Kickstarter Games: Where They Are Now
We keep hearing success stories of indie video game projects that found funding through Kickstarter. Some have simply met their goals, while others have far exceeded the money they original asked for. Rock, Paper, Shotgun has provided updates on the progress of a huge list of funded projects. Many projects turned out to have unrealistic release dates. For example, Double Fine Adventure missed its August timeframe because it's getting a new engine. The new Leisure Suit Larry missed its October plans and hasn't been terribly open about a new one. However, most projects are humming along nicely, and some, like FTL: Faster Than Light have been completed and well received. The article exhorts all developers working on these games to make communication a priority, since the users are the ones who put up the cash, and deserve to know what's going on.
I'm beta testing for the Banner Saga game, it's coming along. Also with Leisure suit Larry, because they raised so much in the kickstarter they added extra content to the game, which extended the release date to fit the extra content in. I get regular updates and I'm satisfied that things are moving along.
I'm not trying to bad mouth any particular game developer here,
But this is why you don't want to put a whole lot of money into companies or brands you don't know.
Wasteland 2 sounds great - and it might be, oh how I hope it might be. But when was the last time those guys made anything? I'm willing to gamble a bit, but you have to be prepared to lose.
Obsidian and Project Eternity, well they've been around a while, they've made some good games (that made a lot of money, not necessarily for the studio, but that made a lot of money) so I figure I can risk a bit more on them.
Chris Roberts (Wing commander Fame) and his Star Citizen... again, like wasteland, I can hope, but I figure the odds of losing my money are high on this one too.
And those are just the big ones. People asking for 10 grand, or 50 grand or even less than half a million, I don't have a lot of confidence in their ability to pull it off. 7 or 8 people for a year costs a million bucks and you need a couple of years to make a decent game. You can have some fun games that are faster to make than that, but odds are if you want content it takes time and money, and if you're not asking for that kind of cash your goals are unrealistic at best.
I pledged out of nostalgia for Wing Commander, Freespace 2, and Iwar 2. I'm confident he will deliver.
"I say we take off, nuke the site from orbit. It's the only way to be sure."
BlindSide was an early Kickstarter success, raising only 200% of our goal, about $14,000, but we released our beta on time, as promised.
:-)
Granted, it was the last day of the month and we stayed up 36 hours straight doing it, but we did it.
Maybe it's time for a little "how to manage slipped release dates" guide. I think it would look like this:
1) Communicate
2) Communicate
3) Communicate
As an observer, and a sometime backer, I'm still very confused about what people want. Some projects with no gameplay shown get lots of backing (Godus). While others with similar information are slow to takeoff (Thorvalla). I like to see gameplay, but plenty of RPG projects are getting funded with a minimal video pitch and no gameplay. I really want to see gameplay! It sucks but an indie has got to put in the three months or more to get some animated screens up there or else I don't think some games have a chance (chicken or egg).
FTL is an incredibly fun game that they mention shipped pretty close to their timeline. All software timelines are somewhat fungible, and game producer provided timelines even more so. But they got pretty close. And the shipping product is *great* and was on steam sale last weekend. Rounds don't take a stupidly long time, the game's pretty replayable, etc.
Good times.
FTL & Xenonauts (the 1st alpha at least) are great fun. The only KS alpha that I've tried that I'm not confident about is The Dead Linger.
There is a war going on for your mind.
Let's remember that while games have been funded on Kickstarter for a long time, the current stream of them didn't really start until these past ten months; and only some as far back as that. We're not going to see the results of a lot of these projects until 2013. Even ones that are scheduled to be done by the end of 2012. If EA misses dates with hundred million dollar games, you can expect one or two guy projects with fifty grand or less to slip, too.
I've backed about 350 crowd-funded projects, over the last couple of years. I track them in a giant spreadsheet with as much info on each as I can, including current status (fulfilled, partially fulfilled, overdue, etc). Several have completed. A few have gone beyond the delivery date, but have maintained regular updates and contact with their backers, and most of the rest are still in-progress.
There's not really enough data to figure it out, right now. The real story will start to come together in another year. Having pledged about $7,000 USD and payed about $2,200 USD, I'm not really worried. Many projects will succeed. A few will fail. Most of those will fail, despite the best of intentions and efforts (if it happens in big titles, it'll happen for little indie projects). Maybe one or two will fail due to nefarious reasons. You can nay-say all you want, but the truth is that none of us really know, for sure (which is part of the reason why I back so many projects and track them on a spread-sheet -- I want to actually know the realities of game-related crowd-funding over the long term; not a bunch of anecdotal stuff).
Also, I sent to RockPaperShotgun weeks ago a very lengthy email that contained access to my spreadsheet as well as a long story of my philosophy of backing projects (I think of it as the poor-man's attempt to be a patron-of-the-arts) and a list of things I've learned that crowd-funding project leaders could take a lesson from, over the backing and observation of hundreds of projects. A lot of that seems like it made its way into that article (or that they've made very similar observations over their backing history).
I found Ring Runner on Kick Starter and those guys have a stable and playable Demo out as well as trying to get it onto Steam with greenlight. For a game made by a couple of brothers they did a fantastic job so far I think. If you like top down fast action space shooters then you should at least give the demo a try and see what you think! It's like Asteroids on Serious Roids!
I have seen 'experienced' programmers do far worse that these unknown guys.
http://ringrunner.net/
You've been trying to advertise that game of yours a few times before here on Slashdot, though, and instead of profits you're clearly expecting praise. You're not getting either from me, though.
Steam forums had comments to say that people had paid for it, had it delivered and it didn't start, didn't work, no refunds, murdered their dog, impregnated their daughter, etc. I'm behind a filter here so can't check, but ...?
Gaygirlie may well be right...
"The greatest lesson in life is to know that even fools are right sometimes" - Winston Churchill
Game was released and works fine, and has done decent Steam sales after the release. It's had pretty good reviews by the press too.
They're still working on Carmageddon Reincarnation: http://www.kickstarter.com/projects/stainlessgames/carmageddon-reincarnation
They sent emails with youtube video a few weeks ago with some game play and map information
Wasteland 2 was never meant to be as huge of a project as it has become, and they have been incredibly good about keeping everyone informed and up to date on whats going on. At least once a week on Facebook they are linking to new artwork, music, footage or just letting us know that they are still here and working hard on making the best game possible. I don't think too many of us will be disappointed, they know what the community expects from this release, and they are just as excited as we are to finally see their years and years of frustration and hard work come together in this project..
So so far, no regrets on the game front.
Gaming in general, though, is different. I'll never give a damn cent to anything 2 Player Productions does again because we're STILL WAITING FOR THAT MINECRAFT DOCUMENTARY. Nor the guys from Extra Credits because seriously, guys? All I have to show for it is a sycophantic youtube video, a fuckton of Internet Drama over money that never saw a resolution from either side, and someone trying to sell me life insurance.
"Your browser apparently is not modern enough to support Canvas. If you are blocking scripts, you need to stop that to stand a chance of playing the game. Take a look at a screenshot of what you are missing out on."
Classy.
For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
Or Belize. Anal bath salts are much better than weed.
Do you even lift?
These aren't the 'roids you're looking for.
Man, you must be dead inside... :)
It's the Stay-Puft Marshmallow Man.
Um, it seems to have stalled my browser. Latest Firefox.
Keep working!
Your comment is troll-ish and I probably shouldn't bother to reply, but Psychonauts is one of the best games I've ever played. It's so good I replay it every 2-3 years. For some reason, some gems never get the success they deserve, same with Beyond Good and Evil. Anyway if you've never played Psychonauts, give it a try, and prepare to be awed at its sheer inventiveness. Giant world cubes. Godzilla. Lake monsters (called Linda). Milkmen secret agents. Brain removing dentists. Stratetic war games against Napoleon. Mexican cage matches. Corrida. Meat circuses...
Hold on, I think I'll go reinstall it...
Religion is the best example of mass psychosis
Okay, I'm not going to cite the project, because I don't want to look like an astroturfer, but where can one go to promote a Kickstarter project of more-than-niche interest?
I'm a minor backer of an embedded hardware Kickstarter project that doesn't appear to be likely to make its funding goal. I really think that it's a great project and I submitted a Slashdot article with little expectation that it would get picked up, and it didn't. The developer posted about his Kickstarter project to the core chipset forum (which is where I came across it), but that's too narrow of focus for this product.
I doubt that people that should be targeted for this are browsing through Kickstarter looking for projects to back. Any suggestions?
Your game is crap - I followed the instructions but having "hold down the left mouse button for a description" and "hold down the left mouse button to interact" means that no matter what I do, I always get only a description.
You Idiot, did you even try plaing your own game?
I'm a minority race. Save your vitriol for white people.
Double Fine listed "October 2012" as their release, not August. Granted they've passed that now, but as a commenter before me said: communication is key. Since I see they're honest-to-god working on it, I'm not mad.
Double Fine Adventure was my first video game kickstarter - so I'm sort of using it as a measuring stick before I help fund other games. So far I don't feel burned - and I'm still excited for when it eventually does come out, so I think they're doing something right. It should be possible for things like this to pick up in the future.
I mostly just like the idea that the companies get funded without someone coming in and saying "hurr, we need to add more guns to this game for it to sell." "But it's a puzzle game!" "LOL Do it anyway! People Like Call of Duty!"
I really hope that the more successful projects don't succumb to an overwhelming need to meet the "estimated delivery date" of their crowd-funded project statements. As you mention, Double Fine Adventure was looking for $400k and had estimated it'd take a certain amount of time to make it. They wound up with more than $3.5m. Considerably bigger budget, which means they can do more, which will take more time.
Same with other games that have looked for a few hundred grand or a million -- and gotten several million. I'd rather those guys -- as long as they keep updating the community with meaningful stuff -- take the time to make something great; rather than try to cram it all in by a certain date.