Any Kickstarter campaign advice? RTS project


I am doing a Kickstarter campaign to fund my RTS game creation outfit. It is not a standard RTS and explanation would give my unique idea away, which I am reluctant to do.

Now, most kickstarter posts are done by video.
And, the most funded posts usually start with a seriously modest goal in comparison to the final collection. I can do video, and am writing my script. Do you think much detail and explanations are more valuable than a quicky? i have a semi South African / British accent and i worry that viewers will be averse to a foreigner? Where does most backing come from?

$30,000 will be a joke. I need to land at least 3 or 4 other very talented Java programmers.
I think to start a proper games dev co, I need to have funds in excess of half a mil, or 2 or 3 mil, now that dev jobs need to pay $75 k, not $60 k, like when I was at Xbox.

I'll also need to rent non-clown offices.
Do you think if I put a goal in excess of a mil, people will bother?
If my vid pitch is amazing, that should compensate?
The most funded projects don't all seem staggeringly impressive,  look at the one that landed more than a million here

Any comments?
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☠ MASQ ☠Commented:
Kickstarter is great for small scale project work but it's not really there to set up a company. It's also more geared at arts projects than gaming despite it's dedicated section.(it doesn't just mean computer games).

Anyone who is going to seriously back a project on the scale you are describing is going to want a sound business case with real numbers, projections & returns and they are going to need you to reveal the USP of your RTS . if the money is coming from outside the games industry you are also going to have to show them why that is going to find a place in a market you know better than them.
Scott Fell, EE MVEDeveloper & EE ModeratorCommented:
For every success like that, there are a lot more failures.  You also can not compare to what you have to Torment or Eternity.    Those projects are from established companies that are just switching their publishing option.      If these were no names, just starting out project 1 with no known background, they would not have succeeded.

I think you will also see the games that are successful are mostly or partially built and they are selling games.  

Good luck!
Anthony RussoCommented:
I'm going to agree with those above in thinking this is a long shot to get funded, especially if you are going to be guarding your key features and not have the transparency people look for when giving money.

I do see one thing going in your favor potentially:

"like when I was at Xbox."

You are not some kid in a basement with a billion dollar idea and no knowledge of how the game industry works. You've actually been in a major development studio 'potentially'.

Were you a texture artist only in some offshoot small area of Xbox? Were you a project lead pushing a AAA title out the door? If it was the latter and you come outright with that information showing that you have the experience behind you in successfully releasing a finished product, that might help you.

Will it help with millions of dollars though? Not likely as the games industry is fickle and yesterdays hit can be tomorrows flop. Also how much do you have to show off? Renders? In game engine footage? That secret feature list? The more you show the better it will be funded.

People fund what they want to play. Show them the features that they want to play and get them excited. Show them you are a person that knows how to finish a project by showing other projects you finished that are good. Show them you did a ton of work already getting to this point and are in a stage of more than 'concept' and nearing 'alpha'.

if you can show these things, you have a chance at some funding. I still think millions is a lot to ask for and nowadays you can develop for a fraction of that. Why do you need 'non-clown' offices? Just have all work remotely and save a bunch. There are also tons of brilliant developers who would love to be on a major games project for a fraction of the salary you mention. Be business smart rather than just game excited and show that to your potential backers.
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Scott Fell, EE MVEDeveloper & EE ModeratorCommented:
+1 Be business smart rather than just game excited and show that to your potential backers.
beavoidAuthor Commented:

I think I saw someone do something like :

You will receive venture capital investment type profit returns based on your percentage contribution of the upfront kickstarter investments.

I have good profit piecharts I can do. and a truly compelling video based on numbers and when I finish a demo.

Why would kickstarter investors be interested in profit, if it is not based on equity, rather donating?

Have I not seen it - in the project setup, where you can specify returns to investors?
Anthony RussoCommented:
That's not the business sense they are looking for. Not the amount of profit or potential. The belief that you are the guy that will pull this off. What have you done in the past that shows you can do all the millions of little things to make this a success.

Renting fancy offices is actually a red flag for starting a game company. Hiring interns and using the community talent available is a good sign. Pie charts of future profits dependent on sales are not good. Examples of your work previously that shows you completed what you started and the success of those projects is good. Electronic Arts can't guarantee sales without a good license. Why would they believe you could?

Show yourself as more than a guy excited about a game and as a business wise person who has connections in the game industry. Then get them excited about the game's unique features (yes you will have to share your secrets if you want money) If they were easy to steal and just run off to make a successful game, many would already so don't worry about that so much.

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