dknemeyer

Members
  • Content count

    5
  • Joined

  • Last visited

About dknemeyer

  • Rank
    Thumb Tourist
  1. There are still only three of us signed up, and Llama is now saying it will deactivate our game in two days. Should we try and start anew? And is it possible in this game to have less players? Maybe an 8 player game, 4x2? I just want to PLAY, I bought the game solely for this 3MA soiree...
  2. I followed the instructions and sent in my pretender but never got a confirmation note. No idea if mine is one of the two there. Regardless, only 2/10 have signed up in the four days: is this game dead?
  3. Hi Gents, Any update on this game?
  4. I've heard gnarly things about the usability of multi-player (and the game) but would be up for it if there are patient sherpas among the group.
  5. Episode 182: Three's a Crowdsourcing

    Kickstarter is part of a bigger shift we're seeing in the so-called "creative class", and how we are connecting more directly with people on an individual level. One of the hipster trends in big cities are "make shops", places like this in my local city: http://www.columbusideafoundry.com/. There has been building over the last decade a cultural push toward the physical and the more personal. This is also echoed in big corporate branding with "authenticity" being the meme among thought leaders in that field. Kickstarter hits these trends perfectly in two different ways. First, it provides an opportunity for creatives to produce their own inspirations as opposed to simply schlocking things together in their employer company. The indie games movement is another example of this in practice, and something that Kickstarter directly supports. Then, it connects producers with consumers. This is hugely, hugely important. From a personal perspective, as someone who really loathes superficial and inauthentic relationships and connections, I'm seeing more and more people trying to build and connect on micro, one-to-one levels. Kickstarter allows this in wonderful ways. Say what you will about it, the format allows a lot of creative and interesting things to be offered to consumers. And consumers are gobbling them up. Things like getting your name in a game as a cool character, that rocks. It is weaving together the designed artifact with the experiential participation and integration that we crave. I've tried to think about how to sell those sort of things OFF Kickstarter, just on our normal company website. And I'm pretty sure it would not be very successful. The focus of the Kickstarter lens makes all of those things more vibrant and, importantly, participatory. Troy made a comment on the show about things going back to the Middle Ages and he was onto something. Not that we're going all the way back there, but there is a trend moving away from the abstract, indirect and industrial to the concrete, direct and personal. I've seen it in all of the industries I'm fortunate enough to work within. And it is part of a much longer historical arc that we've seen before, such as the arts and crafts movement in response to the industrial revolution. The wild card with Kickstarter, as people have noted, is the uneven quality. It is certainly inevitable, inherent in the process and even structure. There is less accountability, and the sellers often have less proven track record delivering successful products *on their own*. Personally I see it as a process. Kickstarter has made my desire to serially publish board games more possible. The first campaign was very successful. I think the game is good, but it also reflects my limitations as a creator: my strengths and interests are in design, and my weaknesses and dislikes are in development. Objectively I am very pleased with much of the innovation in the game but dissatisfied with how my personal limitations show thru in the overall fit-and-finish, whether it be the rulebook or the cumbersome markers or some mechanics not being fully baked. I suspect in these ways I am a "garden variety" creator on Kickstarter: there is a good core there but the seams do show. However, where the "kickstart" metaphor comes in is that it allows me to do another game. And that game will have some of the same limitations but also will be improved thanks to the lessons learned. And, again thanks to the first project, it allowed me to hire someone to take over development and other aspects for subsequent projects. So the *third* game is going to be vetted and polished and presented in a way perfectly consistent with what good, reputable, established companies produce. But it had to start somewhere, and it never would have begun if I hadn't pushed the button - warts and all - and the community hadn't been so generous with its support. So long as Kickstarter is a gravity well for game buyers I fully expect to do all of our pre-order campaigns there. I love how close I get to customers; I love the creativity in rewards it offers; I love that it generates lots of pre-orders to hedge the financial risk. I think it is a genuine win-win. I'm so appreciative for both the service, and the people who use it and choose to buy our things.