To Kickstart or Not to Kickstart - Part 2
In my first post, I explained how I thought a successful Kickstarter campaign would be a great selling point to a publisher. What could be better than approaching a publisher after you’ve already sold 500 or 1000 or more games? It demonstrates a couple of things. First and foremost, that you have a great game that people are willing to pay for. Not just a handful of people, but hundreds or even thousands of people. Also, it shows that you have the dedication and commitment to your game enough to see it all the way through from concept to finished product.
I backed off on this notion after reading James Mathe’s website (jamesmathe.com). His point was that a publisher wants to have a say over the final product. Maybe they want to tweak the theme or artwork. But once it’s published, even if only on Kickstarter, that ship has sailed.
This past weekend at CrafterCon (part of GameHoleCon in Madison WI featuring a series of talks and panels for game designers), I met a publisher who agreed with my initial opinion. It was none other than Steve Jackson. His opinion was that even if you sold 5000+ games on Kickstarter, that was just the tip of the iceberg. He liked the idea of a game had a proven track record. And as a publisher, he wasn’t phased about making any tweaks or updates to the game after it had already been released. That being said, he did agree that James had a point about some publishers not wanting to take on a game after its been Kickstarted. He just wasn’t among them.
So for now, Kickstarter remains our backup plan, but it’s good to know that we’re not burning bridges to all publishers should we end up taking that route. I'm anxiously awaiting T&G Con in ten days, where I hope to find a publisher for “Stripes” and “That’s MY Hat!” I’m also very excited about my first speed dating experience. (Yikes! I may very well have hit upon the topic of my next post.)












