Swen Vincke


What con­vinced you to put YouTu­bers at the heart of your public­ity drive?

When we were start­ing to fig­ure out how Kick­starter worked, the first prob­lem we needed to tackle was how to get peo­ple’s at­ten­tion. That nat­u­rally brought us to YouTu­bers, and from there came the fact that we started to get to know the guys, and they gave us feed­back, and then I think they were com­pletely smit­ten by the fact that we ac­tu­ally lis­tened to them! And that’s pretty much been our ap­proach through­out de­vel­op­ment: if some­body comes up with a sen­si­ble idea, no mat­ter who it is, we’re go­ing to put it in there if we have the means for it.

How was the work­ing re­la­tion­ship?

Jesse [Cox] came over here as part of a promo thing and sud­denly started lec­tur­ing. You know he’s a teacher, right? He started all, ‘This is wrong with your game, and this is wrong with it, and this!’ And we replied, ‘Yes, Jesse, you’re right. You have a point. We know that, but thanks for re­mind­ing us.’ Later on, when the game was re­leased, and we were all feel­ing smug and happy that we’d got a ‘game of the year’ here and there, we did some­thing called a Dev Line, which is like a live Twitch event, with Jesse, and he just went at it again! That kind of thing is the stuff that has been tack­led in the En­hanced Edi­tion. I’m very curious to see what he’ll tell us is still wrong now.

Twitch is a very dif­fer­ent beast to YouTube, though, surely?

We were at TwitchCon, where we were play­ing it to­gether with a whole bunch of Twitch­ers – there’s a lot of gam­ing in­tel­li­gence out there. As a de­vel­oper you would really be stupid to lock your­self in and not lis­ten to that.

CEO, Lar­ian Stu­dios

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