Crowdfunding has become a viable option for raising capital to complete a project. The tabletop gaming industry has a strong presence in crowdfunding. For game developers this presents great opportunities and unique challenges. Not every crowd funding campaign is successful. So how do you determine if crowdfunding is right for you and how does it work?

Two weeks after LTUE (website), I moderated a panel on this crowdfunding at SaltCon (website).

To Use or Not To Use, That is Your First Question

You should first decide if you want to use crowdfunding, and if it is right for you. It is not for everyone. There are several criterion to consider in deciding if crowdfunding is something you want or should do. You might even decide to change your mind as you work through the process in one direction or the other.

Crowdfunding takes time and energy. Not everyone is suited for or desirous of running a business. This might not seem like part of crowdfunding. However, crowdfunding is part of marketing, which is part of having a business. If you're looking at starting a campaign to raise money, then you are going to be involved in the other parts of business management. Some developers want to focus on designing games; therefore licensing or having someone else publish their game might be a better option.

Are you looking to create a one-off sale or build a business? The campaign you are looking to run will be different if you are working to create a brand that goes into other projects. How you invest your money in the campaign and from the campaign will be different along with how you want to manage your communications and growth.

How much control do you want, or can handle? This is along the same lines as having time. I've met developers who want full control of their final product. Those who want that level of control like self-publishing and building their own business. Others don't want to have to be involved in concerns that are not about game design. Again, licensing and finding a publisher or partnering with someone who wants to do that has worked for them.

Some projects are not well suited to crowdfunding. A good project for crowdfunding meets the needs of price point, availability, and the ability to create buzz in the desired community. One point emphasized was your product needs to meet expected return on value. If your game has a $20 value and the cost of making a copy is $50, you most likely won't have a successful campaign. If you do get the funding and you haven't priced it correctly in the campaign, which leads to availability problems.

Some crowdfunding campaigns are about getting sponsors who will invest in the development of a project, like a movie. For games, running a campaign is more like placing pre-orders. You should have a product ready to move into production. You can find many stories about how people and companies have been blackballed by the gaming community because they weren't able to meet the dates they promised. Those projects created excitement and then a major let down.

Consider if you have a project creates excitement, and to what level. Do research on similar games that have been campaigned on your chosen platform and other platforms. You should be looking to create a buzz about your game and your campaign which will get people talking about what you have—create enthusiasm through the community by talking about it in other locations. Your campaign needs to meet the expectations created in the buzz, so be certain that you are able to deliver on any promises made.

Before Going to a Platform

Know what your short and long-term objectives are. Before you start your campaign, you need to know if you're working to sell this one game or if you are starting a business to sell future games. If this is a one-time project, you are going to need to approach it differently. One-time events will have different levels to consider and will have a different business plan. Again, this seems like a simple question to answer. Remember that a crowdfunding campaign is part of your business, providing a level of marketing, no matter which way you are planning. It needs to be integrated into what you want to do. It is not the end all of your project, only one of the steps.

After you build a plan for your project or business you need to determine who is going to take which actions. You might want to do everything yourself, get a few select people, or hire someone as an employee or contractor. The only right way to do this is to know what you want to accomplish. Matching people's skills to your needs can be difficult, but the rewards of putting this all together can pay off.

I've interviewed several developers on their Kickstarter campaigns outside of these panels. The main reason given for unsuccessful campaigns was not having a clear understanding of what they wanted and a plan of how to get there.

Incentives

Don't give everything away. Pricing is an area you need to research. How much is everything going to cost to produce, print, package, ship, etc. There are horror stories out there of people who undersold their products and then ended up not being able to fulfill their commitments. Some have even driven successful businesses into bankruptcy. This goes for not only the basic product at the base backing level, but for the incentives you plan on providing. Know what you have and how you are going to deliver to your backers.

Don't promise something you don't have. Stretch goals are a part of many fund-raising campaigns. They can bring in a lot of extra money into a campaign. At the same time, those incentives can kill your project on the backside. If you don't have something ready for delivery, you might want to hold off promising it as an incentive. Promotional materials need to be delivered when promised to build your credibility.

I have an experience with a backing I did when everything was delayed. The game came out late. The promised special pieces were later, the promised expansion was even later. It wasn't until after all that happened that backers found out the project had been delayed because the developer ran over cost (bad plan and price point). They produced some games to start fulfilling their commitments and others to sell to raise money so they could fulfill the rest of their obligations. They also informed us the promised expansion had challenges that came out during playtesting and needed to be redesigned. I felt slighted on multiple levels.

This is also an example of needing to keep in touch with the people who are interested in your game.

Communication

Before the campaign begins, communicate to your base of supporters about the upcoming events you have planned. That means you need to collect contacts. To collect contacts, you need to be playtesting and sharing your game. Schedule time with local game shops. Attend conventions. Find those people who are interested and like your game and how to keep in touch with them. Then let them know about the progress you are making in the development.

Before the campaign begins is when you need reviews done. Reviews help people make a decision. Find good ones and get the game in their hands so they can get the review out. My fellow panelists at SaltCon urged having video reviews. They also agreed with me that you should look for other outlets like podcasts and written ones. These all address different audiences and usually focus on different aspects because they are produced in different media. There is also a difference of opinion about paying for a review. Some were for it while others pointed out that a paid review is an advertisement. You have to decide what is best for you—so research reviewers.

During the campaign, you should be sharing new information daily. This is work time. This is really important if this is your first campaign and haven't built credibility with a large audience. Be responsive to questions and concerns. Work with your team to spread the word as far and wide as possible. The objective of communication during the campaign is to keep people talking about (buzz) and coming back to check on the campaign. If you hit new levels in backing, tell everyone. Remind them what is now part of the release and what the next level has. Some people will go back and increase the amount of their backing if the campaign is closing in on something they want.

After the campaign closes you still need to keep in contact with everyone who showed interest and who has backed your project. The next few days can mean a lot in terms of additional sales of the original items and associated material. It was reported with the proper follow up, some campaigns increased by 50% with after campaign sales. You also need to make sure you have correct shipping addresses for all of your backers. But don't stop there.

While the project moves forward, keep everyone updated on the progress. People have now invested their money in your project and many of them will look at it as their project. Treat them that way. Let them know the progress and set backs as you get closer to fulfillment. This information will go a long way in providing satisfaction and building a reputation for your next campaign.

Final Thoughts

This is a time when all sorts of products and services are raising money through crowdfunding. Some of them are solid products and projects while others are nonsensical. None of that really matters though because your project is yours. You have to feel right about what you are doing.

Crowdfunding is an option you can use. If it is a viable option or not, is dependent on what you want to do with your project. There are people and companies who can help with a campaign in terms of coaching and providing resources. Go into a campaign after doing your research and developing a plan.

No matter which path you take, total self-publication, licensing, or selling the game outright, I wish you the best and hope your desires are fulfilled. I look forward to seeing your name on the game shelf.

Fellow Panelists

LTUE (information from program guide)

Marion G. Harmon is the author of Wearing the Cape series and the writer of Wearing the Cape: The Roleplaying Game and the Barlow's Guide to Superhumans sourcebook. wearingthecape.com.

William L. Munn is a writer and tabletop gamer. Will has written for gaming companies lie Gallant Knight Games, where he contributed to Tiny Frontiers: Revised and Cold Shadows. Currently, he's working on Zorro the RPG as a writer and producer. Will has a deep passion for storytelling, gaming, and writing. In his free time, you'll find him playing and running tabletop games with family and friends. liamwrites.com.

L. Palmer is the author of The Pippington Tales, where motorcars bump down old city lanes and fairy godmothers are disguised as high-society gossips. In between exploring fantasy worlds, she works in public service and lives in South Texas. lpalmerchronicles.com.

Daniel Yocom runs Guild Master Gaming, which has supported tabletop gaming and other things geek. It includes reviews of games, books, and movies. Articles also appear on other websites. He has short stories published and is working on his first novel. guildmastergaming.blogspot.com.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

You can also join Guild Master Gaming on Facebookand Twitter(@GuildMstrGmng).

What Is SOMA's Safe Mode?

Posted on 4:00 PM by Tina

Tomorrow we will be releasing SOMA for Xbox One and along with this comes Safe Mode. This is a new way of playing the game that will also be available via Steam and GOG at the same time.

Since we announced Safe Mode there have been a lot of questions about it, so we thought this would be a good time to answer some of those and to clear up a few things. Here goes:


What is Safe Mode?
It is a version of the game where you cannot die - you are safe from harm. The game's various creatures are still there, they just won't attack you. If you've heard of the SOMA Steam mod "Wuss Mode", by steam user The Dreamer, then you should know the basic idea. The important thing to point out is that we don't simply turn off the creature's ability to attack and harm you. Instead, we've redesigned their behavior. Our goal has been for Safe Mode to not feel like a cheat, but for it to be a genuine way of experiencing the game. So we've considered what each creature should be doing, given their appearance, sound, and voice.

You can pick between Safe Mode and normal mode when starting up a new game.

Is the game still scary?
This obviously depends on what scares you, but the short answer is: yes, the game is still a horror game. However, since you can explore without a constant fear of failure, you will no longer have that type of tension. For people who aren't great at handling that aspect of horror gameplay, their journey through SOMA will be a lot easier in Safe Mode. But if it is the overall atmosphere that gets to you in a horror game - and, above all, the central themes - then game will still have plenty to be scared of.

What is the major difference in gameplay?
All of the puzzles, events, and so forth are still there. The big difference is that you'll no longer have to sneak past enemies. You don't need stealth in order to complete the game. Monsters might sound and act more threatening if they spot you, so there is still an incentive to being careful, but it's no longer mandatory to keep hidden. This will also allow you to explore some of environments more carefully.

Why release it now?
We actually considered releasing something similar at launch, but chose not to because we felt it would make the core intent of the game too unfocused. As people started to say that they really wanted to play the game and experience the philosophical sci-fi narrative, but couldn't because of the monsters, we started considering doing something about it. People liking the "Wuss Mode" mod was a good sign that we could solve this. However going back to a game you have already completed is not tempting so we put it off.

What eventually tipped the scales was the Xbox release where we wanted an extra feature to make the launch more interesting. Adding some sort of no-monster mode felt like the best option, and so Safe Mode was born! It also felt like it had been long enough since the original release, and the intended version of the game had been played and evaluated enough. Adding a new play mode wouldn't be a problem.

Will it come to PS4?
Yes! We hope to have it ready about 2 months from now. Sorry for not releasing it now, but a couple of issues have kept us from doing a simultaneous launch of Safe Mode.


I hope that clears things up! Let us know in the comments if you have any other questions!


Tekken 6 PC

Posted on 1:30 PM by Tina




Minimum System Requirements


Operation System: Windows XP SP 3/Vista/7/8
CPU: Pentium 4
Processor: 2.6GHz or AMD Athlon 2600+
RAM Memory: 1 GB
Graphics Card: 256 MB with Pixel Shader 3.0+ (Required)
Hard Drive Space: 14 GB
Sound Card: Windows Direct X 9.0 Compatible
DirectX: Version 9.0


Recommended System Requirements


Operation System: Windows XP SP 3/Vista/7/8
CPU: Pentium 4
Processor: Core 2 Duo 2.4GHz 
RAM Memory: 2 GB
Graphics Card: 512 MB with Pixel Shader 3.0 (Required)
Hard Drive Space: 14 GB
Sound Card: Windows Direct X 1.0 Compatible
DirectX: Version 10.0


Download PPSSPP Emulator For PC Here



Download The Game ISO File Here

How To Download And Play Tekken 6 On PC (With Proof) [Voice Tutorial]


Great news for HTML5 game developers: a few days ago Superpowers was released under the ISC license.

What is Superpowers? A game development platform (an integrated editor but you can collaborate in realtime online; how cool is that! :D ) for making HTML5 games using TypeScript (a superset of Javascript). But you will also be able to work with other languages, so far support for the well known LÖVE2D is available.

Learn more in this video:


The source is available here and there is also an repository with a few sample games. If you like what they are doing, please consider becoming a supporter.

Looking forward to your new HTML5 games!

CX 2689, Kangaroo!

Posted on 10:10 AM by Tina

Today I'll be covering Atari's Kangaroo, a 1983 arcade port. It has a kangaroo in it, in case you were wondering. Two, actually. I hope you enjoy the episode. Coming up next is Stargunner by Telesys, a pretty rare game. If you have a great many thoughts on this game, please send them to me by end of day 4 November, and I will include it in the show. Please make sure you put your name in the file if you send an audio submission! Also, please consider donating to me or any of my friends that you see here who are doing Extra Life marathons (half marathons in my case), starting on November 3rd. Thank you for your generosity, and as always, for listening.

Please donate to my Extra Life campaign!
Sean's Extra Life page
Andrew's Extra Life page
Rick's Extra Life page
Bryce's Extra Life page
Kangaroo on KLOV
Kangaroo on Atari Protos
Kevin Osborn's Bald Wisdom blog
Kevin Osborn's YouTube page
May/June 1983 Atari Age ad for Kangaroo and Jungle Hunt
May/June 1983 AA Kangaroo New Cartridge Report
August 1983 Video Game Update newsletter - Kangaroo review (p. 67) and release date (p.80), from Atari Compendium
Mike Halley's Gravitar binder (scroll down to Memos, 1.1 and 1.2)
Arcade USA Ataricade 2600 - Kangaroo
No Swear Gamer 88 - Kangaroo
No Swear Gamer Kangaroo game play
Saturday Supercade - Kangaroo White Squirrel of Dover episode
Saturday Supercade - Kangaroo Tail of the Cowardly Lion episode

Download Just Dance 2019 For SWITCH

Posted on 8:46 AM by Tina

Download Just Dance 2019 For SWITCH

NSP | Update v1.0.1 | HACKED


Dance to your own beat with Just Dance® 2019, the ultimate dance game featuring 40 hot tracks from chart-topping hits to family favorites, including "Havana" by Camila Cabello, "Bang Bang Bang" by BIGBANG, "No Tears Left To Cry" by Ariana Grande, and many more! With a one-month trial of Just Dance Unlimited included, dance to more than 400 songs!
Your Just Dance experience is now personalized as the game learns your dancing habits and suggests content!
Experience eight exclusive choreographies created with the help of kids' development experts to encourage healthy movement.
Featuring seasonal and special-event content for an even more dynamic experience on a new curated homepage.
Platform
 
Nintendo Switch
Release Date
 
Oct 23, 2018
No. of Players
 
up to 6 players
Category
 
Music, Party, Training, Simulation
Publisher
 
Ubisoft
Developer
 
Ubisoft Paris / Ubisoft Pune / Ubisoft Shanghai




 DOWNLOAD LINKS

 DOWNLOAD NSP JUST DANCE: 

 
 
 
 Download-Part-4

 GAME SIZE: 7.4 GB
Password: After 10$ payment is done

Episode 18: Threes Company Is Live!

Posted on 7:03 AM by Tina

Episode 18: Threes Company is live!

https://soundcloud.com/user-989538417/episode-18-threes-company

We talk with John Siewenie of Picoarmor about small scale gaming.

The Veteran Wargamer is brought to you by King's Hobbies and Games.

https://www.kingshobbiesandgames.com/

Special Artizan Service Miniatures
https://www.facebook.com/Special-Artizan-Service-Miniatures-1791793644366746/

Picoarmor links:
http://Picoarmor.com

Twitter @socialpicoarmor

https://www.facebook.com/picoarmor/

Other companies we mentioned:
Oddzial Osmy
https://www.facebook.com/oddzial.osmy/

Blitzkrieg Commander
Cold War Commander
Future War Commander
http://www.blitzkrieg-commander.com/

GHQ
http://www.ghqmodels.com/

Soviet Army FMs
https://fas.org/irp/doddir/army/fm100-2-1.pdf
https://fas.org/irp/doddir/army/fm100-2-2.pdf
https://fas.org/irp/doddir/army/fm100-2-3.pdf

Central Front
https://boardgamegeek.com/boardgamefamily/4255/central-front-series

Panzer Korps
https://boardgamegeek.com/boardgame/16323/panzer-korps

Advanced Squad Leader
http://www.multimanpublishing.com/Products/tabid/58/CategoryID/4/Default.aspx

Panzer Blitz
https://boardgamegeek.com/boardgame/2238/panzerblitz

Rock-Con
https://www.facebook.com/groups/93980714283/

Kingmaker
https://boardgamegeek.com/boardgame/987/kingmaker

Winter War
http://www.winterwar.org/

Diplomacy
https://boardgamegeek.com/boardgame/483/diplomacy

I Ain't Been Shot, Mum
http://toofatlardies.co.uk/product-category/i-ain%C2%92t-been-shot-mum/

Team Yankee (Battlefront)
http://www.team-yankee.com/

Baccus 6mm
https://www.baccus6mm.com/

Games Plus
http://www.games-plus.com/

Historicon
http://hmgs.site-ym.com/?page=HconHome

Aepticon
http://www.adepticon.org/

Team Yankee (Audible)
https://www.audible.com/pd/Fiction/Team-Yankee-Audiobook/B01LXT7NLS

Red Storm Rising (Audible)
https://www.audible.com/pd/Mysteries-Thrillers/Red-Storm-Rising-Audiobook/B004D5K3LE?qid=1496350535&sr=1-1

Music courtesy bensound.com. Recorded with zencastr.com. Edited with Audacity. Make your town beautiful; get a haircut.