A Quote by Jason Schreier

One of the successes of Kickstarter is that it takes the guesswork out of greenlighting games. Publishers of larger games have to carefully choose which titles they publish, lest they lose a bunch of money on a quirky game that doesn't sell. Kickstarter is all reward, no risk, since nobody has to pay if the project isn't completely funded.
Kickstarter eliminates the risk that publishers and booksellers face. They have limited resources and limited shelf space, and Kickstarter is proof to them that something is going to work.
What I like about Kickstarter is it helps games that people want to play still get made, even if you don't pump $20 million dollars into it to try and meet all the stupid bells and whistles that publishers feel must be in games nowadays.
I never understood using Kickstarter for commercial purposes. If you want to raise money for commercial purposes, I think you should give someone a dividend. They make money, then you make money. It should be an investment, whereas I think Kickstarter's true purpose is raising money for things that are in and of themselves justifying.
The truth is I've been doing Kickstarter before there was Kickstarter; there was no Internet. Social Media was writing letters, making phone calls, beating the bushes.
Kickstarter is perfect for us. It wasn't something we heard about and just got to it. We did our research, met with the people at Kickstarter - they are brilliant, and they're excited to work with us.
Kickstarter has shifted from funding creative projects to funding products and videogames; the biggest funded are consumer electronics and video game projects.
Since when do we even play games?” “Since when don’t we play games? Games of life, games of death. Games of love, of hope, of chance, of despair, and of all the myriad wonders in between.” I rolled my eyes at the newcomer. “Hello, Carter.
Not only do you have 16 regular-season games, you also have four preseason games. Then if you make the playoffs, you can have four more games before you get to the Super Bowl. So you can already have 24 games without the 18-game season. And 24 games takes a real toll on somebody's body.
We don't sell wins or losses. The one thing you can't control in sports is which games you are going to win or which games you are going to lose. But what I could control was the experience the fans have.
I know what it takes to win. If I can sell them on what it takes to win, then we are not going to lose too many football games.
I'm not planning a kickstarter game. And I'm not really a game designer.
I have my goals, I have some things I want to achieve next basketball season individually. But the number one thing is always winning games. If you win games then everything else will take care of itself. You know nobody wants to see you guys score 30 and then lose every game.
Everybody has something now. It's become very over-saturated, and it's hard to weed out what's good, what you should watch and what you have time to watch. And Twitter was much less crowded, at the time, and it was an easier way to reach people. So, the combination of having a great video, a lot more access to people through Twitter, and having Kickstarter be this new thing in. We tapped into it, at its inception, and got people interested in it just based on the concept of what Kickstarter was. The timing was right.
Game ideas on Kickstarter have found loads of success, even when they're not as unusual as 'BlindSide.'
All experiments that are related to the games when you have humans versus machines in the games - whether it's chess or "Go" or any other game - machines will prevail not because they can solve the game. Chess is mathematically unsolvable. But at the end of the day, the machine doesn't have to solve the game. The machine has to win the game. And to win the game, it just has to make fewer mistakes than humans. Which is not that difficult since humans are humans and vulnerable, and we don't have the same steady hand as the computer.
Authors will make far more on those ebooks through direct sales than publishers are offering. There is no incentive for authors to sell those rights to traditional publishers which means, in the fairly short term, publishers run out of material to sell.
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