5/10/19
If you have been following me along my path of creating Queen Bee then you know that I had an unsuccessful Kickstarter campaign in Oct - Nov of 2018. To me, this entire experience has been an incredible learning experience and one that I have been enjoying. It wasn't necessarily an experience that I had hoped for (I'd much rather see Queen Bee out in "the wild" being played by board gamers around the world) but I think it has provided an incredibly opportunity for me to make Queen Bee better and to also be a resource to other first-time creators who are making the same mistakes that I did. Some listen, some don't - and that is their path to walk. But I tell many other creators that I know exactly how to run an unsuccessful Kickstarter campaign. :) Sometimes that gets the conversation started as I share what mistakes to avoid.
One incredible resource to me has been Jamey Stegmaier's book, A Crowdfunder's Strategy Guide. I didn't discover this book until midway through my campaign when one of my backer's (Eric Fersten) recommended it to me. Since then, I have read it cover to cover twice, and am now working my way through it again. This time I am making notes and creating these blog posts as I apply Jamey's chapters directly to Queen Bee. I hope that by posting these that I might be able to help a fellow failed-Kickstarter creator like myself. Many Kickstarter creator's don't take the time to properly reflect and refine their projects while others have been able to find success - even if it takes three times, like Psi Wars. I hope to be an example of how to correct things if you don't do things the right way the first time. I suppose time will only tell if I get to be that example.
In Jamey's first chapter (titled "You Don't Need to Launch Today") he starts the chapter by talking about the Coolest Cooler (see above picture). I absolutely love the story of the Coolest Cooler because they were a Kickstarter failure, too. After their failure they refined their project and then went on to become the 2nd highest funded project ever on Kickstarter - raising over $13 million dollars on their relaunch! (Plus the creator hails from Portland, Oregon - which is where I also grew up). I don't anticipate that I will raise $13 million dollars on my relaunch or even $1 million for that matter. But I do think that the Coolest Cooler shows a glimmer of hope if I apply some of the same lessons that they did to my Queen Bee project.
One of the main blessings I have with the relaunch is the blessing of time. On my initial launch I created a great game (which is now an award winning game), a decent Kickstarter page and then I launched my project. I failed to create a large enough community beforehand to make it a successful campaign. Now, as part of the "refining" process, I get to better decide when to relaunch the project when the community has been built up enough. I don't need to relaunch today. I would love to as the game is ready, but it isn't quite ready from the community side of the project. That is the most important part of the project. If no one is there to play the game then why create the game in the first place?
Later in the chapter, Jamey gives a checklist of things to do before you hit the launch button. Here is my status update, as well as a comparison of where I was at with the initial campaign.
So there you have it. Chapter one of Jamey's book and my progress with it for my relaunch. In summary, (since this blog post has already gone on long enough) there is a great opportunity for a project that relaunches correctly. I plan to be one of those projects and am being patient so that I can give Queen Bee the best opportunity for success. I am going through Jamey's checklist and checking off things as best as I can - but I am not rushing through the checklist. The point of the checklist is to do things to lead to success, not to just check a box off and hit launch.