How can we best promote this game?
With the Kickstarter about to wind down in the next 10 hours, I think we should start sharing ideas about how we can best promote The Little Blue before the pitch is posted on Kickstarter. These are just some of my ideas:
-I think there should be a "cool-off" or interim period before the Little Blue goes to Kickstarter. During this time Ed and the team should share some stuff from the game, like new gameplay or a trailer, to get not only this community, but the wider video game community excited. The video game news sites might pick up on it, to inform people before the product goes to KS, so that way it's not a constantly ticking clock before the funding window closes.
-Maybe the Big Blue team could share a draft of the planned KS page, before it gets posted. This way the community can give input and pointers about how to best improve the writing on the page to make it more appealing to potential backers.
-Ed should take as much time as he needs with the interim period (if there is one), but it should not be too long or too vague so people don't lose hope. Lack of updates is often considered to be a sign of inaction or vapourware.
-This game got some coverage on the Ecco fan sites, however I think next time around we could do a better job. I'll admit even I was skeptical when I first saw the KS page. However the more I hear about the game, the more excited I get. I think we should find a way to hype this game better on the Ecco sites, without simply paraphrasing everything Ed posts here. However, that might not necessarily be a bad thing either, because I don't think a lot of people read these forums.
Preparation is definitely key here, there's no room for error with the second Kickstarter. I don't think anyone tried to start a third Kickstarter after the first two failed. That said I don't know how much time and money Playchemy can invest into the prototype without additional funding, I'm guessing that's also a factor. I agree with sharing a draft, I'm convinced we can help with that. One thing's for sure though, the more they can show of the actual game, the easier everything else will be.
So now the news sites are reporting on the failed Kickstarter. I've been reading comments on the sites and noticed there's a lot of jeering, snickering and nose turning going on.
Some of what I read in the comments:
-The creature cards are universally hated.
-Due to lack of details on how the Little Blue will effect the Big Blue, some people are dismissing it as blind faith and a "cash grab" (I think a good idea would be to have the stretch goals be credit towards the funding of the Big Blue, though I don't know if that's possible on KS)
-The game was in much too early of a stage to even think about showing off
-There were too few updates and it appears like the team gave up part way (the news sites had nothing to report on after the launch, other than to talk about how it's dying)
-The funding goal was too high which caused others to lose hope in even thinking of pledging
-The mock-ups, art and writing were all too simplistic and viewed negatively
-Some commentors thought that the KS video was pretensious and another one thought it looked like a nature documentary
-People did not like the KS rewards and had no incentive to pledge
-A lot of peope talked about how they weren't Ecco fans back then and they aren't now, so they're very unlikely to back the project. That said, the answer is NOT to make it less Ecco like. It being a spiritual successor is what's attracting all the Ecco fans to it.
Regarding my earlier post. I can do what I can on Ecco the Dolphin Wiki and The Big Blue (a site I co-admin, the name is a conicidence) to hype up the game. However, those sites both have limited audiences, so we need to find other ways to aggresively promote this game, like talking about it on forums we frequent or through social media.
An idea I had, though it's not very practical and highly unlikely, is to get the game featured on Game Center CX. It's not practical because they film the episodes 6-12 months in advance before they air. Game Center CX is an extremely popular retro game program in Japan (with an international audience through fansubs) where this guy, Shinya Arino, challenges retro games in very long play sessions. They have featured a number of Sega games before, such as Sonic 1 and 2, Comix Zone, Alex Kidd and a few others. In addition to the challenge, they have several other segments that air throughout the episode. One of the things they sometimes do, is have interviews with video game creators and developers and tour their studios. I was thinking it would be great if Sega gave permission for Ecco the Dolphin to be featured as the main challenge for the episode, then in the other segments the show could interview Ed and he could talk about the Big Blue/Little Blue and show it off (which they do not need permission from Sega to do).
@IceDolphin I've been reading the comments as well from the start of the Kickstarter and the vast majority have been negative. And for good reason since the Kickstarter was poorly handled. I'm not saying this to discourage Ed but because there's simply no margin for error the next time around. Promotion is great, but you could have had all the promotion in the world and The Big Blue still wouldn't have been funded.
The more I think about it, the more I think that The Little Blue needs to be a standalone game. No mentions how "it's never going to be finished", no MMO subscriptions, no creature cards or micro-transactions, no DRM. Just a clear outline of the game, this is what you pledge for, this is what you'll get in return. I wouldn't even make it free, because why would people back something that people can later get for free anyway? The game itself needs to be one of the rewards, fact is that most people still see Kickstarter as a way of preordering games, you can't get around that. If you don't include DRM then it's free anyway for those who don't want to pay. Just keep the price low enough and give people access to the The Big Blue forums or something else in return for buying it. But I really don't think you want to connect The Big Blue to The Little Blue in a way that would leave room for doubt as to what will become of The Little Blue. The primary goal is to make The Little Blue Kickstarter succeed, because if it doesn't, then it's pretty much game over trying to get funding for either The Little or The Big Blue through Kickstarter.
@Draikin: I like the idea of the Little Blue being a paid game. I think they could put out a free demo, but the game itself should at least be as long as a modern game (8-10 hours) so people will feel like they are paying for an actual game. The funds raised from the sales of the game (and any stretch money exceeding the goal) could go towards the funding of the Big Blue, which will then be able to have a lower KS funding goal the next time around.
One of my concerns about the Little Blue is that it's effectively asking people to fund the same game twice (when the Big Blue resurfaces). Making it a paid game would allow peoples money to go towards a common goal of getting the Big Blue made, instead of paying to even get a demo.
The Little Blue should have a budget breakdown on the page. A lot of people were skeptical of the price tag on the Big Blue, and they will be even more skeptical this time around.
On the news sites I see that NOBODY reported on any of the details of the story that Ed has planned, and instead all the stories were just like "Ecco creator makes new game". It also doesn't help that we didn't know it would play as a 2D game until these forums opened up.
There is a lot of confusion about this game too. The majority of people looked at the KS video and assumed they would be throwing money at a phone/touch game ONLY. Everyone seems to think that this is a very expensive phone game. The next time around, the game should be marketed around and shown running on COMPUTERS (Windows and Mac).
@Icedolphin, to quote you:
"the game itself should at least be as long as a modern game (8-10 hours) so people will feel like they are paying for an actual game."
I imagine that would be difficult with a low budget.
"The funds raised from the sales of the game (and any stretch money exceeding the goal) could go towards the funding of the Big Blue"
I'd avoid that. The Little Blue needs to have stretch goals of its own in my opinion, because if it doesn't then things like the second playable creature are going to drive up the cost for the primary goal and that needs to be as low as possible. If they're going to make a stretch goal for The Big Blue, it at least needs to be the highest stretch goal. Definitely not one I'd reveal early on anyway.
"One of my concerns about the Little Blue is that it's effectively asking people to fund the same game twice (when the Big Blue resurfaces). Making it a paid game would allow peoples money to go towards a common goal of getting the Big Blue made, instead of paying to even get a demo."
I see it somewhat differently, making it a paid game would mean people pay for The Little Blu and nothing more. The Little Blue can be a stepping stone but it needs to be a complete experience in its own right. After all there's no guarantee that The Big Blue is going to happen even if the Kickstarter for The Little Blue succeeds. I don't think Kickstarter would even allow letting people fund the same project twice like you mentioned, nor do I think they should allow that. That's why I'd definitely make The Big Blue a genuine sequel. Any pledge for The Little Blue needs to go to The Little Blue. The people pledging should never be left in doubt as to what they're actually pledging for.
I totally agree about the budget breakdown, they need to show people they've done the math. Regarding the formats, I also agree with you. I think they should turn mobile versions into a stretch goal (like most other projects do), since they simple aren't the formats the primary Kickstarter audience wants to play games on. That would also lower the main goal.
My concern is just that if it is going to be marketed as its own game, it should be a certain length to feel like a game. I'd think it should be at least 2-3 hours. We'll just have to wait for more details from Ed.
I agree that mobile platforms should be a stretch goal. I think this should just be a computer game for now. A lot of comments I've read said the typical audience for mobiles/iOS wouldn't be interested in something like this anyway. I also wonder how Ed would be able to pull off something like the dolphin "super pod" on a mobile device, I think that would push even a powerful PC.
I also like your idea of the Little Blue being a prequel. That way people will get excited about what's to come with the Big Blue and they will feel like they aren't just paying for a demo.
It would be nice to see more people migrating over here from the KS page. There's only about 10 or so active members here so it's pretty quiet, but there were dozens of people posting at KS.
I think something we can do to motivate the team is to all post a piece about why we want the Big Blue/Little Blue to succeed.
As for promotional ideas. I think I read that the Megaman Legends 3 petition people made radio ads, which were apparently very effective in getting the word out.
I apologize for the long post. This is a draft of what I want to post around to promote the game, based on what we know so far. This is gathered from the KS pages and videos about the project. Feel free to copy/paste it anywhere or to help me clarify, correct or improve it. I tried to write it to appeal to both Ecco fans and others who might be interested or want to learn about the game.
What we know about the Big Blue
*No details final!
The Big Blue is a spiritual successor to Ecco the Dolphin being created by Ed Annunziata, the creator of Ecco, and will be both familiar and new to long time Ecco fans. Many people from the original Ecco games are involved in its production, including the composer, Spencer Nilsen.
Like Ecco, the Big Blue takes place in a world without humans. This game will take place in a world one million years after the extinction of humans. The ocean has become sentient (like in Trellia's future) and the sea creatures have developed their own unique societies, such as super pods a million dolphins in size and excavators searching for answers about the extinct human society. Some of the sea creatures are called singers and have developed a special technology through their highly advanced songs. In addition to being used as a method of communication, information transmission and echolocation, these songs have amazing powers, like the power to create life or perform other functions (possibly destroying stuff like in Ecco). The game will have an emphasis on both traditional creatures, such as dolphins, as well as new creatures. Jon Berg, a creature designer for the original Star Wars, is working as a creature designer for the game. Part of the game's story will be the Gaia theory: the idea that the Earth is a living thing. Ed hopes to show how the ocean evolved and changed after the human race died off. The game hopes to change the way players think about nature, the ocean and our planet.
Themes: Climate change, mass extinction, predation, evolution, biogenesis.
The Big Blue will have 2D gameplay, but the environments and visuals will both be in modern 3D graphics. The game is being developed in the Unity engine. The current planned platforms for release are: Windows, Mac, Android and iOS. The game may support Oculus Rift. The game will not require an internet connection to be played.
The Big Blue hopes to explore new angles and concepts previously not seen in underwater adventure games before. Many creatures in the game will be playable and each will have a unique feel to the play control. The currently planned methods of control input are: keyboard, analog stick and touch controls. There will be some puzzle solving, quests to do, and there will be an emphasis on exploration. As a 2D game, the Big Blue will not be on rails like a traditional side-scroller, but will have branching paths and other ways for players to explore in a 3D environment.
Depending on which creature you are playing as, other creatures will hunt you down in a predatory fashion. There will be a fairly well developed AI to create these underwater ecosystems. According to Ed:
“Basic behaviors of enemies would include:
Swim away from you
Attack you if you are within range
protect a territory (only attack if you enter an area)
Protect another creature
If you cross it's path it attacks
Once it sees you it stalks you (at various lengths of persistance)”
There will also be an emphasis on aquatic surface interaction, how things interact with the surface of the water when they break through it and re-enter it. Echolocation and singer technology will be an important part of the gameplay.
The Big Blue hopes to make underwater environments for the game that are both beautiful and frightening. Music and sound will both be a very important side of the game to create these atmospheric environments for the player. The lighting will get progessively darker as the player-controlled creature swims deeper down into the ocean.
After the game is completed and released, the game can be connected to a server to receive updates, get new content and to view player statistics.
Ed Annunziata – The creator of Ecco the Dolphin, Ecco: The Tides of Time, Chakan, Kolibri, Mr. Bones.
Spencer Nilsen – Composer for the Ecco series, including the famed Sega CD versions, and many other Sega games.
Bear McCreary – Working together with Spencer Nilsen on the soundtrack.
Jon Berg – Creature designer for the game. Worked on the original Star Wars movie.
Laszlo Szenttornyai – Helped develop the original Ecco series.
I would rearrange that list, gameplay has to come first and there has to be 1 or 2 sentences about it which explain it in the shortest way possible (called "elevator pitch") then you got the attention of people to read the full gameplay/story etc.
For this to work the second time around we need to create points of interest. We can't ignore the short attention span of most people. Keep it simple.
If a 5 year old understands what this game is all about, then most people will.
The little blue has two jobs:
- represent the Gestalt of the game
- help promote the BIG BLUE
The Little Blue is a prequel to the Big Blue.
I don't know how many hours of gameplay it can provide but I think it needs to capture and present examples of the essence of the game world:
- The style/mood/atmosphere of the game
- Feel of the controls of at least 2 creatures
- Exploration that delivers
- Story telling
The game, needs to have one story arc that gets its climax but that exposes the greater story as a much bigger sequel. To that end the Little Blue should have a conclusion, I.e. You can beat it.
In my mind I have several entry points into the greater story. I haven't decided yet were to start the LB on the time line. But that will come soon.
I see the Little Blue as a small action adventure game, like the first episode.
I see this game being FREE but with a special screen at the end of the game that leads to the Kickstarter for the Big Blue. Then the Little Blue serves to clarify the experience and also communicate how one can help bring the bigger vision into existence.
That sounds like a good plan Ed. There's two things that I'm a bit concerned about though:
"I see this game being FREE but with a special screen at the end of the game that leads to the Kickstarter for the Big Blue."
Won't it be difficult to get people to pledge for a free game? If you look at other Kickstarter projects, a large number of pledges traditionally go to the $15 or $20 mark because that gets people the actual game. So the question is, if the game is free, how do you get people to pledge money for it? While there are certainly things like a soundtrack and beta access you can add as a reward, but it does make it more challenging, especially since The Big Blue's rewards weren't well received. On the other hand, if this project is the first of its kind to do that, it might also get a bit more attention from the gaming media.
The other thing is leading the game directly into the second Kickstarter. I can see the need to do so since you want to avoid people losing interest. But on the other hand, having to deal with both the launch of The Little Blue and the launch of The Big Blue at the same time seems like it would be a bit much to handle. There would be no time to analyze the feedback on The Little Blue (even though I'm guessing the beta would give you enough feedback). I'd leave at least a week or so between the launch of The Little Blue and the launch for the Kickstarter for The Big Blue. The end screen could lead people to the website for The Big Blue for example, where they can enter their e-mail address to be informed when the Kickstarter launches.
@David: Thanks for the suggestions!
@Ed: Thanks for the details!
I like the idea of it being a prequel and its very own game, that sounds exciting.
I agree with Draikin that it should be a paid game in some form. I think you could make a free version or a demo that will give people a feel for all the mechanics and gameplay and part of the story. But you could also make a paid version for the full experience. I think it could be handled better than how most games are like "Yo, here's 5% of the game, now pay me to get the rest". It should also find a balance between not feeling like the full version will be paying for gimmicks, but also be compelling enough to make people want to pay for the full version. Having a paid game in some form will allow you to generate income from the Little Blue. I also agree with Draikin that there should be a break (maybe two weeks to a month) before you post the KS for the Big Blue. People should have time to play and digest the game, spread the word, evaluate it, etc. There is not a huge demand or a rush for the Little Blue at this moment, so I think you could take your time with the big version of the game.
In your KS video, it directed people at the end to your site, playchemy.com. However last time I checked, the Playchemy site had the least amount of information about the Big Blue than any other site, such as the KS page. This should definitely be fixed for the next time around.
I see you point about FREE vs. Paid. I'll think about it.
The opposing forces is trying to make the budget as low as we can but still have a fair representation of the potential of the big vision. Then get enough people - We will need a lot more people to pledge for the Big Blue. A free game would help get the word out - a paid game would greatly reduce that.
Maybe we can launch the game as FREE but a paid unlock for the full game - that would be the best of both worlds the opposing force against that idea is, again, trying to keep the budget as low as possible.
I'm going to think more about it and talk with Laszlo and other team members - Thanks for your feedback on all this.
I would not launch a Big Blue KS at any specific time, if the Little Blue is going to promote the a KS launch we can trigger the messaging remotely - and probably do it in a more gamey way or within the fiction of the game. Like some event happens that leads to a promo. I hope you see what I mean.
Gotcha on the playchemy.com comment Ice.
Anyone else have an opinion about this paid vs. free issue?
Ed, I think this might be an interesting read:
The survey might be a bit outdated already though, but it still gives a lot of insight in what backers are looking for in a game. Unsurprisingly a downloadable copy of the game is the most important reward for people. You're entirely correct though, making it paid will mean a lot of people won't play the game. A recent example is Game Dev Tycoon, the developers released a special version of their (DRM free) game, which revealed almost 94% of the people playing it on day one had pirated the game:
So making it free would automatically draw in a lot more people. So on one hand you have the fact that a lot of pledgers on Kickstarter will only pledge as much as needed to get the game, so if your game is free, those people might simply not pledge at all. On the other hand, a paid game means a lot less people playing it.
There's something else to consider though. By making The Little Blue entirely free, it would also make people expect The Big Blue to be entirely free as well. Any way of making people pay for The Big Blue might be seen as a "bait and switch".
Your idea of making it free but with a paid unlock sounds like a good way of getting the best of both worlds. And if it's DRM free, people that really don't want to pay still have access to it anyway (not exactly fair to the people paying for the game, but it's always been like that).
Please don't take this the wrong way, but one of the attitudes about digital-only games is that "if it doesn't get a physical copy it deserves to be pirated". I think one of the KS rewards should be to get the game on a disc. A lot of people prefer to own the actual game. For example, I really wanted to play Megaman 9, but I was disappointed it was digital only and there were no physical copies.
I like the idea of free with a paid unlock, I hadn't thought of it that way before, but I would also like to have the game on a disc.
If it is a paid game, I think people might take it more seriously, because they might perceive it more as a game of its own instead of a demo. No news sites have posted any updates about the Little Blue since a few days ago, so people still think this is going to be a demo.
I do not think people will consider a paid Big Blue a "bait and switch", but to avert this you should make it clear on the Little Blue KS that the next game will be paid.
Piracy is certainly an issue and unavoidable, yes. Another way of looking at it is that piracy helps to promote the game in a way since it's unavoidable. For example, some people who pirate PC games will buy a physical copy if they like it so they can get the full experience that plays better.
Ed, could you perhaps give us a rough estimated price of what a free vs paid KS funding goal would be for the Little Blue? I think that would help the community evaluate the situation better.
Most Kickstarter projects have a boxed collector's edition as one of the pledge rewards, so yeah, I agree it should be an option. It might be interesting to work out a side-by-side comparison of the rewards for a free and paid version of The Little Blue. If the game is free, it means you essentially lose a reward (the digital version, I'm guessing for a small game it would sit around $10). So that would need to be compensated with something else. Like Icedolphin said, the goal is also a factor.
These games will be on KS because they obviously need funding. However, I do not think they should be marketed around the "indie" label. I tend to think of indie games the same way I do independent films, they're a nice sentiment but they have a very limited audience. Not to be negative, but when I hear "indie game" I automatically think of some small (often retro-style), amateurish game made by a few people in a basement.
This game needs to show how it's being made by highly experienced professionals, and how it is the next big thing and "the next evolutionary step in underwater adventure games". Sort of like a resume, you should highlight all the games and works you and the team have worked on in the past. For example, from the KS video I did not automatically know if Spencer had worked on the chiptune, Sega CD or both versions of the Ecco soundtracks.
Spencer is a big name and given how important sound will be to this game, people should be able to think "Oh, I remember Spencer's work in X". I believe I read somewhere you were making a Chakan game for Dreamcast, that would have used some revolutionary mechanic where a boss detects the sound of your footsteps in the rain.
You've probably heard of him, during the Saturn years Kenji Eno made two sound-based games for Sega: Enemy Zero and Real Sound. Enemy Zero is a game with invisible enemies that can only be detected by the beeping sound from the enemy detector, which gets faster the closer the enemy is to the player, and the player has to train their ear and master the timing of firing the gun. While Real Sound was an adventure game that was designed to be fully playable by blind people through voice acted narration and chimes in the menus. Given how important sound will be to the Little Blue / Big Blue, you should try to describe some of the sound mechanics so they can both be easily understood and be considered exciting and new to your audience.
Maybe on the KS page, when describing the sound mechanics you could also provide diagrams to illustrate them to make it easier to understand and visualize the mechanic and how it effects the game. For example, Enemy Zero provided a diagram in the manual to illustrate how the enemy detection works: http://i1065.photobucket.com/albums/u390/icedolphinretro2/Saturn/Insert_zps0d529ab5.jpg
Hi Ed, I really liked your interview with Eurogamer! Giving interviews is a great way to get word out about the games.
Don't give up! I'll be following these games all the way. And when the next KS comes up, I will be a backer.
Part of the page says:
"he's going to fund it on Kickstarter, but for far less than the $665,000 he asked for Big Blue, and then he's going to release it for free so that everyone can play it."
So does this mean you have decided the Little Blue will be free, or are they reporting on the old news from the KS page a while back?
The big key here is showing tangible things. Ecco, and games like it, are fairly strange to people who aren't actually seeing it in action. Just telling them about it doesn't get the point across.
I for one know that every friend I have didn't understand what I was going on about until I showed them the games and they watched me playing it.
That's when they finally understood what was going on.
So, it's important that Little Blue have some serious demonstrations going on. Promoting the ideas without showing it in action will not get anywhere.
@Andrew: I agree with you. One of the things that got my friend kind of interested in Ecco was when he saw a youtube video of the first fight with the Vortex Quen. Because who would expect to see something like that in a dolphin game? He also didn't see the big deal about it, until I showed him some of the later levels with the game in action, like the arctic levels.
A lot of people my age, early to mid 20s, just remember Ecco as "that dolphin game". It's hard to believe that 20 years ago Sega got rich off Ecco and a blue hedgehog, but now people just turn their nose at any game featuring animals.
When I beat Ecco the Dolphin many years later, one of the things I loved about it was that it starts off feeling like one thing, but by the end of the game it had morphed into something entirely different with a completely different tone. I was always intrigued by the premise and intro of the game, but I never would have expected it to have an awesome story like that. One of the things that will help Little Blue sell (if it's a paid game) is if it has something to shock the player like that, which will help spread it through word of mouth.
Part of the Eurogamer interview says:
"The right way to do it," Annunziata now knows, "is to say 'how about like this?' and then just shut up and don't explain anything - just show it."
Showing stuff will be very important, but explanations will be equally important. One of the reasons the KS failed was because we had no clue how the game would play other than some brief mock-up footage. For example, I had to install the Unity plugin to access the prototype, and I'm sure lots of people couldn't be bothered to spend 15 minutes installing new software just to access something they may not be interested in after all.
One of the things these games will have to be careful about is treading the fine line between "homage" and "rehash". One of the reasons modern Sonic games don't sell, besides being terrible games, is because they're always rehashing Sonic 2 and the older Sonic games. As soon as I see another casino stage, I'm like "Didn't I play that game 20 years ago?". Of course I have faith in Ed and the team, and I'm confident they will make something wonderful. But these games are essentially a modern Ecco game without the IP (not that that's a bad thing), and these games will certainly appeal to the Ecco community, but it's just a thought. Granted, Ecco fans have been waiting many years for another game. Unlike Sonic, Ecco is not completely oversaturated, so the Big Blue team won't have to worry about homage in the same way.
I noticed on the Playchemy site that it says "Follow us: Youtube" but when you click the Youtube link it only leads to a broken link and not a channel.
The Facebook pages says "Small Business. We make iPad games." For the next KS, you should flesh out both the Playchemy site and the Facebook page so people will know who they are giving money to.
For example, on the Playchemy site you could have bios on the About page about the members of the Big Blue team. I apologize if I'm repeating myself but people will want to know about your track record and history as a developer, so you could point out that you made Ecco the Dolphin which was a multi-million seller. It's easy enough to find information on some of your older games like Chakan, Mr. Bones and Kolibri, but I know very little about your newer games such as Slice HD. If you have the information, sales figures would probably encourage people to give you money. I think people will also want to know the specific roles members of the Big Blue team had in each of the games you mention. For example, the Ecco the Dolphin manual breaks it down into producer, design, music, art, etc. What I'm getting at is that I see some KS pages where the team displays the logos/titles of all the games they've worked on in the past, but that doesn't tell me anything, for all I know they could have been low level programmers, testers or had any role.
Currently, the About page has your mission statement but then at the bottom it says "Playchemy is currently focused on developing dedicated entertainment software exclusively for the touch devices, an environment we find exciting and expansive.". This contradicts the main page of the site which says "Welcome to Playchemy! We are in the business of making unique games for all platforms." This should be updated before the next KS so people won't be confused again and think you're making an ambitious phone/ipad game.
On the Games page, it mentions other games that you are working on such as Pedal 2 the Metal, Infinite Worlds and Paper RPG. On the KS page you did say that the team would be working on the Big Blue full time, but I think people will want clarification how these other games will effect the development process, if at all. For the next Big Blue KS, I think you should rethink the length of development time. Your team is a group of professionals that have made many games, but I had concerns that you were only planning on developing the game for a year. One year sounds like a very short period of time for any game, and especially for the scale you have planned for the Big Blue. If the one year window is a funding issue, I think that should be explained.
I liked that you were honest, serious and to the point with the "Risks and challenges" section of the KS page, but as I believe someone else said, it being the largest section of the page does not exactly instill confidence in potential backers.
People like to know that developers are passionate about what they do, so you should talk about what the game means to you, what you are hoping to accomlpish and also about how it is not just a substitute for a new Ecco game. On the Playchemy site you talk about games as art. I know this can be a difficult concept to convey to others. For example, everyone who has played Ecco knows how artistic it is, but to the average person it may not seem as such at face value. For the next KS, if possible I think you should talk about how the game will be artistic.