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.
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
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).