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Dead State Kickstarter Funded

The Kickstarter Page for Dead State announces DoubleBear Productions' upcoming zombie survival RPG has hit its goal of $150,000 with 12 days left in the fundraiser. They describe what will be done with additional funds if people continue to back the project. Thanks nin. Here's the outline:

$180,000 - The Weapon Pack
$210k - New Areas (Military Base, Regional Airport, County Fair, Mall)
$240k - More Attack Animations, 2 New Allies, 2 New Shelter Upgrades.
$260k - More Character Creation Options, More Zombie Variety, Post-Release Game Modifiers
$300k - The City Area (High risk, high reward), 1 New Ally
$330k - Animals Added, Dog Allies Added
$360k - Mini-Expansion For Backers After Release (Adds military-grade weapons and zones of control)

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22. Re: Jun 23, 2012, 21:21 Dev
Jerykk wrote on Jun 23, 2012, 20:21:
Also, DoubleBear didn't put as much effort into updating the Kickstarter as other devs have done. There was only one video update.
Conversely, the two guys KS did a ton of updates, and made a prototype while the KS was going, including iterating it. They barely reached the funding at all during that last day.

It may be a factor, but its not THE factor in determining a KS's success/failure.
Bet wrote on Jun 23, 2012, 19:49:
The entire post from the poster name down doesn't make sense. zombiefan bashing potentially good/great zombie game stretch goals adding more goodness/greatness. WTF?
He's confused as to what stretch goals are. He's probably never done a KS in his life. To him, the stretch goals are like DLC in that he sees it as the project creator trying to greedily suck more money out of the backers. And who knows, there may be KS's out there that are like that, and have more than enough resources to get all the goals, I haven't noticed any if there are though.

Anyway, the idea of stretch goals (for people who are confused) is that if a project reaches its funding goal, its presumably going to be made. If the project creator properly estimated what they needed to make the game, then its probably going to be made. But the funding may not be enough for some extras. For instance, Funding at $50,000 might be enough to make a game, but not be enough left over to hire a good musician for some AAA standard game music. So he might say that if the project gets to $100k that he'd hire someone to do good music. Typically EVERYONE who backs the project to get the game will get that bonus. Its not DLC in that its an extra nickle and dime charge to get that bonus. He just needs more money than the minimum to get that feature into the game, since he can't afford it otherwise. The ideal way to get that extra funding is to encourage people to spread the word, get more people doing a kickstarter, not to try and force everyone into extra charges to the ones that already are backing it.

(note that the above is an ideal situation, I've seen variations)

Now for this specific project, they obviously feel that with just $150k, they can't afford adding all those extra areas (to pick one example goal) to the game. If they hit the $210k overfund goal (another term for stretch goal) then he feels they can afford to add it then.

He could just put all those into an expansion if the game sells well enough, but he's leaving it up to the community as a whole, as a crowdsource, what level of funding and extra features they want.

In a traditional publisher setup, the publisher would be giving them a set amount of funding and they would have to just outright kill most of these extra features if the funding wasn't enough.

This comment was edited on Jun 23, 2012, 21:34.
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