@JobLeonard:I think your reaction is understandable. Even if something is fictional, you would still want it to jump properly. I acutally thought the toaster would fall faster because it's heavier/more denser than a slice of bread.
@Lobstersundew:I should begin by saying that I contacted Lobstersundew via PM after reading one of his message in the
Moonman thread. I was well impressed by in-depth, informative message about Kickstarter. I had been roaming about the forum and the internet to this type of analysis backed up with
data (as opposed to impressions given at a whim).
So I told him I hoped he would share his expertise when the time came for my own KS campaign. A couple of days, I am rewarded with the best advice I've been given about running a KS! Honestly, you should consider being a KS consultant (as a side job). I'm sure some people would be more than willing to pay you a % of their KS for you to manage it.
So, my reaction to the actual message:
Part of what makes it possible is factoring out time and just focussing on what the project would look like at 100% funded.
Yup, totally agree and that's what I did.
In order to determine what other campaigns ended up spending in % in rewards, I'll need to look at the data which is available.
For
Shovel Knight, interestingly, the way the funds would be invested are not mentioned on the
Kickstarter page. It's not mentioned on their
website either besides this quote:
We stopped any and all spending that wasn’t absolutely crucial to the game and the game’s Kickstarter. Having already budgeted out and frozen big amounts like Kickstarter reward costs, we were down to the day to day
I'm really surprised that wasn't mentioned anywhere.
I couldn't find this information for
Moonman's campaign either.
I thought explaining how the money was invested was a given in KS campaigns.
Steel Assault provides a graph:The cost for reward is unfortunately merged with other expenses so it's hard to say how much was planned for this.
I'm going to go on a limb here but I would think that not mentioning how funds are invested is a drawback for backers. It would be for me to be honest.
Bandits and Bounties also doesn't mention how the funds would be spent, so there's no way to know how much was planned for rewards. From what I understand it's unfortunately not doing so well having funded 15% after 33% of the total campaign has passed. Hopefully things will pick up.
I guess the only sure way to know would be to ask people who successfully funded their game and ask what % they spend on rewards in the end. Otherwise, it will just be approximations.
If the originally expected percentages were going to be 50% of backers at the $10 tier and 20% at the $12 tier, an incentive to load more low-variable-cost reward content into the $12 tier is that it could shift backer preferences so it becomes 45% at the $10 tier and $25 at the $12 tier (Pushing the right tail of the curve out). This makes the campaign more efficient per backer at covering funding distances. A distance of $60 can be covered by 5 $12 backers or 6 $10 backers. Sometimes every bit of efficiency counts.
So what you're essentially saying is to aim for the 12$ backers by adding a bit more content as rewards instead of focusing on the 10$ "bare minimum" tier. Ok, I get it.
$1 tier ▪ A $1 reward tier can be very effective when it actually offers something of value such as being named in the credits or in a list at the back of the PDF manual. A $1 backer boosts the popularity ranking as much as a $10 backer, which is why some projects get suspended for allegedly spamming $1 to increase the project's visibility.
See, I never thought people would be willing to back a game for 1$. I thought people would essentially back up a game only if they could get the full game at release. I'll definitely add a 1$ reward.
▪ $8 tier ▪ The tier that introduces a copy of the game is one of the most important tiers to get right. It is where the first curve peaks. The price is low enough, but what there should be is an incentive for people to pledge now instead of waiting for it to go on sale. Humans often act in self-interest, so it is good to provide them opportunities that are in their self-interest. Being listed in the credits can be effective for some people. If a project creator wanted to price being named in the credits higher, there is the compromise for later reward tiers to have backers listed under more prestigious sections in the credits.
I could have the 1$ backers in a "special thanks" section at the very end of the credits and 8$ backers more in view at the very beginning of the credits. In other indie KS, they don't mention what the retail price is going to be, here's a quote for Shovel Knight:
10$: Get a digital copy of Shovel Knight for PC, hot off the digital presses!The game was acually sold for more than that on retail. Why didn't they mention that right off the bat? I think it's a good incentive to back the game: "Normally it would sell at 15$ retail but you can get the full game at 10$ if you back it now". It seems to me like a missed opportunity campaign-wise.
▪ $16 tier ▪ Again and again it is shown in the graphs I see that a big portion of gamers are willing to pay for earlier access to play a game. It is close to $15 which is the price of some other indie games, so this game may be competitive that way. The tier also includes the soundtrack which is something I like. One of the hardest decisions can be if the soundtrack should be introduced before alpha/beta access or vice versa. Getting the order wrong can result in a barrier for some backers upgrading their pledges. Having the two introduced together is a compromise that can work.
The reason I thought about having the soundtrack with the game at the 16$ is because the number of backers drop tremendously past 25$. It's also why I decided to have the digital rewards under the 25$ "barrier" in order to limit the amount of backers who'll require investments in physical rewards.
I suggest strongly considering the option of postcards to be an add-on type reward or branching the rewards structure so there is a digital-only route through most of the rewards. It may actually result in increased sales of postcards to $8 tier backers or avoiding unnecessary costs of including postcards in the higher priced tiers to people who may not want postcards.
I didn't know add-on rewards were possible. The part in bold is very true.
From the $8 tier onward I recommend the price should never double between rewards tiers until the rewards start to be priced over $100. In reality it should sometimes be much less than doubling in the lowest priced tiers to try to get more backers shifting their pledges up. Multiple reasons to upgrade to the next tier can also help pull backers from the lower priced tiers up into the medium priced tiers.
Very wise, I'll do that for sure.
I've saved the graph for moonman on my hard drive, will study it this weekend.
"Set a deadline at the end of a Sunday"
Sunday nights can result in a bigger final countdown haul. Sunday is my favourite day for ending a campaign, but only if a project meets a list of conditions. Part of it is a big write-up for how the work week for bloggers unfolds. It takes a week of preparation in advance of the Sunday to coordinate. It is very easy to mess up the execution for a deadline on Sunday. For a small project I think Mondays and Tuesdays are a safer recommendation. The decision partially depends on how risk adverse the project creator is.
I guess my project falls in the "smaller project" category Sunday, Monday or Tuesday would probably work out ok.
An acceptable number is one update at the end of the first day, followed by another update for that week and then weekly updates until the end where there is an update before the last 48 hours, then during the final countdown and then an update about the aftermath of the countdown. This is what I would describe as normal, but I don't want to discourage more updates than this. The concern is that I can see an update every 2 days burning out the project creator very fast. A general rule is that if there isn't something important going on, then don't have more than 1 update per day. The projects that spammed lots of little updates that are barely more than 2 sentences drove backers crazy and were quickly unsubbed. It is highly recommended to have some content prepared before launching so one does not have to do an all-nighter to get a promised update out in time. It can be as simple as sitting on some gameplay footage and animated GIFs until they are needed. Reducing the amount of time consumed going into project updates during the campaign can free up time that can be used instead for promotion or sleep.
Alright, duly noted. I wasn't planning to provide updates of a single sentence though, that's... unwise to say the least (besides, my logs are already novels on their own).
You're suggesting a lot less updates than I had mentally prepared for I have to say
. Once a week doesn't seem much from the get go.
Shovel Knight had 18 updates over 30 days (but they did have stretch goals). I'll be preparing many of those in advance for sure. Heck, the game is about 10% in and I'm already reading up on KS!
Being last minute sucks for sure.
Well, I can't thank you enough for this analysis. It will definitely help reshape and reorient things.