 |
Quote: |
 |
|
|
 |
Originally Posted by mestevo |
 |
|
|
|
|
SRRN (the game company I work for) tried the Kickstarter route for a game once. We prepared for it and developed promotional materials for it at least two months in advance and had an idea as to how we were going to continuously snowball support throughout the process. We had in-dev gameplay footage to show off, we had a track record of several released games (including two published by big-name publishers), and we even developed and released an arcade-style mini game loosely based in our Kickstarter game's universe during the campaign in an attempt to prove our competency to potential backers. We also had a more modest funding target than either of these two football games. Even with all that, we failed to reach our funding goal, and missed by a wide margin.
The point being, one can't just throw anything up on Kickstarter and expect a groundswell of support. It takes a ton of work (and honestly, some luck as well) to even come close. Not saying it can't be done, but it's going to take more than just random people saying "oh, let's just crowd fund something."
EDIT: I vaguely remember that Smashmouth Football project. That's all really care to say about it.