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'Going Loud"

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Experimental Designs
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Instead of jumping feet first into the fire I wanted to know if this is a good idea to put my game on a wikia format with all the fluff and basic synopsis of the game before putting all my chips in at Kickstarter. The aim is to get some attention while still keeping a relatively low profile.

The strategy behind this is to whet people’s curiosity to get the buzz going before it goes official on places like Kickstarter. There, the wikia format, I can showcase what the game will look like such as in the models, the universe, characters etc., sort of in the way of a ‘sneak peak’ like in the older video games. That way there is no risk, no major commitment until the rest of the game is hashed out mechanically.

Is this is an ‘okay’ idea or is this a rather boneheaded approach to start with? I'll take any feedback you give me.

Frahminator
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Hi, First off, a caveat: I am

Hi,

First off, a caveat: I am not (yet) a designer or publisher but aspire to be (one or both).

I have taken the opportunity to hang out with designers and publishers. Here is what I'd recommend, and it is pretty simple: read all of the Kickstarter posts on Jamey Stegmaier's blog: http://www.stonemaiergames.com/kickstarter/ before diving into a Kickstarter campaign.

Jamey was very successful in his first campaign ("Viticulture" is the game), and is prepping for another one as I type this up.

Experimental Designs
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Although his blog certianly

Although his blog certianly gives me a very good idea what all I need to do, it is still a very large undertaking for someone like me who doesn't have many resources.

Presenting the rough draft is one thing, making videos is another. I don't know the first dang thing about making videos or putting on a sales pitch if the world depended on it.

I don't suppose this makes any sort of sense now after the fact but I'll go ahead and upgrade my shovel to a metaphorical backhoe while I'm at it (cause that's what I do).

The reason of bringing up wikia is to put it out there until enough people suggest "this looks cool, have you gone to kickstarter yet?" In my (rather boneheaded) mind this is one way of knowing if the project is worth the trouble or not. Kickstarter has it's way of doing things, yet how it does these things doesn't exactly fit my "comfort zone" as strange as that sounds. (Hey I did say I'm the local eccentric).

So did I just shoot myself in the foot with this already?

Frahminator
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No, certainly haven't shot

No, certainly haven't shot yourself in the foot yet! Good that you are researching before blindly going to Kickstarter with a project.

The Wikia idea is not bad - certainly a place to start having a dialogue about your game.. You should try to get MANY eyes on the project and have MANY more playtest your game. Have your rules looked over by folks here, on BGG, whomever you can convince to read them. Tell the story of your game passionately and see if the gameplay can match or exceed that passion.

Experimental Designs
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And which thread is best to

And which thread is best to do that in?

I can say confidently the story, background, fluff or whatever else you call it is the most stable part of the project. It’s the mechanics that I think needs a serious re-hash. It’s a miniatures game so I’m expected this thing to be picked apart piece by methodical piece for criticism.

kpres
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If I was you, I wouldn't go

If I was you, I wouldn't go all in on a kickstarter without a successful prototype. It's got to work, and people have to have fun playing it. If you want to create a buzz about it, then make sure you're close.

I'm saying this because I've tried to create a buzz about a game that I thought was going to be really successful. I didn't playtest it enough. I ended up having a problem with the game that came up during further playtesting, and I couldn't solve it because I had already committed to too much detail. I learned a lot from that failure. The buzz created an expectation of greatness, which was crushed by the playtest. People didn't want to playtest it again.

If you go into too much detail with the flavour, you might feel that you can't cut anything because it would ruin the flavour. Cutting ideas out of your game is always a nice option to have as a designer. It allows you to get rid of problems and make the game easier to learn.

From personal experience, I'm saying don't do it. The kickstarter would be great, but not yet. Get the game playtested extensively and figure out those mechanics!

Experimental Designs
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Sounds very logical to

Sounds very logical to me.

I'll need help with the mechanics though so there is plenty of trial and error to be had. I at least have a good idea what I want, it's putting it all on paper and making it work is the main obstacle here.

Back to the drawing board.

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