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Lese-Ansicht

Quick Kickstarter Lesson Recaps: #171-175

In today’s flashback post, we’ll look at articles about effectively communicating a timeline, what type of project to start with, being a project manager, making sure your project creates a splash, and the technical aspects of adding reward levels mid-campaign.
 
The Project Timeline (#171): Every time I see a timeline image on a project page, I feel better about the project. A good timeline tells the creator has carefully though over upcoming steps, sets clear expectations, and makes me look forward to updates as each milestone is reached. Creators can even take the timeline to the next level by not only showing the future, but also the past. This increases my confidence in the project, because it shows the amount of work they’ve already put into the product. Check out some examples in the full article.
 
Should Your First Project Be Epic or Humble? (#172): There are pros and cons to both. Here’s my overall recommendation to new creators: Choose the product that will sustain your interest, excitement, and passion for the next 1-2 years. You have to want this product to exist more than anything in the world. Some considerations include: A humble product is easier in almost every way, provides a lower barrier of entry for the backer, and can be a great teaching tool for a new creator. While an epic product typically has a great chance of capturing peoples’ hearts, imaginations, and wallets, as well as possibly aligning your fledgling company for future success and having a great chance attracting media attention.
 
The Hidden Job of Every Kickstarter Creator (#173): Even if you’re working alone (like I did), you’re still managing a whole slew of people tasks. That’s why the hidden job of a Kickstarter creator is Project Manager. For me, keeping track of different people and tasks requires a lot of different tools, including email, Basecamp, Discord, and Google Sheets. All the while, trying to communicate clear expectations, limiting needless meetings, testing the waters with someone new, consolidating communication, always compensating fairly, and not hiring unless I have to. Check out the full explanation for all of these in the article.
 
Creating a Spectacle (#174): I think we creators can learn about the idea of spectacle from the Super Bowl. Here are a few things to consider: Build up excitement in advance. Keep it short (a long campaign and reduce spectacle). Add live commentary (i.e., project updates). Keep the press informed. Emphasize your brand (a Kickstarter is the best possible time for you to let people know what you and your company are all about).  And finally, implement amazing art direction: the analogue for a well-choreographed sporting event is a Kickstarter campaign that communicates itself with effective imagery.
 
Adding New Rewards During a Campaign (#175): I have three cautionary tales on this subject. For Euphoria, I added a new reward level to include additional cards and dice. Due to minimum order quantities, just by having this option I was committed to making 1,000. And, I also risked human error by making such a large change midstream. The second tale is from my original Viticulture campaign: I offered a limited reward level related to art in the game. Adding more of this limited reward can be tricky, but there are multiple methods, the best of which is adding more of the same reward level within the campaign so you don’t clutter and confuse the rewards sidebar. And lastly, the third tale is adding more “early bird” rewards (a type of reward  I generally don’t recommend): This is something Isaac Childress did this for Forge War. Adding more of this reward can diminish the perceived value of the earliest pledges. Luckily in all 3 of these tricky situations, they worked out well, but it’s easy to cherry pick the successes. They definitely could have gone a different direction.
 
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If you have any questions or thoughts about these topics, feel free to share in the comments!
 
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Quick Kickstarter Lesson Recaps: #166-170

In today’s flashback post, we’ll look at articles about project videos, after campaign communication, refunds and guarantees, April Fools Day, and managing stress.
 
Creating a Polished Project Video (#166): For the Scythe trailer, I decided to create a professional project video. Accomplishing this included selecting a capable, professional, and communicative designer, laying out the storyboard for the video, hiring a voiceover actor, find and hiring a music composer, and finally, working with the video designer to implement any final edits. Having a professionally produced video provides an opportunity to debut your video with some fanfare, something we’ve done for every game we’ve launched since this Scythe trailer.
 
The 4 Questions Creators Receive After the Campaign Ends (#167): I’ve noticed a pattern in the types of questions I received after each campaign. They usually consist of 4 different questions: 1. “I forgot to add ____ to my pledge. How can I do that now?”, “I didn’t pledge on time. Can I still back the project?”, “Can I cancel my pledge?”, and “My credit card didn’t work, but I still want the reward. Can I pay some other way?” Learning to expect these questions (or possibly have them answered in your FAQ) can speed up your after-campaign communications!
 
How Kickstarter Refunds Work and the Results of the Between Two Cities/Treasure Chest Money-Back Guarantee (#168): To refund a backer,  go to the Backer Report, search for the backer, and click “Issue a Refund.” There you can refund all or part of their pledge, and they’ll see the refund on their credit card statement a few days later. If you give the backer a full refund, they will no longer be able to comment on the project. However, unless the refund is made within the 14-day grace period after the campaign ends (when the money is on hold), you will lose the roughly 8% fee charged by Kickstarter/Stripe. So if you send a backer a full $100 refund a few months after your project is over, the backer will receive $100, but you will incur a net loss on the original pledge of about $8. As for the our money-back guarantee, I can report only 7 backers of Scythe chose to send their copy back for a refund. I share this because I know it’s scary for creators to offer a money-back guarantee. I’m not saying it’s a good fit for you in the same way that it’s a good fit for us, but it can help create certainty.
 
How to Have Fun with Your Backers (#169): April Fools’ Day has a long tradition in relation to Stonemaier Games. On a day full of jokes, it’s tough to take anything on the internet seriously, and the last thing I want is to confuse backers. For a company, April Fools (and any time you want to have fun with your backers) shouldn’t be about fooling your customers. Rather, it’s about having fun with them in a way that demonstrates value. So don’t take yourself too seriously, absolutely don’t confuse your backers, and find a way to highlight what you already do well. Back when this article was published, I chose to announce 24/7 customer service. ;)
 
My Job Is Stress Relief…and I’m Not Very Good at It (#170): Oft-cited billionaire Mark Cuban took me off guard with this unexpected quote: “One of the ways to be incredibly successful no matter what you do is to reduce the stress of those around you.” I’ve ever heard this attributed to success. And I really, really like it… I’m just not very good at it. I’m starting to see how I could improve my customer service in general by changing the focus to reducing stress. And not just customer service–this is something I can do better with my business partners, freelancers, retailers, and other companies I work with. I can have better relationships and thus make Stonemaier more successful if I’m always trying to reduce the stress of those around me, often by clearly communicating and predicting future questions.
 
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If you have any questions or thoughts about these topics, feel free to share in the comments!
 
If you gain value from the 100 articles Jamey publishes on this blog each year, please consider championing this content!
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