Kickstarter Rewards?

That is a great list of rewards Sai. I think a lot of those things would be cool and could hopefully be done cheaply, and encourage donators to sell their kidneys to donate as much as they could.

The ones that stood out to me are the PI Rules Book and the Tex Murphy plush with quotes. I hope the next game does have the FULL book of PI rules where you can read every rule. Overseer had this as an inventory item, but you couldn’t actually read the book. Having a printed version of this, to go along with the in-game version, would be very cool. As for the plush, I think that would be cool to have one of those to sit on my desk, along with my bust of Duke Nukem and my Weighted Companion Cube. Before starting each Tex Murphy playing session, I could squeeze Tex’s hand for a ceremonial quote.

Maybe the rules book could even tie into the game play... players could try to play the game without breaking any of the rules, or try to play the game by trying to break ALL the rules, and the game could keep track of this and reflect it in how the story plays out.
Thanks Texstarter. Yeah I think a lot of veteran's would be pretty curious as to what the rest of the rules could be according to the original creators, there were some past threads debating what they could be. I'd love the talking plushie too, Tex has so many great lines. :D I have seen some webcomics manage to produce plushies (got one myself from VG Cats) so it could be doable.
(Ruri_Ayanami from the old Tex Murphy ezboard).
"I don't believe in intuition, don't know why... just a feeling." - Tex Murphy
xhonzi wrote:Maybe $50 is too much for the casual kickstarter contributor, but I don't want a $15 game
what would Schafer said about that?..
Texstarter wrote:Tex Murphy games are of at least $50 quality... the true Tex fans would pay $50 or more to play it at launch
it`s not about quality or true fanaticism... it`s about rules of market - the cheeper the cost, the more will buy
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the rule tends to be discount 20% if community funding. Not many people will community fund so keep that in mind, and in the end you still need people providing profits as well, if everyone contributes to kickstarter, who will be left to ensure profitability?.. so that's a HUGE problem especially if Chris and Aaron want to remain indie.

I'd say $30-$40 is reasonable for community fund, $50-$60 game at retail on release. Seem fair? I'd be fine with this personally.

I just don't think they should over do it with the rewards, just realize that these do need to be shipped and shipping costs money.. so its a pointless and destructive approach, you're better off just giving them the game, and if any REAL investors come along (as in extremely wealthy people with plenty of $$$ to throw at something) then they might find themselves with a luxury item that's worth quite a lot.

I 100% hate these novelty items, this is not a forking happy meal! I say that about Collectors Editions.. "Do you want the Standard Edition or the Happy Meal Edition?... what's the difference, the collectors comes with a Toy".

Anyway, the game is enough, if people want to put in some real cash, throw in a TruGolf simulator and a day on the green with Chris, this is for the serious backers.

I don't mind Easter Eggs for the community though, that would be cool, like an area that has something that the community pitched in and paid for to be put into the game.

So I feel like:

1. Standard Backer ($30-$40) = Game
2. Community Backer ($1000 would be a good option for this) = Multiple Copies of the game (Assumed multiple people donating under one person) + Community Easter Egg
3. Major Backer (we're talking $20k-$50k for a single backer) = Multiple Copies of Game + TruGolf Unit Delivered to them (this way they have something to REALLY brag about) + Day on the green with Chris Jones and the team.

I'd prefer that over novelty gimmicks. These are actual things that are worth value and don't require shipping stuff (aside from the TruGolf.. but I mean that's assumed!)

I'm really not happy with how Kickstarter is being used right now. Too many poorly presented pitches' and too many gimmicks.
agreed...
maybe BFG should do things their way and not "follow the fasion", invented by Double Fine`s and continued by Wasteland 2`s kickstarters
you know, concentrate money on doing the game...

Tex Murphy plush toy?.. don`t you seem it`s a little... vulgar?
like admire "beatles" and their songs - and have a plush quartet on the table, singing "yellow submarine" every time you squeeze John Lennon`s hand
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I'd be happy with nothing more than some Autographed Screenshots and maybe T-Shirts... Nothing else is really needed, just the comeback of Tex is reward enough...
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Well Cyber, I'm going to have to disagree. Adding the other items to increase backing revenue just makes good sense. There is a limited number of people who will support the game, and sweetening the deal makes a win for everyone. Especially if done wisely. Up to a certain dollar amount, the virtual swag is a nice incentive to give more.

Mp3 of the soundtrack, PDF files of scripts, or novels, blooper reels, etc cost virtually nothing to the project creators, but are valued from a fan's standpoint. I would suggest virtual swag for the lower backing donations. (and above game price)

From $100 on, I think tangible goods are in order. A one sheet poster printed, signed, tubed and shipped in US would cost about $5 bucks.

A trade paperback printed, bound, signed and book-rated would probably be less than $10. Value added to us, more profit for them to make a better game.

After a grand, personal contact would be cool. And it would cost them nothing but their time, and maybe some patience. lol

Yeah, Cyber, it'd be great if there was the "wealthy patron". But you can't count on that.

And the proof? PLENTY of people (me included) bumped up their contribution on DF due to the adding of the t-shirt, box and poster. They probably made 60 extra dollars in profit to go towards the game for minimal cost for the materials (which they probably were going to design in house anyway for employees or promotional items).

SO yeah, I want my happy meal with the best toys that I can afford in my budget.
DFA did make a lot of money on the backers that gave over $100. It made about 1.1 million from the people in that group. The second two largest groups were the $15 and $30 tiers, which each made over 0.7 million.

A lot of people donated over $100 to DFA because they wanted the box, game disc, documentary disc, poster, t-shirt, and their name in the credits. I was in this group for DFA. However, I'm going to donate WAAAAY more money to the Tex fund!

So if the Tex rewards include things like that (including the documentary), I think people will donate tons.
how `bout that:
http://s019.radikal.ru/i629/1203/f1/f9dd29269627.jpg
http://s019.radikal.ru/i606/1203/e3/770877df9e93.jpg

or this
?
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Adding the other items to increase backing revenue just makes good sense. There is a limited number of people who will support the game, and sweetening the deal makes a win for everyone.
The deal was already sweet by the fact that the game is even getting made IMO. Adding "Rewards" just over complicates things.

That said I 100% support "Digital" incentives so long as they are not things that would be treated as DLC (because that is just bullshit!), Digital Incentives would be things like as has been said Making Of, Bloopers ect. I would absolutely love to see a Blooper reel of every game in the Tex series. This stuff definitely is worth while. A T-Shirt.. honestly I don't think its worth while, since you can pretty much order that $#it from CafePress ect- or make your own "Fan" T-Shirt.

Signed Autograph stuff has potential, given its worth, and it takes minimal time to produce.

Its more things like "Badges" or "Sculptures" that I'm opposed to as these require shipping, they require time to design and they require money to produce.. I don't like this. I definitely approve of the Autographed stuff for the collectors.

Anything though that requires "Making" presents problems due to logistics and time. In the end I'm trying to think what's going to be best and most easiest for Chris and Aaron but also what isn't going to come across as beggy or as a novelty.

We know Kickstarter is being flooded, Chris and Aaron need to play into their classiness in order to get the backers, they need to appeal as trustworthy and able to run a business, as opposed to a gimmicky developer like what that Ex-Halo/Rainbow Six guy did.

I'm a pessimist because of a need to be a pessimist. In my course I'm learning just how important that attitude is, and in all honesty its making me a hell of a lot more pessimistic.. I apologize for this but realize the world needs people like me lol.

Just saying though I'm a real fan, and I'm being pessimistic because the non-fans are going to be 3x as harsh.. That's how I see it. I always expect the worse and am always pleasantly surprised when I'm wrong.
The game alone, the DRM-free digital copy? It shouldn't be more than $15. After all, the reason you're used to seeing games sold for $40-$60 is exactly because publishers take a juicy fat bite out of your money.

There's no big-house publishers involved now, so there's no reason the game itself, the DRM-free digital copy, mind you, should be any more than $15. You wouldn't want to appear greedy next to Double Fine and the Wasteland 2 project and whatever else is coming out of the woodwork nowadays.

Of course, a copy of the game in a (jewel?) cover on dvd or blu-ray, that's an entirely different set of ballparks.

-Fred
Pirates, vampires, zombies, ninjas, ghouls, aliens, goblins, monsters, robots, sorcerers, undead, werewolves, demons, mutated dinosaur-cyborgs and those pesky phone salesmen! The shotgun is a one-size-fits-all solution!
You wouldn't want to appear greedy next to Double Fine and the Wasteland 2 project
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I have to agree with Fred. You can't think about it by what you expect the game to be worth. The idea is to raise enough money for the game to get made and everyone involved to get paid. Once that is done, the rest is gravy. If they have to give out 20 000 copies or 100 000 copies it doesn't cost them any more (assuming digital distribution).

I believe one of the main reasons that DF and inXile were so successful is due to having a $15 (game included) reward tier. I think most people would agree that asking $15 for a video game in the genre you like from a known developer is not that much of a risk, even without knowing how good it will be. For some, $15 isn't even too much for a game they might not even play.

Personally, I'm a big fan of Tim Schafer's work. Grim Fandango is one of my all time favourite video games, but I don't believe I would have pledged to Double Fine Adventure if they were asking for a $30 pledge in order to get the game. I might have pledged $30 if they were just shy of their goal and needed help, but once they were funded I definitely would have just waited for it to get made and buy it on sale on Steam.

I have no doubt that hardcore Tex Muphy fans would pledge $30 or $50 (or more) to make this happen, but that won't be enough. It's more important to make the campaign as enticing as possible so that we can get as many casual Tex Murphy fans and/or non-fans to pledge as we can.

Obviously it would be better to get 40 000 pledges of $15 than it would be to get 10 000 pledges of $30 or even $50.

TrueG
I think a meet and greet with CJ and AC and all the other people who help finish the Tex Saga would be awesome. Everyone would have to supply their own mode of transportation because of money issues, obviously, but maybe a big dinner and then a Q & A session with the guys?? Maybe a compilation of some of the highlights from the previous games on a big screen and the boys talk about some of the funny things that went in to making those games...kinda like a commentary feature on a dvd. Just ideas.
"Some men aren’t looking for anything logical. They can’t be bought, bullied, reasoned or negotiated with. Some men just want to watch the world burn.”
thing to remember is though that the $15 is the "Discounted" price. their final release price may be $30-$40 (which is standard for most indies).

If they have to do it at $15 so be it, but once they get out of community funding, I don't mind them doubling the price, these projects HAVE to be profitable, the higher the price, the fewer units that need to be sold. Just realize that community funding eats into your potential profitability, we want people to give millions but still be reserved so that when the game actually does release, there's still people who've not got the game that want to buy it. So yeah that's something to be really careful with.

And again, no one has made it to that stage yet, when we finally see one of these games released then we'll know how good/bad it is in terms of the impact on profitability. Not only are they trying to fund their initial development, but they're also trying to generate profits to keep doing it in post-production/post-release.