Posted November 11, 2012
CoreyCole: So, are we giving up if the Kickstarter fails? We think we should. The lowest-selling of our games reached over 100,000 players. If there aren't even 7,000 players who think that we know how to design a great game, then we're clearly in the wrong business. That doesn't have anything to do with how we feel about ourselves and our skills; it just means there isn't a market for what we do.
That's one possibility, but we don't really know yet what the percentage of backers is compared to the percentage of gamers who will buy these kickstarted games retail. There are some additional barriers to getting people to back versus wanting to buy your game retail -- I've seen some gamers say how sad it is that so-and-so would have to stoop to using kickstarter for funding rather than a publisher, and they would probably never back a game. If 50% of people who would buy a retail game are also willing to pre-order a game kickstarted by a designer with known record, then even 7k backers seems anemic. If only 1% of the folks who would buy a finished game are willing to become backers instead, then the 3.5k you've got now represents a respectable market for a first title from an indie company. Sales figures from SpaceVenture and Mobius over the next couple years will probably show the truth is somewhere inbetween.
Then again, if this kickstarter attempt goes down, you and Lori will likely both be tied up with other projects by the time the retail figures start coming in, and unable to commit to another marathon of kickstarter direct-marketing. So I'm focusing on this kickstarter and not holding my breath for some hypothetical future repeat.