Valve's Newell On Community-Funded Games
Modern games are extremely expensive to make. High-profile, AAA titles have budgets in the tens of millions, and even the smaller, independent titles can cost hundreds of thousands of dollars to make. Couple this with development times that frequently reach three or four years and you have publishers who are very shy about investing in new projects, particularly for unproven IPs. Valve co-founder Gabe Newell recently spoke about a new way of funding such games: "There's a huge amount of risk associated with those dollars and decisions have to be incredibly conservative. What I think would be much better would be if the community could finance the games. In other words, 'Hey, I really like this idea you have. I'll be an early investor in that and, as a result, at a later point I may make a return on that product, but I'll also get a copy of that game.'" Such a system would certainly relieve some of the pressure to stick with tried-and-true concepts (and possibly get management to grant a little more leeway with deadlines and resources), and it would make the video game industry more of a meritocracy than it already is.
Well all they've gotta do is start an open source project for it, like blender, and make sure it's something that can continue to develop so it's worth the investment. No one wants to invest in a projec they play once, or that won't be available for their multi-Cell watchphone in 15 years.
... the real investors won't fund something, and they're expecting to sucker gamers into doing it?
Haha. Good luck.
The AACS key is NOT 0xF606EEFD628B1CA427BEA93A9CA9773F
Looks exactly like the SellABand model, but for games.
Actually, I think it makes more sense for games than for music. Studio time may be expensive -- for that matter, so is making a living -- but compare that to the cost of feeding a team of programmers for a year.
Waiting to be modded down by people who know more about music than I do. (No sarcasm there -- this is just armchair speculation. Move along.)
Don't thank God, thank a doctor!
I have pre-ordered games before while they were still being closed beta tested. It seems to me that what he described was a form of pre-ordering. What won't happen is people pre-ordering games that are purely ideas. If you want investors to put something into your game, it needs to be impressive and exciting.
If I were a game developer, the last person I would like to be financially dependent on would be the "gamer".
"Why is developement taking so loooong? I want the game now!"
"You want to cut out that cool-sounding feature to be able to finish the development (in time)? No way!"
"Look, game studio XYZ makes the same game, but better - I'm outta here!"
"I think I heard that the game might not be 100% exactly what I thought I wanted, so I told everybody I know to not to give you any money, ever!"
"I f*cking paid for the development, why aren't you doing it the way I want!?!"
Although publishers tend to screw some game developement up with uber-tight schedules and other unrealistic demands, they will at least not destroy "their" product with bad press or force development to go on and on and on (till THE game "to rule 'em all" is produced), just because they feel like it.
There needs to be some way for people to bail out too. Otherwise there'll be idiots like 3D Realms out there, all too ready to piss away our money on another DNF debacle. Guess what, this is called investment. All the developers have to do is to sell shares in the game. (And yes, this sort of thing does need to be protected by the usual rules for investments.) Of course, there's always a chance that this'll mean that developers get squeezed out of working on their own creations, but if they can't knuckle down and deliver a product, they deserve to get shafted.
"Little does he know, but there is no 'I' in 'Idiot'!"
So let's see here.
1. Expect a lot of people to pay ~$50 for a game before it's developed.
2. Give these people absolutely no guarantee that the game will ever be produced or that it will be anything like what it was originally billed to be.
3. ???
4. PROFIT!
Seriously though, this just confirms my suspicion that Gabe Newell is completely fucking retarded and has absolutely no sense what so ever. What happens when the budget falls short (not enough investors)? The game isn't produced but the money has already been spent.
Here's a better idea. You want to buy a game, so you go to the store, give the clerk $50, he flips a coin. Heads, you get a game, tails you don't, in either case he keeps your money. This accomplishes exactly the same thing but doesn't involve all this business with investment laws and the FTC.
-1 disagree is not a modifier for a reason. -1 troll, flaimbait, redundant, overrated are NOT acceptable substitutes.
1. Access to a weekly build. I want a full build of the current game status, not a reduced-functionality demo. This is necessary because if game development would stop, I would still have something. The extreme programming technique could be used to reduce the risk of loss in investment.
2. Ability to request changes. If I invest in a game, this should give me a certain degree of voting rights.
3. As long as money is invested in the game, development should continue. When a game developer wants to stop supporting a game, he should stop people from investing in it.
4. Online platform. Ongoing projects should be listed on a service like ebay.
In particular for game topics neglected by the big publishers, this would open up ways for newcoming game developers to implement ideas from and for communities with special interests. While I think this would be a welcome change, many people will prefer buying games without risking loss of investment. If trolls are kept in check, I think the game development process could work in a very open way.
If he's serious then he should add something to Steam to support this process. I'm assuming that Steam has enough checks when signing up as a developer that people wouldn't be able to use this as an easy tool to con people, and it's possible that existing developers and publishers might even use this for some of their more unusual ideas.
Wow, as someone planning to make a game as my thesis project and as someone who enjoys games that sounds terrible!
I generally expect a work of fiction to be created from the vision of one person (possibly using the skills of people he directs) I doubt I'd enjoy watching a movie or reading a book or playing a game designed by a committee for the lowest common denominator.
And although watching a game develop in incremental stages might be interesting for someone interested in game development, personally I think it would ruin my enjoyment of the finished product.
I would be very wary of making such an investment, certainly for as much or more than I would expect to pay for a game once complete (and it is rare that I pay full-price-as-at-release-date for a game), because the cynic in me would expect something akin to Hollywood Accounting to be used to make sure that I didn't get the cut at the end.
Though if the level of investment required is less than what I'd expect to pay for the game once complete, the risk of getting nothing back (no game, no cut of profits) might be small enough considering the investment amount for me to be willing to take a punt on an idea I like the sound of.
If someone had offered me a glimpse of Schizoid or Braid (both from Xbox 360 arcade) and said "Would you like to invest? I would have dove in head first.
Name...That...Autocomplete!
(Pardon the AC, it's been years since I posted on slashdot)
I'm working on a game called Minecraft, which uses pretty much this model. It's been in development for a bit over two months, and pre-orders have been online since June 13. I've sold over 1000 copies since then, which more than pays for the remaining development time, and the curve on sales is still pointing upwards.
I know Mount & Blade used a similar system, and so does Dwarf Fortress. If small indie games can do this, why can't valve?
First of all I do think that his idea has merit but it doesn't take a genius to start seeing the flaws - in particular what motivation does the development team have to continue developing the project?
1. Generate interest
2. Collect investment
3. Profit
4. Interest wanes, Investments slow
5. Developer thinks of new idea
6. Goto 1
With this business model we'll never see any completed games.
What you need to do is set up a third party finance company who sign people up for a subscription. Subscribers then get access to all the games currently in development and then each month the subscriptions are divvied up between the various projects in a fair and quantifiable manner (i.e. number of players/hours played/etc). This way the investment is incremental so encouraging longer term development rather than letting developers grab a quick cash injection before moving onto the next project.
Stardock has already been doing something similar to this for some time now. Those who pre-ordered Sins of a Solar Empire, Gal Civ 2, or any of either game's numerous expansions got access to closed betas very early on in the games' developments. The payoff, for those who invested in the games early on, is the ear of the developer and a chance to have a much larger say in how the game turns out than is usual.
With the utter shit that's come out of many AAA developers recently I can't even justify paying for the game after it's been released, let alone ahead of time.
The idea reminds me of those poor suckers who bought lifetime subscriptions to winning titles such as Hellgate London and Tabula Rasa, or all those who clamored to buy Spore. What guarantee do gamer investors have that a developer won't put out a good idea, take $20 from a few thousand players, and then put out another craptabulous title just to say they did it? No thanks.
mmmm...forbidden donut
So, is this a promising investment vehicle? Overall, I think the current system works well for larger (e.g. $30M) projects. Gamers are interested in playing games, and don't necessarily have large amounts of money that they want to risk. It would be inefficient for them to bear the investment risk. However, for smaller projects ($200K), the analysis costs in getting a big player to understand the nature and market of the project could be prohibitive. Gamers, who already have specific knowledge of the market, might be able to finance the project efficiently because their cheaper analysis costs would outweigh their lower risk tolerance and access to capital.