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Old 04-14-2014, 11:44 AM
Kergan Kergan is offline
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Originally Posted by LulzSect [You must be logged in to view images. Log in or Register.]
Should have asked for less money in the kickstarter.
Yep, I think they even admitted it. Pretty much arrogance on several fronts is what lead to the situation they're in.

Just checked, Star Citizen about to hit the 42 million stretch goal. What began as an indy title from an old school game developer will likely become the most expensive game ever made. They have over TWO HUNDRED developers working on it.

But yeah, why base decisions on anything they did.
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Old 04-14-2014, 12:00 PM
Elderan Elderan is offline
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Originally Posted by Kergan [You must be logged in to view images. Log in or Register.]
Yep, I think they even admitted it. Pretty much arrogance on several fronts is what lead to the situation they're in.

Just checked, Star Citizen about to hit the 42 million stretch goal. What began as an indy title from an old school game developer will likely become the most expensive game ever made. They have over TWO HUNDRED developers working on it.

But yeah, why base decisions on anything they did.
They needed to wait until they had more material to show before doing the kickstarter. Also a lower goal would have helped but this game is so far off, from an investment standpoint it was just mismanaged.
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Old 04-14-2014, 12:07 PM
Kergan Kergan is offline
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They needed to wait until they had more material to show before doing the kickstarter. Also a lower goal would have helped but this game is so far off, from an investment standpoint it was just mismanaged.
From the "Brad's Soapbox" section on the website:

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Why Didn’t the Kickstarter Fund?

As to why we didn’t reach the $800k, there are a lot of theories and opinions and I’m sure many of them are correct. We think there are three main points:

1. People are leery about investing in three+ year projects and we should have broken the development process down into smaller chunks instead of simply talking about the full three-year development cycle.

2. We approached Kickstarter as if we were revealing an MMO to the press and public much closer to the game’s release date. We didn’t launch the Kickstarter with enough game info, with the intent of revealing a lot of details over time as well as using feedback from the community to help us come up with some of the features and mechanics as well. While this is the way you build excitement up with the public and press towards the end of an MMO’s development cycle (something we’ve all done with the MMOs we’ve worked on to completion in the past), it is not how you conduct a crowdfunding campaign. Potential funders want to know as much about the game as possible up front and right away.

3. People who pledge also want, and rightfully so, very attractive, well thought out, and meaningful rewards for their pledges.

We had done some research into Kickstarter campaigns, but clearly not enough. Our efforts and focus since September were on building Pantheon, not getting ready for a Kickstarter campaign. Experts we were and are at building MMOs, but Kickstarter campaigns? Not so much, at least not back in January, but you’ve taught us a lot.
So basically, we marketed it wrong, ran the campaign wrong, had initial funding goals that were wrong and funding rewards that were wrong. We also used the wrong website.

This dude needs to stop running companies. Not everyone is good at running a business.
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