I have some questions about Kickstarter, I wasn't sure where to put them.
How important are physical rewards to you? Do you think a game looks cheap if it doesn't have them, or does it depend on the scale of the game and its goal?
Depends. Do they directly relate back to the playing of the game or the representation of that experience, i.e. maps, encyclopedia, ruleset book, in-setting novella, convenient item/ability charts? Those things are all good. Figurines, plastic swords, T-shirts? Fuck that. Posters of game art is borderline. I wouldn't want it, but I can understand when some people would.
Someone told me that the higher the goal is, the higher quality the game looks whether or not this is true. Do you agree with this? Do games with higher goals seem higher quality?
There are always elements of truth when such things are said. I wouldn't say "higher goal = higher quality" game at all but I would say higher goal = higher expectations of the end product and of the developer's responsibility to deliver. Some people are common and they will believe this, hence why "someone told you" this. Just keep it in mind when you do your budgeting.
Do monthly development emails sound appealing or annoying?
Yes they do sound annoying. Put all developer updates onto a blog and encourage people to check it regularly. Link back to a forum to keep conversations going and keep a watch on the traffic.
What do you think of unique items and abilities for backers that do not significantly alter the balance of gameplay? Unique graphics for backers? At higher tiers, maybe even unique quests or scenarios?
I hate additional in-game things. I believe there should be only one authoritative version of a game and that version should be complete. Don't do anything which suggests you've pulled content out and don't offer things which most people won't get in the main game unless you are planning to offer it later as part of some addon or expansion (free or paid, either one, so long as you state this right at the beginning)
Our goal is to have a demo and video for Kickstarter within the next two months and I am very nervous about it. Physical rewards are the thing I'm most worried about - I don't know what we could make that would encourage people to actually donate and I'm not sure how we'd even produce them on our limited budget. Cafepress shirts are cheap as hell and I would never in a million years wear a video game shirt. I don't really want any physical rewards at all but it seems like every game has them. I appreciate any feedback! Thank you!
Get clever. Look at the talent of your team. If you have good artists, then put those skills to work in promotion. If you have good musicians, then market that. If you have access to any other fields or professions that might be able to be related back to the kickstart, then use all of it. Just try to aim for something new and interesting.
With all of that said, I am not normal people, so you probably shouldn't listen to me. Most people want these stupid things and when you are doing a kickstarter and reaching the goal is not a certainty for you, then you have to make concessions for the commoners. Appease them if you have to, just don't compromise the game in the process.