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Author Topic: Inherit the Earth 2 Kickstarter Postmortem  (Read 63806 times)
Lobst
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« Reply #15 on: February 12, 2013, 09:07:52 AM »

My take on the questions you've posed, in order:

Gameplay demos are completely unnecessary in Kickstarter, in most cases -- in fact, it can hurt your chances if you promise one and it doesn't deliver (this was a factor in Two Guys SpaceVenture nearly not hitting its funding goal). All the successful Kickstarters mentioned in my previous post get by without any gameplay being shown off at all, so I'm pretty sure that all you need is art that will give potential backers an accurate impression of what to expect.

Development teams of any size are fine; in fact, Double Fine Adventure was initially going to be made by five people in Adventure Game Studio with a little under three times the amount your initial Kickstarter asked for. As long as you showcase them in a way that inspires confidence, you should have nothing to worry about.

The gaming public is generally accepting of all-ages content, and that goes double for adventure games. Listing your product as appropriate for all ages is perfectly acceptable!
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WyrmMaster
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« Reply #16 on: February 14, 2013, 03:57:30 PM »

ITE for Android-Cellphones would be very nice Smiley

I'm looking into that.
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Diavolo
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« Reply #17 on: February 16, 2013, 03:40:34 AM »

ITE for Android-Cellphones would be very nice Smiley

I'm looking into that.

That would be very cool Smiley

And please don't forget the german peoples Smiley There are maaany german fans that like traditionell adventures.
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thx for my avatar to Tacimur
Maus Merryjest
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« Reply #18 on: February 27, 2013, 08:30:54 AM »

You don't necessarily need gameplay videos or demonstrations-- Hero-U funded successfully with art and screen mock-ups. Even though the art that is being produced now for the game is far superior to the one originally posted (mostly because they've upgraded their art team.)
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QuaziPance
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« Reply #19 on: March 25, 2013, 12:29:36 PM »

I definitely think that getting the original game on GoG and Steam would be of huge benefit. I recall playing the original around its first release, and it has always stuck with me. However I could never remember the name of it until I stumbled upon the kickstarter all these years later. So I really think that getting people to play the original (or replay, or at least remember that it existed) would help a lot. Also setting up interviews with gaming journalists is a must. I'm sure there have to be at least some of them who played the original and would be willing to give you some support. Or even "big name" indie developers who have played the original that can endorse it as being a great game. Right now if you look at the wikipedia page, it lists a single review of 2/5 stars from some old gaming magazine.

I don't think "fun for all ages" is a bad thing. Just make sure to emphasize that it is really ALL ages. And not just an interactive version of a sunday morning cartoon for kids with talking animals and a simple plot with flat simple characters. This has obviously been said a lot already, but you really need to make people love the characters before the game even comes out. that way they want the game to come out so they can spend more time with those characters. Some great examples from the adventure game genre have been given, but a great deal of adventure games are very serious and geared towards a more mature crowd. I think a great example of how to get people of all ages to like a character is Cryamore (http://www.kickstarter.com/projects/robaato/cryamore-a-true-first-class-take-on-the-action-rpg). After watching that video you get the idea that the cast of characters is going to be enjoyable. And that you would like to see more interaction between those characters (enough so that you are willing to spend money to do so).

Another thing to remember is that you have to give people a reason to back your project, instead of just waiting for it to come out. This means you have to give people something to be passionate about to the point where they are willing to spend large amounts of money on a hope that maybe they will get something (I say large amounts, because rarely does a project get funded without some of the big money tiers getting filled up). This is obviously not an easy task, and will likely require you to not only dazzle right away (like in the first 20 seconds of viewing the page), but to interact with backers on a daily basis (basically pretend like you are really good friends with each backer, not like you are a developer and they are a gamer on some forum), and make updates that include feedback from backers, this is the reason that a lot of people back kickstarters, is to feel as though they are having a say in the development process from day one of the project.
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WyrmMaster
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« Reply #20 on: March 31, 2013, 07:04:15 PM »

I don't think "fun for all ages" is a bad thing. Just make sure to emphasize that it is really ALL ages. And not just an interactive version of a sunday morning cartoon for kids with talking animals and a simple plot with flat simple characters. This has obviously been said a lot already, but you really need to make people love the characters before the game even comes out. that way they want the game to come out so they can spend more time with those characters. Some great examples from the adventure game genre have been given, but a great deal of adventure games are very serious and geared towards a more mature crowd. I think a great example of how to get people of all ages to like a character is Cryamore (http://www.kickstarter.com/projects/robaato/cryamore-a-true-first-class-take-on-the-action-rpg). After watching that video you get the idea that the cast of characters is going to be enjoyable. And that you would like to see more interaction between those characters (enough so that you are willing to spend money to do so).

I agree with you completely Any new Kickstarter will have a lot more to say in the project video and on the page about the original game and plans for the second.

Another thing to remember is that you have to give people a reason to back your project, instead of just waiting for it to come out. This means you have to give people something to be passionate about to the point where they are willing to spend large amounts of money on a hope that maybe they will get something (I say large amounts, because rarely does a project get funded without some of the big money tiers getting filled up). This is obviously not an easy task, and will likely require you to not only dazzle right away (like in the first 20 seconds of viewing the page), but to interact with backers on a daily basis (basically pretend like you are really good friends with each backer, not like you are a developer and they are a gamer on some forum), and make updates that include feedback from backers, this is the reason that a lot of people back kickstarters, is to feel as though they are having a say in the development process from day one of the project.

That was something that was really emphasized at the Kickstarter panel I attended at this year's Game Developers Conference, which I wholeheartedly embrace.

On the subject of the Wikipedia page, my policy is that representatives of Wyrmkeep Entertainment not edit wiki pages that reference our products. Fans are welcome to do so though  smiley
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Luposian
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« Reply #21 on: April 22, 2013, 03:33:32 PM »

I think a good way to get this whole ball rolling is to start from the beginning again... revamp the entire original story (game).  Improve the graphics, get new music, and really make the storyline make a lot of sense.  I hate "grey areas" in game plots.  Flesh out the characters and make them make sense in how they interact with each other.

In other words, revisit the old story and reintroduce today's gaming generation to the Inherit the Earth world.

Posting art renderings to VCL (a furry art site) and others will help make the furry community aware of the game.  Get every registration card you can find and contact all the old players (of the original game) and let them know what you're working towards.  Tell people to tell other people about it.  Connect with Wolf Fire Software (maker of "Lugaru" and "Overgrowth") and maybe get some ad space with them.  Post videos on YouTube.

There are a lot of affordable ways to get your "face" known (oh, did I mention creating a Facebook page?) to the public, so people at least know you're out there.  Keep in touch with them.  Give them something to get excited about.

I liked the introduction of the original game, but if too many bits and pieces are left out of made too vague, it makes the game seem too... unbelievable.

For example... the Orb of Storms.  What is it, to humans?  I know there are chemicals you can mix that will react to the air in such a way as to "predict" the weather.  I did it myself when I was a kid.  "Zap sticks" (cattle prods) make sense, but why to some Morphs use them on other morphs?    The Light Catcher (telescope) is interesting, but it allows you to see farther, not bring light to you...

So, basically, I think really digging down and revisiting the original story and revamping it will be the actually best place to start.  It "reboots" the storyline and introduces the characters and game to today's generation and gives the previous generation something to get re-excited about.  Afterall, playing the old game is nice, but... we already know how it's played and how it ends... what if that game was suddenly a whole new experience you had to return to, to learn it all over again?

I plan to contact some VCL members to try and "flesh out" a couple characters of my own and maybe even have whole scenes done for an Apple II Graphic/Text adventure game I'm "revisiting".  It'll cost at least a few hundred dollars, for sure, but as soon as I have all my financial ducks in a row, I'm going for it!  I think that might be a good place to consider starting with, hmm?
« Last Edit: April 22, 2013, 03:36:22 PM by Luposian » Logged
Luposian
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« Reply #22 on: April 22, 2013, 04:09:34 PM »

Ok, just watched the video and... other than sounding totally childish (is that Rif's original voice?  Sounds close, at least) and offering nothing but images, it left me feeling like... "what is there to invest in"?  It's a video of static pictures.  There's no substance to it.  It's still just an "idea" at this point.  You gotta give people something really tangible to invest into.  As is, that video wouldn't have convinced me to invested a single dollar!  I was shocked how bad it was... these are the same people who made the original game?  Come on!

You don't go trying to "remind" people of what the character is or what game he's from.  You start out knowing who you are, where you're going, what you're working towards, and present a solid foundation that gives people something really tangible to say, "Wow... I remember that game... and look at what new adventure awaits us now!"

I think you need, at the very least, an animated intro to the story of ITE2.  Music to punctuate.  Something like THIS!:

http://www.youtube.com/watch?feature=player_embedded&v=iYZlQcWUg1A

That promo gets me at least interested in what "Overgrowth" is all about, and from there, the game is discovered and I get excited!

NOTE: I already know about and want Overgrowth... but having bought/played Lugaru gave me the desire for the sequel...

If you can get even some basic  (penciled sketches or better) animated characters moving around (in clips), that gives all the more substance.  But, before you do another Kickstarter, make sure you have something really solid to present.  Something that proves you've really invested your heart and soul into this game project.  Financially and emotionally.  If YOU aren't willing to invest in the game project, no one else may be either.  Get word out in every avenue and make sure you have the means to actually MAKE what you're offering.  The original video is so empty of substance, it's like listening to the sound of a faint wish.

YOU must want the game, as though you would be the ONLY one who would play it, before anyone will want to buy it.  If you lack passion and confidence and substance, it creates an emotional tidal wave backlash from whence ye may not likely survive.  You came off horribly ill-prepared and unconvincing in round one... make sure you come out swinging and ready to fight to the death, in round two, because you only have one chance to make a 1st impression.  Hope it works out.

As an added thought, I think the characters might need a more mature "voice".  Rif needs to sound less like a kid's storybook character.  Sure, it's a (teen and younger) styled game, but maybe it needs to be more mature.  Something that appeals to adults as well as kids.  And, no, I don't mean "adult" as in adding "adult language" (bad language).  I mean, make the characters appeals to all ages.  But that means making the storyline mature as well as the characters.  Your characters don't have to be "kiddie characters" to appeal to kids.  They just have to be interesting furry characters!
« Last Edit: April 22, 2013, 04:20:14 PM by Luposian » Logged
WyrmMaster
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« Reply #23 on: May 31, 2013, 06:21:51 PM »

Status report...

I not quite sure when I will be trying another Kickstarter attempt.

I attended a panel at the Game Developers Conference on the topic of Kickstarter, and I am still considering the implications of some of the topics discussed. Things like how important is a mock-up or demo in attracting backers, what are the tax implications of the rewards, how much lead time is needed in promoting an upcoming Kickstarter, etc., etc.
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WyrmMaster
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« Reply #24 on: July 24, 2013, 12:58:58 PM »

I have started to work on the pieces to put together a new Kickstarter for Inherit the Earth 2. As it needs to be done right on this second attempt, I will be taking my time to get all the content needed correct. Therefore, it is going to be a few months in future.

One important change is that I won't be springing this Kickstarter on everyone without warning! There will be announcements and some advertizing before the launch date.
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MTPDA
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« Reply #25 on: July 24, 2013, 06:16:46 PM »

I for one would love to see the sequel. I just finished the game today and I loved it! Scumm VM has a port for Android so if you design ITE2 for Scumm VM then it would make it really easy to do multiple platforms. (and I frankly love the Scumm VM interface on android)
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wwwolf
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« Reply #26 on: July 26, 2013, 04:32:24 PM »

Nice to hear that ITE2 is still alive.

I agree that promotion will be a big part of succeeding with the kickstarter.  Folks can't help if they don't know the project exists.
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JSM3050
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« Reply #27 on: September 06, 2013, 10:52:17 PM »

I just caught the note below Thursday's comic about the updated ITE 2 website and saw the comments here on the forums about promotion. I got my copy of ITE off GOG.com. Maybe something can be worked out with them to help promote the Kickstarter once it's ready?
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WyrmMaster
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« Reply #28 on: September 09, 2013, 08:12:06 PM »

That's a good idea! I've added it my task list.

Here's the ITE webcomic blog entry: "The Inherit the Earth 2 website has been redone. For now the site will be a place for interested parties to check the status of the project. There is minimal information at this time and that will probably continue to be true for awhile."
« Last Edit: September 09, 2013, 08:14:47 PM by WyrmMaster » Logged
notbobsmith
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« Reply #29 on: September 19, 2013, 10:11:27 AM »

I just caught the note below Thursday's comic about the updated ITE 2 website and saw the comments here on the forums about promotion. I got my copy of ITE off GOG.com. Maybe something can be worked out with them to help promote the Kickstarter once it's ready?

That's a very good idea.  Right now, GOG has a contest for "I Have No Mouth and I Must Scream".  Perhaps, when the Kickstarter is ready, something similar could be done.  Like the winner getting the rewards of a higher backer for free or something.
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