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
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).
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.
It has a Metacritic rating of 84. All the reviews I read were quite good. And every PC game has a number of reports of "it won't work".
It was me however that impregnated their dog and murdered their daughter.
http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
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 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
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!"