Kickstarter project raised $196K and stopped responding
kickstarter.com
kickstarter.com
This project was before Kickstarter disallowed renderings (for good reason) and they would probably never have gotten to this shitty position if they had to actually prototype it and find out how insanely expensive it would be to manufacture.
[1]: http://www.kickstarter.com/projects/crypteks/crypteks-usbtm-...
Unless the refund process is unduly complex, there doesn't seem to be an obvious reason why the vast majority of backers wouldn't ask for a refund.
Take a look at the OGRE board game project, for example. The game hasn't changed significantly since it was published I'm the 70s, but the kickstarter was successful enough that the manufacturing became much more complicated than planned.
The great success of Kickstarter is that it's a one-size-fits-all crowdfunding platform. You can only get so much oversight that way.
That's true, but this project sure did. I'm not suggesting more oversight, I was saying that the crowd's expectations should be better managed, and that maybe there could be two levels of commitment for a lot of projects. A first level where the project owners get money to prove they can pull it off, and a second one where actual things are ordered and delivered - if and where applicable of course.
Kickstarter backs this perception.
"In just 24 hours, 20,000 people bought an Ouya console — a product they had never heard of before yesterday." - Yancey Strickler - Cofounder/Head of Communications at Kickstarter [0]
"Kickstarter is Not a Store" - http://www.kickstarter.com/blog/kickstarter-is-not-a-store
As I recall, the main Kickstarter hoopla going on at that time was Lifx [0]. Also, September 2012 was the original delivery date for Pebble [1].
0: http://blogs.reuters.com/felix-salmon/2012/09/18/kickstarter...
1: http://www.kickstarter.com/projects/597507018/pebble-e-paper...
I think the subsequent changes (i.e. no renderings) made make the platform substantially better. But they still need to get away from that "presale" perception that the general public has.
The first few projects I backed were friends or just because I thought they were cool ideas that would be awesome in real life. Getting something in return was really, in its purest form, a 'perk'.
Pledge $10 or more Pledge $50 or more
Replace it with..
Donate $10 or more Donate $50 or more
That would make things less ambiguous.
I do however pledge to give money on KickStarter. I can cancel at any time. Heck, I can pledge and not pay when the time comes.
In fact, I'd go so far as to say that changing from Pledge to Donate would have the opposite effect: cause more confusion, cause more problems, and not solve anything you are trying to solve.
If a project looks promising, more people are likely to pledge for it. But if Cryptrade thought $12K was enough to develop their project, that's probably all they actually needed. And $12K is both less tempting for Cryptrade to just disappear and less penalizing to everyone who pledged for the project.
Even if Amazon lays the blame for the chargebacks on Kickstarter, they're probably safe. Since they're still in business, it's pretty safe to assume their overall chargeback rate is below 1% by transaction volume, as that's the threshold where processors start hassling you because Visa/MC will start hassling them. Given KickStarter keeps 5% of 100% of the volume as revenue, there's a lot of padding there to handle any chargeback fees and still be very profitable.
Interesting I didn't know that.
"Even if Amazon lays the blame for the chargebacks on Kickstarter, they're probably safe."
Given what you have said though what would be the scenario where they could even do that? If someone is setting up (as you've pointed out) an account with amazon payments then where does amazon have standing to do anything with kickstarter?
However I am not so sure about a kickstarter imposed maximum, as certain projects (say non physical goods) can grow indefinitely (in terms of the quantity of the product given out) but have a minimum amount before they are able to bring the product to market.
I think it is more useful for the creator of the kickstarter to set a minimum and optional maximum.
I also quite like the idea of holding some amount in escrow until progress has been made (maybe anything over twice the minimum or similar).
Too much money in these cases may create a sense of complacency and encourage "take it and run".
We didn't go ahead with production when we realized how expensive making these USB drives would be. If they really thought 12k would be enough they were pretty naive.
It's a lot to read through, but there's pages of people just asking for transparency to see the status and to understand what challenges were coming up. There's just as many comments from the creator that things are going great and we should be ready to ship in no time at all.
Trying out a new project or product and failing is one thing, never attempting it and running off with the cash is a different matter entirely.
There isn't anything even resembling progress updates.
I don't think most people have a problem with projects failing. It's when creators take the money and don't appear to even attempt to produce the product that something is wrong.
Someone believes they can create a product you want. They can only create it if you give them some money to get going. The incentive is a product you want getting built. Do you want this thing enough that you're willing to risk $10 backing it? I think for a lot of people that's enough incentive.
And I think it is the only way to produce information anyway, so refining the technique and recognizing its value is economics is huge.
Something like: Support Baldur's gate III, donate 100$ and get a retail version of the game when it comes out. (estimated retail value 50$)
The idea being your making it clear your doing something other than shopping when you donate to a kick-starter project.
There are plenty of kickstarter projects that people fund because they want to see it happen, with the 'gifts' being just an extra spur.
But NOT the technology ones. The technology ones are pretty much all pre-sales, with people spending money only to get a product, indeed.
But they're presales on something that doesn't yet exist. With no contractual obligation to actually deliver it.
I suspect the tech projects have a much higher rate of failure (==not getting delivered) than the 'art' projects. But also that the tech projects take in much more $$ than the 'art' projects, meaning more money for kickstarter's 5% cut too.
Is the Crypteks USB™ Patented? Definitely! Patents covering the unique locking mechanisms as well as iterations for future implementations of varying possible internal electronics have been filed with the USPTO with international coverage. Crypteks Inc. reserves all rights with respect to the use of Logos & Slogans as well as the design concepts and iterations covered under our patents
Do these patents actually exist?
On the downside, if this keeps happening, users aren't going to back as many projects, and fewer projects will be successfully funded (which may or may not actually be a bad thing).
Want all money upfront? Fine, but people will know and decide accordingly whether to back your project.
What if your initial expenses are higher than thought but you can't access your next milestone for 4 weeks meaning you miss important deadlines with suppliers/manufacturers and the company goes bust, just because you couldn't access the money people pledged in time.
With things like aircraft, the first one costs billions because of the R&D having gone into it. But by the time you roll out the hundredth F-22, you've learned a lot about the process and refined the techniques. Same thing with processors.
One of the biggest downsides of kickstarter projects is that the creators have some engineering/ design skills but seem to have practically no business skills. (I'm generalizing here for the sake of argument).
Not really. At pretty much every step of the mass-production pyramid (higher volume, lower per-unit cost), there are significant capital costs involved. The tooling for a injection mold can be in the $10-100k+. That means the first unit in subsequent process is going to be huge, because you've got nothing to amortise it over yet. Even if the process change is free, there's almost certainly going to be some NRE work updating your designs, optimising DfM, etc.
There's an example mentioned in the excellent 'The Factory Floor'[1] where going from single-colour injection-molding plus hand-painting (with 50% defect rate) to a 'dual shot' injection-mold (with 0% defect rate) ended up costing $0.94/unit (vs $0.70 for the former; 35c each, and throwing away half)
Likewise, for small runs handing it off to Shapeways might well be the most cost-effective, but after a certain size, it would be madness. Firstcut/Protomold[2] look like they're stepping up to be the medium-scale option, which is nice.
Could someone on HN who backed this project summarize what the company has said in its Backer-Only communication?
Unfortunately the project founder has flown the coop and kickstarter doesn't claim a lick of responsibility. Want to get away with stealing 200k? Just make a kickstarter project and never deliver, it's working for these guys.
The founders of this project did little more than sign on once in a while to say "its not ready yet, but should be ready soon". Now they've disappeared and there's no accountability for all that money. As an investor, I would at least like to learn from this experience and see where it went wrong and what could have done better. Instead the only lesson I can take away from this is don't trust strangers on the internet.
The mere threat of future legal problems would (hopefully) keep Kickstarters more honest, and would reassure funders, making them more likely to fund more stuff.
"Product simulations are prohibited. Projects cannot simulate events to demonstrate what a product might do in the future. Products can only be shown performing actions that they’re able to perform in their current state of development. Product renderings are prohibited.
Product images must be photos of the prototype as it currently exists."
http://www.kickstarter.com/blog/kickstarter-is-not-a-store
Also see: http://blogs.reuters.com/felix-salmon/2012/09/18/kickstarter...
i only know of zion eyez, where engagdet even featured a prototype and it still somehow vaporized.
Bitwize is a web design company in Lebanon.[1] Sorry, but I'm not going to be sending money to someone in Lebanon no matter how good the CAD renders look.
But I was also under the (incorrect) assumption that if the project is in the US that I as a US citizen would be able to file a claim in small claims court across state lines in my own jurisdiction should the Kickstarter project owner fail to deliver on his end of the contract.
A contract is largely useless if you have no practical recourse in the event of fraud.
I have always admired the man's ability to sniff out a good con, although the second film is having quite a bit of trouble getting a similar level of traction. I'm sure he'll be fine-- it's hard enough to get the government involved in regular fraud, let alone... whatever dubious legal standing funding a Kickstarter has.
Every purchase we make in life is an investment of some degree, in regards to kickstarter or indiegogo, a backer/customer/investor (whatever you'd like to call them), needs to weigh out risk/reward ratio, but also factor in the site's history of people delivering on their product.
A lot of the people using Kickstarter to raise capital for their projects appear out of their depth, if not in the first instance, certainly when their project takes off and they end up raising many times what they anticipated.
It seemed like one of the major issues with kickstarter, and I'm surprised they don't seem to have given it much thought.
As it stands now, Kickstarter has zero incentive to ensure a project succeeds; they make money on funding transactions and that's it. "Who cares if the project is vapor? We got our money."
They could easily make an additional revenue stream out of it. Instead of just taking X% of each transaction, they can add an additional "delivered project" fee in exchange for more exposure on the homepage, social media channels, etc.
At the very least it seems like it shouldn't be that challenging for them to at least be prepared to aggressively deal with flat-out fraud.
Best case, I think, is we'll have some federal law requiring obvious and visible disclaimers on these sites that you might lose your money.
Worst case, they impose some kind of transparency restrictions and rules on the developers.
And what if instead of disappearing, the company had simply tried (in good faith) and failed to deliver. The users would still be pissed off because they felt like they paid for something and the company didn't deliver.
The big problem I see with Kickstarter is that both users & companies see it like a pre-order service. Too often it's used this way and people end up pissed. In the eyes of the backers, they aren't paying to see something new created. They're pre-ordering a product they think would be cool.
If anything, kickstarter should enforce some sort of limits for perks to curb this sort of abuse.
An investment is risk, you are risking losing your money, but at the chance of making lots of money. That's what an investment is, in theory anyway, right?
Kickstarter tech projects, you are risking losing your money... for the chance to get a product that's worth about what you paid for it anyway? Where's the possible reward that's worth the risk?