Kickstarter - Six Most Important Lessons
Gamasutra has an editorial that covers, according to the author, the six most important lessons from Kickstarter. Here is the one on the need for a plan:
You need a clear and realistic plan -- no matter who you are. Fan love for developers can play a major role in Kickstarter successes, as we saw with Double Fine Adventure. But pedigree isn't everything, and fans are quickly becoming much more circumspect about that.
Veterans Brenda Brathwaite and Tom Hall learned this the hard way. At the beginning of the Kickstarter boom, the idea of an old-school RPG from the creators of Wizardry, Anachronox and more might have been enough to inspire fan faith, but the pair ended up surprised at how much detail and specificity fans demanded when they went live. The pair decided to halt their Kickstarter until they could come back with a stronger plan and a clearer trajectory.
Even though it's possible they could have made their goal in the end, the audience feedback and slow start to the funding was an important sign to Brathwaite and Hall about what even the most experienced developers need to know about the Kickstarter environment.