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The Kickstarter feedback loop [Updated]

An image from Shadowbinders, which is having better luck the second time around

After this post went live, a representative from Kickstarter reached out to clarify some of the points made below. I don’t think it changes my basic conclusion, but when you’re working with statistics, it’s good to have all your caveats in a row, so I added a few more comments after the cut.

Unlike some people, Mike Dawson has no problem with Kickstarter, per se, and in fact has contributed to some other creators’ projects. But he is reluctant to use it for his own work:

Simply put, I’d be wary of allowing my ability or inability to successfully fund the printing costs of a book to have any influence over whether or not I saw said project through to completion.

Pre-failing financially, would undoubtedly undermine any chances I have of succeeding creatively.

Allowing a kind of market to pre-determine if my project has value… that would alter my own perception about it’s worth, no matter how hard I tried to fight that.

Failing to raise funds would mean I’d scrap the story and try something else. And I think that’s a crappy outcome.

(Emphasis in the original.) It’s not the same as getting rejected by a publisher — that, he feels, could be written off as the opinion of one or two people. If the entire market rejects your work, it’s a lot harder to get up the enthusiasm to complete it.

But hold on a minute. After looking at the Kickstarter statistics presented by Jeanne Pi of AppsBlogger and Prof. Ethan Mollick of The Wharton School of the University of Pennsylvania, I wouldn’t be so quick to scrap a project just because it didn’t get a lot of pledges. Pi and Mollick present their findings in a handy infographic, but here’s a quick summary:

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