubDate>Wed, 11 Apr 2012 21:10:42 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.wordpress.com/?p=1089#comment-358</guid>
		<description><![CDATA[I think that assumes that Kickstarter isn&#039;t going to be subject to massively diminishing returns as donation fatigue sets in.]]></description>
		<content:encoded><![CDATA[<p>I think that assumes that Kickstarter isn&#8217;t going to be subject to massively diminishing returns as donation fatigue sets in.</p>
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	<item>
		<title>By: hentzau</title>
		<link>https://scientificgamer.com/a-question-about-kickstarter/#comment-357</link>
		<dc:creator><![CDATA[hentzau]]></dc:creator>
		<pubDate>Wed, 11 Apr 2012 16:47:50 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.wordpress.com/?p=1089#comment-357</guid>
		<description><![CDATA[You can&#039;t rely on Kickstarter to fund your entire business though, surely. The question is, how can you turn this into a sustainable thing? Can you make enough money from one game to cover the costs of making that game and the majority of the next one?]]></description>
		<content:encoded><![CDATA[<p>You can&#8217;t rely on Kickstarter to fund your entire business though, surely. The question is, how can you turn this into a sustainable thing? Can you make enough money from one game to cover the costs of making that game and the majority of the next one?</p>
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	<item>
		<title>By: g2-79d9f3f806c7b729d68eb34e6079a4d2</title>
		<link>https://scientificgamer.com/a-question-about-kickstarter/#comment-356</link>
		<dc:creator><![CDATA[g2-79d9f3f806c7b729d68eb34e6079a4d2]]></dc:creator>
		<pubDate>Wed, 11 Apr 2012 16:36:14 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.wordpress.com/?p=1089#comment-356</guid>
		<description><![CDATA[If people gave you money via Kickstarter enough to make your FIRST game and that was successful enough to get a SECOND game, then surely you&#039;d get just as much, if not more (as you are now proven), via Kickstarter the second time around.

And if you don&#039;t, then it&#039;s probably because your first game sucked.]]></description>
		<content:encoded><![CDATA[<p>If people gave you money via Kickstarter enough to make your FIRST game and that was successful enough to get a SECOND game, then surely you&#8217;d get just as much, if not more (as you are now proven), via Kickstarter the second time around.</p>
<p>And if you don&#8217;t, then it&#8217;s probably because your first game sucked.</p>
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