A Quote by Spike Lee

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 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.
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.
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.
I fell in love with movies as a kid. I had been making shorts and making TV and making commercials and it's such a difficult, weird process of trying to wing your first feature, especially if you're not going to go and just have a Kickstarter and do it on your own.
I realized how valuable the art and practice of writing letters are, and how important it is to remind people of what a treasure letters--handwritten letters--can be. In our throwaway era of quick phone calls, faxes, and email, it's all to easy never to find the time to write letters. That's a great pity--for historians and the rest of us.
I think what i've also learned, is that doing Kickstarter and Steam Early Access before you've got something which is defined and playable is a hugely risky undertaking that can be very destructive to the final quality of the game.
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.
When I see Kickstarter, I don't see a company. Instead, I see a social movement. I see people doing things for people.
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.
Those projects most successful on Kickstarter - those that receive funding completely and quickly - do so largely because the creator has a strong social network and invites people to be engaged.
I don't take the Internet and social media very seriously. I've grown up around social media but to me what happens on the Internet just doesn't feel real.
In the time of social media, I get lots of wishes. It's overwhelming! What makes the day most special is the love I get from my fans, who try to make the occasion extra special. Almost 50 days before my birthday, they have started making plans. In fact, I have been receiving letters, too.
Kickstarter isn't a profit center, it's an organizer and an instigator.
Kickstarter can get customers invested, both literally and figuratively, in a game before it is released. With nothing but an idea, a bit of video and a few screenshots, a developer can start building a loyal fan base.
When I was a kid, phone calls were a premium commodity; only the very coolest kids had a phone line of their own, and long-distance phone calls were made after eleven, when the rates went down, unless you were flamboyant with your spending. Then phone calls became as cheap as dirt and as constant as rain, and I was on the phone all the time.
We've been working with Paul Bettner and the Playful team since the beginning of Oculus. Paul was one of, I think, seven $5,000 Kickstarter backers.
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