Having a character like Ashley in
Resident Evil 4 that accompanies the player can ruin some of the atmosphere. The player character being without allies does raise the tension for many players. It is still possible to have interaction with other characters, but with restrictions. In
Bloodborne there are chats with NPCs who are on the other sides of doors or gated windows. The point I'm getting at is that there can be some form of barrier or distance between the player character and other non-hostile/friendly characters. Having the protagonist be the intruding outsider who doesn't start knowing what is happening is a Lovecraftian option.
A way to write notes is to have the character who wrote the note have a specific individual the note was intended to be delivered to. It could be a letter about complaining, like how the Russians in
Resident Evil Revelations 2 complain about what is happening to the working conditions on the island. Another example is having text like "To whoever finds this journal, do not make the same mistakes I made in that forest". If a player just encounters a note with "Do not eat the mushrooms" and nothing else it feels like a note from the developer instead of an in-game character.
There is the classic advice of try to show something first before having to resort to telling the audience. If the audience does need to be told about the rules of the world, space out those rules so it isn't an overwhelming infodump.
Minimum goal:
With a large minimum goal than
NN had, the chance that the next campaign would need the last 48 hours to get funded has probably increased. I'm starting to look at scenarios such as what if the first day only brought in 800 backers or 2,000 backers. So far it is clear that the minimum goal asked for should be what is needed to be able to make the game. For now planning would be pessimistic and assume even the first stretch goal wouldn't be met. If things turn out better then that is a bonus.
For a $15 game
NN should have averaged $22 to $31 per backer. It did $29.58 per backer. For now I assume the $15 price for the main reward tier for a copy of the game stays the same.
If I choose a pessimistic minimum goal like $300,000 it would take 9,678 to 13,637 backers to reach 100%. It would need to do about $90,000 in the first 7 days to have enough momentum.
For a $200,000 minimum goal it would be about 6,452 to 9,091 backers to reach 100%. It does look like $200,000 should be doable because it would actually be a battle to reach a milestone of about 5,000 backers before the last week and ideally before the middle. For comparison,
NN had 3,608 backers. Not every backer can be expected to return, but a big chunk like 40% should which could be 1,443 backers. Getting funded on Kickstarter can depend on tipping points. The plan would be to try to get 3,557 backers more than the amount of early backers the next campaign should almost automatically get in its first 72 hours.
Aggressiveness:
An
aggressive engineered campaign is best for achieving stretch goals, but at greater risk of the momentum stalling out if something goes wrong. Prices can be pushed higher than otherwise and in some situations the minimum goal is padded higher. Such campaigns can do very well at the start and end but have a much greater risk of stalling out.
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non-aggressive engineered campaign sacrifices stretch-goal achieving potential to focus more on achieving 100% funded. The goal can be lowered as much as possible. Rewards can be given away cheaper than normal to get backers. This can result in some inefficiency per backer. Why give away a copy at $10 when people will pay $15? It can be just about accumulating enough backers that the missing funds can be filled in near the deadline by backers upgrading their pledges. Such campaigns can recover from losing a lot of momentum while aggressive ones end up facing problems.
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balanced rewards structure is harder to do. It easily loses the advantages of those other two approaches if done wrong. Even if executed well, the pure strategies can outperform it. I am biased towards the non-aggressive approach, but I've been making structures more aggressive over time as I've learned more about timing for campaigns. Something to help make campaigns more balanced is new ways to implementing early-bird rewards.
Basic Rewards Structure:
I will likely be recommending a rewards structure similar to what
NN used since that structure was already good. In retrospect I do see areas that could have been optimized more, such as the $75 to $100 range.
Here are graphs for
NN.
http://i.imgur.com/KyPWv3g.png
For
NN's campaign there was a $10 early-bird version of the $15 tier. I see that as non-aggressive. More aggressive would have been a $12 early-bird version of the $15 tier. That extra $2 could either help reach a stretch goal more or be $2 too much for someone who would have pledged at $10.
Cascading type early-bird rewards, like a $10 early-bird with 200 slots, then a $12 early-bird with 1,000 slots and then the regular version $15 tier, so far look to be a horrible idea. The act almost like a poison to the efficiency of the campaign. It harms the medium priced rewards that follow.
Again, I assume the next campaign will have a $15 price for the main non-early-bird Kickstarter reward tier for a copy of the game. $15 is a really good sweet spot of not too high and not too low on Kickstarter. I would also like to see the $10 early-bird return. What would be different is using not only one of the new types of early-bird rewards I've been exploring, but also a hybrid which seems to do the best. So now I'll go over four types of early-bird tiers.
Traditional early-bird rewards have a decided upon limited number of slots. The challenge is to not have too many or too few slots for various reasons like momentum and efficiency. I observe again and again that many backers get funnel to an open early-bird tier. The attractiveness of a discount means other tiers may not be even considered.
Time-limited do not have an upper or lower limit, but end instead when a time deadline is reached.
Elegy for a Dead World tried this after I critiqued their preview. The big advantage is it avoids all the big problems of having too many slots that can really poison the campaign in the trough. The big disadvantage is that if no one is around the deadline just rolls by without many people having seen the project. I don't think lack of press coverage is as big a risk for
Infinitap's next game based on the press coverage for
NN. Some may argue that a risk is giving too many early-bird copies away. From the defensive strategy perspective this isn't a problem because if you get a big amount of backers that is good anyways because those backers can upgrade later in the final week if the project is below a minimum goal or stretch goal. An advantage is that it create urgency to pledge early regardless of how many other backers there currently are because at the deadline that reward will no longer be available.
Milestone-limited is a strange one. The early-bird gets closed when a milestone like 40% funded towards the goal is reached. In my head I can see some scenarios where this is superior and others where it can just be a weaker version of the time-limit approach. I probably won't be recommending this one unless I find somethingmore inspiring about it. It is a complicated one. Things like a troll $10,000 backer become a problem. More often it just risks cutting off the early-bird too soon depending on the higher reward tiers getting popular.
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hybrid combines two or more conditions I just talked about. It can be "Ends on the [specific date] at 8pm EST or until all 5,000 slots are filled". This appears to be the most fit option. It provides more control to the project creator than any other option I know. There is a generous upper hard limit so it doesn't grow out of control or poison the campaign in the trough period. There is a time-limit so the generous limit on slots isn't a problem and it creates urgency if the launch is weaker than expected.
Now about the next campaign, there are two parts to what could be done.
Part 1 is I suggest a hybrid $10 early-bird tier with a time-limit and a very generous cap on the number of slots. This should meet demand on launch day while also not risking poisoning the trough period. How long the time-limit should be is no longer than 7 days, but there is freedom for how few days to offer it. I'd suggest no less than the first 48 hours.
Part 2 is actually another early-bird tier that is engineered to be for
Infinitap's existing community. It would likely be an early-bird for the reward tier that adds alpha access. This is also a hybrid, but the time-limit for this potentially $25 to $35 priced reward tier is actually set to be ending sooner than the time-limit on the $10 tier. The time-limit could even be in the first 48 hours. This tier would be for the hardcore fans and the discount would be a way of rewarding them for being part of the community.
The $1 tier for
NN had 257 backers. Such a tier helps with the popularity ranking. Having every backer get included in the credits means even a $1 backer feels like they were recognized for becoming part of something. I would strongly recommend having a $1 tier again. Looking at the graph for the $1 tier, that reward steadily grew through-out the run helping to keep the internal exposure up within the video games category.
Introducing beta access and the soundtrack in the same reward tier continues to be another tip.
A high priced reward tier that includes being able to decide a topic of a developer diary may be an idea to explore. It is like how
Extra Credits offered episode topics at a fundraiser for charity.
Linking:
Kickstarter
added Google Analytics support for projects.
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302 HTML redirect is something to consider. It can be the URL used in the demo before the actual Kickstarter project URL would be known. Before a launch date is decided that URL leads to a presskit. When a launch date is decided it becomes a countdown page until the project goes live that also has a link to the presskit. When the project page is live the server redirects traffic there. After the launch the countdown page can be re*purposed to being a countdown for the campaign's deadline.