Liverpuncher wrote in Kickstarter projects:Badmike wrote in Kickstarter projects:Has anyone seen this guy's crap bomb yet?Axes and Anvils by Mike Nystul — KickstarterYikes. He has two other unfinished kickstarters along with this one, to the tune of about 70k, with nothing to show. He also recently cancelled a gaming con in Austin, I don't know if he refunded the vendors and attendees. This guy gives RPG kickstarters a bad name.Mike B. This would be same guy responsible for Nystul's Magic Aura, and Whispering Vault....right?
Badmike wrote in Kickstarter projects:Has anyone seen this guy's crap bomb yet?Axes and Anvils by Mike Nystul — KickstarterYikes. He has two other unfinished kickstarters along with this one, to the tune of about 70k, with nothing to show. He also recently cancelled a gaming con in Austin, I don't know if he refunded the vendors and attendees. This guy gives RPG kickstarters a bad name.Mike B.
throwi wrote in Kickstarter projects:I've actually developed two separate Kickstarters for my own products (Throwigames.com) but each time I break down the base and rewards costs, it turns out to be a negative ROI. I've toyed with the idea of taking a loss to get the products more exposure, but the magnitude of the loss becomes too great if more than a few hundred sign up; losing a few hundred dollars is one thing but thousands would surely hurt long term. With the entire product line being free, I've already taken a loss on art and illustration (all out of my own pocket) and spent much of my free time without making a cent - because I love developing games. I'm hoping the slow, organic growth method eventually works out.Kickstarters seem like a good idea but like someone previously said, the only companies that are really pulling them off are the large, established businesses. It's interesting to watch the evolution of crowd-sourcing...~throwi
throwi wrote in Kickstarter projects:I've actually developed two separate Kickstarters for my own products (Throwigames.com) but each time I break down the base and rewards costs, it turns out to be a negative ROI. I've toyed with the idea of taking a loss to get the products more exposure, but the magnitude of the loss becomes too great if more than a few hundred sign up ~throwi
Badmike wrote in Kickstarter projects:You are a smart man, then. I think too many of these guys enter the KS arena without having any idea that the MORE popular an idea is, the more money they stand to LOSE should they actually complete the project. Plus, too many KS programs start with a cool idea and nothing more, and when the money starts rolling in, the amount of work being called for goes way behind the expectations or abilities of the person who usually has no business skills at all.Mike B.
TheHistorian wrote in Kickstarter projects:Brett will have the most useful response, as I know he has backed tons!
beasterbrook wrote in Kickstarter projects:backed 200 odd of them so lets see how they went;)
beasterbrook wrote in Kickstarter projects:throwi wrote in Kickstarter projects:I've actually developed two separate Kickstarters for my own products (Throwigames.com) but each time I break down the base and rewards costs, it turns out to be a negative ROI. I've toyed with the idea of taking a loss to get the products more exposure, but the magnitude of the loss becomes too great if more than a few hundred sign up ~throwiYou can do this, all you have to do is limit the rewards..[ throwi - Even built in rewards to the product itself (glossy pages, hardcover, additional illustrations, color inside, etc.) gets dicey. Most people think that the more you sell, the more you make. That is not always the case! One of the CBAs I developed basically demonstrated that as long as only 50 people signed up, I'd be okay but after that the profit margin dropped off to a point where break-even was barely a possibility.Perhaps the secret is to just provide the basic item with only a few extra rewards that are one time costs only (illustrations, for example). I still want to put out my Guidelines in a single hardcover but I'm afraid that it'll cost me too much to do. More to think about I suppose. ]Badmike wrote in Kickstarter projects:You are a smart man, then. I think too many of these guys enter the KS arena without having any idea that the MORE popular an idea is, the more money they stand to LOSE should they actually complete the project. Plus, too many KS programs start with a cool idea and nothing more, and when the money starts rolling in, the amount of work being called for goes way behind the expectations or abilities of the person who usually has no business skills at all.Mike B.Agreeded.. but there are a couple of reason people can lose money on kickstarters.. 1) intentional- this is going into a product not expecting to make any money or even a loss (like throwi's potention kickstarters above). Obviously the risk can be magnified... 2) unintentional- this seems to be the case with kickstarters.. have no idea on final costs, costs blow out they when they become too sussessful.. THEY HAVE TOO MANY ADD-ONS! and this compounds things as well.. while I like the "idea" of add-ons I 'm not a fan.. the whole idea is to help publish your game, once you make funding people start doing patches, dice, minis, shirts etc etc.. there seems to be an opinion you have to give more and get more and more for more people to jump on board.. I think things should be kept nice and simple (some do)..of couse loosing money now is short term, generally you have a product you can sell the pdf/ sell hardcopies (lulu) and such with little to nil more $$, so you can start making $$ out of the finished product (hopefully)Brette:)
TheHistorian wrote in Kickstarter projects:Personally, I'd rather have a single quality item instead of thirty different stretch goals and add-ons. It's confusing and can't possibly be kept track of easily (for creators and pledgers).Another thought just occurred to me. I wonder if anyone is purposefully using the stretch goals to extend their timelines? That is, setting a delivery date of four months, then because of all the extras, moving the completion date to ten months instead... which is how much time was actually needed in the first place. There doesn't seem to be that much penalty for being late anyway, but this could change the perception, so it seems more like something is on time.