As followers of Digitally Downloaded will know, we recently ran a Kickstarter to try and get enough money to publish a book about games.
The Kickstarter itself was wildly successful in that it essentially became a pitch; after a publisher read it, they were prepared to take the publishing of the book on themselves. So, while we didn’t hit the goal that we were looking for from backers, it’s hard to consider the process anything but a very positive project.
With many other game developers out there considering Kickstarter to realise their own dreams, I thought it would be worthwhile reflecting on my own learnings on the process, because it can be soul crushing and difficult work indeed;
- Kickstarter is clearly hitting the trough of disillusionment.
- A Kickstarter campaign needs star power
While understandable, people looking to run Kickstarters need to understand that it’s perhaps not the opportunity to get their dream idea off the ground. You might want to file that idea away for after you’ve got enough experience in your field to have a name and reputation, and then run the Kickstarter.
- A Kickstarter is soul crushing hard work
- The most valuable asset you have when running a Kickstarter is a solid PR campaign
- On the other hand Kickstarter is a quick way to learn the value of your idea