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Glamazons vs. The Curse of Kickstarter
- SuperflyPete
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- Salty AF
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10 Jun 2014 13:08 #180153
by SuperflyPete
Glamazons vs. The Curse of Kickstarter was created by SuperflyPete
It was estimated to ship in April, and Matt has been noticeably absent here. No updates for about 3 months now.
Is this yet another case of Kickstarter project directors lacking direct experience with the production of a board game, or simply a case of over promising and under delivering? Because we have a direct line to Matt here, I think we can learn a lot about Kickstarter and the problems that people are having when they start a project - particularly estimating a timeline - so it would be incredibly instructive to anyone here (looking at Jason Lutes) who is considering a future project.
Any word from Matt to anyone? Matt, if you read this, can you share with us the experiences you've had in this, what the stumbling blocks are/were, and how anyone in the future who wants to create a project can learn from your experience?
Is this yet another case of Kickstarter project directors lacking direct experience with the production of a board game, or simply a case of over promising and under delivering? Because we have a direct line to Matt here, I think we can learn a lot about Kickstarter and the problems that people are having when they start a project - particularly estimating a timeline - so it would be incredibly instructive to anyone here (looking at Jason Lutes) who is considering a future project.
Any word from Matt to anyone? Matt, if you read this, can you share with us the experiences you've had in this, what the stumbling blocks are/were, and how anyone in the future who wants to create a project can learn from your experience?
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- ChristopherMD
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10 Jun 2014 13:19 #180155
by ChristopherMD
Replied by ChristopherMD on topic Re: Glamazons vs. The Curse of Kickstarter
He can't get wifi in Poland.
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10 Jun 2014 13:31 #180156
by SuperflyPete
Replied by SuperflyPete on topic Re: Glamazons vs. The Curse of Kickstarter
And, just to be clear: This is not a forum to rip on anyone. I am truly and sincerely interested in someone we know and trust not to bullshit us giving us the "inside baseball" version of Kickstarter projects, from soup to nuts, so that any other F:ATtie who might someday want to do a project has the real scoop on what it takes to do it right, what the pitfalls and stumbling blocks are, and what pressures exist.
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10 Jun 2014 14:32 #180168
by mads b.
Replied by mads b. on topic Re: Glamazons vs. The Curse of Kickstarter
Didn't he at somepoint say that the artist was suddenly a lot more busy than anticipated?
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10 Jun 2014 16:14 #180177
by charlest
Replied by charlest on topic Re: Glamazons vs. The Curse of Kickstarter
I don't see this connection with Kickstarter cursing projects or Kickstarter being the reason games are late.
Why is Dead of Winter late? What about the Twilight Struggle PC game? Why did Rio Grande take years to release Arctic Scavengers? FFG routinelely has games that get delayed.
That's the industry (and is even more abhorrent in electronic gaming). Associating delays with Kickstarter only holds up because there's more transparency and the customer is involved in an earlier stage, bringing such delays to their attention.
Why is Dead of Winter late? What about the Twilight Struggle PC game? Why did Rio Grande take years to release Arctic Scavengers? FFG routinelely has games that get delayed.
That's the industry (and is even more abhorrent in electronic gaming). Associating delays with Kickstarter only holds up because there's more transparency and the customer is involved in an earlier stage, bringing such delays to their attention.
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10 Jun 2014 17:48 - 10 Jun 2014 17:49 #180200
by Josh Look
Replied by Josh Look on topic Re: Glamazons vs. The Curse of Kickstarter
His wife left him and the guy doing the art is going slow. I say we leave Matt alone.
Last edit: 10 Jun 2014 17:49 by Josh Look.
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10 Jun 2014 18:21 #180201
by Bull Nakano
Replied by Bull Nakano on topic Re: Glamazons vs. The Curse of Kickstarter
The real curse of Kickstarter is that your marketing happens 8-14 months before anyone can play your game, so by the time your game is available it feels old.
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10 Jun 2014 19:49 #180210
by ubarose
Replied by ubarose on topic Re: Glamazons vs. The Curse of Kickstarter
It's mostly that the art work isn't done yet. This is totally unofficial, but I get the sense that the artist dude agreed to do the art work for a low price when business was slow and his work was worth less money, but he has since gotten significant recognition and is getting a lot of work that pays much better so he's kind of blowing Matt off.
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- hotseatgames
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10 Jun 2014 20:06 - 10 Jun 2014 20:06 #180212
by hotseatgames
Replied by hotseatgames on topic Re: Glamazons vs. The Curse of Kickstarter
That's a shame. Hopefully it all comes together. That guy is a hell of an artist. And I wish Matt the best.
Last edit: 10 Jun 2014 20:06 by hotseatgames.
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- SuperflyPete
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11 Jun 2014 12:07 #180253
by SuperflyPete
Replied by SuperflyPete on topic Re: Glamazons vs. The Curse of Kickstarter
Again, this isn't about Glamazons...this is about someone who has DONE IT telling us about his experiences. Not beating up Kickstarter (it's simply a venue for people to collect money for a pre-order, which in my estimation is no worse than a P500 deal) or beating up Matt or his artist.
I am acutely curious about the process of going from funding to finished product from an insiders point of view. Matt is a great many things, but a liar is not one of them, and that's why I think his insights into the WHOLE PROCESS would be invaluable for Fortress: AT. There's a lot of guys here who have ideas and if someone could help educate us all as to the trials and tribulations, the process, it might help that person get their game on the market and have a successful pseudo-career as a game designer.
That's all. When Matt gets time, I'd love for him to tell us all about his experience, that's all.
I am acutely curious about the process of going from funding to finished product from an insiders point of view. Matt is a great many things, but a liar is not one of them, and that's why I think his insights into the WHOLE PROCESS would be invaluable for Fortress: AT. There's a lot of guys here who have ideas and if someone could help educate us all as to the trials and tribulations, the process, it might help that person get their game on the market and have a successful pseudo-career as a game designer.
That's all. When Matt gets time, I'd love for him to tell us all about his experience, that's all.
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