Most Kickstarter Projects Fail To Deliver On Time
adeelarshad82 writes "A recently conducted analysis found that out of the top 50 most-funded Kickstarter projects, a whopping 84 percent missed their target delivery dates. As it turns out, only eight of them hit their deadline. Sixteen hadn't even shipped yet, while the remaining 26 projects left the warehouse months late. 'Why are so many crowdfunded projects blowing their deadlines? Over and over in our interviews, the same pattern emerged. A team of ambitious but inexperienced creators launched a project that they expected would attract a few hundred backers. It took off, raising vastly more money than they anticipated — and obliterating the original production plans and timeline.'"
of non-kickstarter projects that miss deadlines?
Don't complain about syntax, grammar, or spelling. There is no.hell like input on android.
Timelines on crowd funding sites are just estimates.
If you fund a project expecting them to meet your deadlines you are a fool.
Don't fund it because you expect them to hit their deadlines, fund it because it is a cool product that you want when it is actually ready.
I have funded a number of cool projects and been very happy with the resulting hardware when I got it.
*ALL* projects have a high rate of blowing deadlines, that's what happens with complex stuff. Show me numbers that Kickstarter projects have a worse rate of being late than any other comparable projects out there, and then we can talk.
GStreamer - The only way to stream!
AMD and Intel Processors, Nexus 4, ah.... why even give examples....if 8 kickstarters hit their deadline, that's probably as good as, or even better than what regular businesses deliver.
A more interesting metric would be to compare it other game software projects.
The exception was Y2K projects (ask your grandparents) where the CEO had to mention it in the annual report; those met their deadling.
running a business and delivering a product is hard. But business owners are complete idiot morons, i really don't understand.
Paying taxes to buy civilization is like paying a hooker to buy love.
If you guys will float me $20,000 in costs, I'll launch an investigation at some point in the future. $1,000 donation gets you first dibs on the report I'll produce!
What political party do you join when you don't like Bible-thumpers *or* hippies?
I guess it might be if you haven't read the last few /. articles on the exact same topic.
In other news, water is wet.
First I plead guilty to the worst time estimating ever. I would probably guess wrong as to how long it will take me to make this post. I have had personal 2 week projects drag on for 6 months no problem. So if anyone has some great rules of thumb I would love to know. Years ago I met a CFO who had just finished grilling his tech guy for over an hour getting the tech guy to come up with a worst case scenario for the project they were about to begin. In that hour the tech guy nearly tripled his time and cost estimates. After he left the CFO doubled the time and cost estimate for the budget. In the end the CFO was nearly bang on.
.
I have taken a great PMI course and would recommend it to anyone in tech. Yet the PMI stuff was great if the project was fairly straightforward. But most tech projects, especially those found on kickstarter, are not really building projects so much as R&D which by its nature delves into the unknown. So scheduling the unknown is either going to be very fuzzy or lies. Since most people insist on a fixed date they are insisting on being lied to
So I would be the last to cast stones and would doubt fraud until the fuzziness of R&D had been eliminated.
'Why are so many crowdfunded projects blowing their deadlines? "
Because most tech timelines barely qualify as even Wild Ass Guesses?
Life needs more saving throws.
Wow, we got our funding.... lets party....Oh the hang over.
Really its just a underestimation of required time to accomplish a project.
And this is to be expected and further more, ther really is no simple solution for the moment you say to add 1/4 -1/3 more time to a project, this will be taken into consideration and it'll still be calculated wrong. It takes experience and disapline
If you finance anything that is "not ready yet" and expect it will come out on time, it's really your fault.
There is a difference between preodering something on that follows established lines of getting into production (like an already produced TV show making the DVD release) and financing something that is not fully developed yet (most stuff on KS).
Delayed deadlines and even failed projects are part of the entire thing, that is the risk you take when you actually "finance" something.
Missed deadlines are not news. Failed projects are not news. People who play investor and then cry when stuff comes late or not at all are not news. Shut up and only come back when there is a significant number of KS projects being scams. The rest has to be filtered by blob that grows in your skull.
...how many successfully funded Kickstarters do not deliver at all? What which categories are the best/worst offenders?
FTFY.
Doesn't bother me one bit as long as they end up delivering.
Give me Classic Slashdot or give me death!
Volume production isn't the problem. Looking at the list of Kickstarter projects labelled "Where the *** is it?", many of them are games, or even just videos. Game and video "manufacturing" is trivial. There's no excuse for "BronyCon, the documentary" or the "Leisure Suit Larry" remake being far behind schedule. Not when each raised over half a million dollars.
You can remove the word Kickstarter from that headline and it is just as true.
Kickstarter is set up in a way that there's no incentive, at all, for anybody to do anything once they get the money. There's really not. Many times, I've considered creating a project that is an Open Source, Apple product related, DIY bullshit thing and just taking the money. Heck, I still might.
Kickstarter I believe, was either created by very naive, or very smart people who take advantage of the very naive people, or very stupid people.
I don't respond to AC's.
The estimate on Kickstarter is not a promise. You estimate how long it might take. The reason you estimate is because it hasn't been done before. If it had... there wouldn't be a Kickstarter.
This is not a Kickstarter problem. If the late shippers actually ship quality, then Kickstarter may well have superior results. A simplistic "late=bad" does not cut it.
Most ACs are not even worth the keystrokes to insult them. Be generically insulted by this and ignored otherwise.
I kind of thought KS was a way to get a project off the ground. There really needs to be a way to encourage people to put a cap on their investment. When they shoot for $20K and get over $1M they have to immediately go into higher production manufacturing than they initially planned. And that means longer start up time. If they had been able to keep to their initial quantity there's a much better chance they would meet their date. It's like skipping your initial capitalization and going straight to round 2 or 3. It is just that much harder.
All the uncertainty and risk of being a venture capitalist, with none of the upside if they make it big? Sign me up!
So the study focused on the "most funded" Kickstarters, you know, the ones that planned to make 1,000 widgets and suddenly had to make 50,000. It should be no surprise at all if they failed to meet their original deadline, they probably had to change manufacturing facilities and potentially even the design of their product to handle that much capacity. Anybody can tell you that a change in the requirements for a project will affect the timeline. Maybe Kickstarter could be better about asking the developers what their timeline would look like if they got 10x or 100x their funding target, but I'd wager that it would be a wild ass guess most of the time.
I read the internet for the articles.
Most Projects Fail To Deliver On Time.
Most of anything fails to deliver on time. Precisely meeting delivery dates is overrated, if what you deliver is junk.
I strongly suspect that most product development doesn't deliver at all. It seems like Kickstart is doing much better than average in that respect.
Oliver's law of assumed responsibility: If you're seen fixing it, you will be blamed for breaking it.
Most start-ups fail. Everyone has ideas but they're not all good. If you're helping out some online beggar on kickstarter then you're probably not giving much money and therefore not losing much. Live with it, that's how it goes. It could be worse, you could be dumping a few million into some tech start-up that goes no where.
I think the fact that kickstarter is more like free money than if you were to go to a traditional investor means that of course people are going to be more lax with what they do with your money.
The worst thing I find, mostly with games on Kickstarter is that they set an initial goal £100,000 for example and then they hit it, within two days. So then they set these stretch goals and go "well at £200,000 we will add air combat to this game", "wow £300,000 awesome, now we will add naval...you guys don't mind us adding an extra 2 months to development right?" Wrong, don't estimate 8 months then when you get more push it further back. Some of these games (Elite for example) is set to ship March 2014, that's over a year away and you're expecting me to pop £40 out now for a game I may or may not see in 15 months, what is my incentive here other than I may get a £2 discount on a game in the future.
I am holding my Hexbright now! Admittedly, I went into this with rather low expectations knowing how difficult product development can be. I thought it was interesting, fond memories of the original Battebots and it was my first Kickstarter support; probably not the best criteria for investments... Product exceeded my expectation.
Once somebody opens their checkbook they think their opinion matters or something. They should just pretend the developers are like children and just give them money with no expectations.
But here's the thing. The survey specifically focused on projects that exceeded their expected budgets....
Exactly.
The headline significantly mis-states the conclusions that can be drawn from the text. The headline says "Most Kickstarter Projects...", while the actual study only looked at "the top 50 most-funded Kickstarter projects".
That demonstrates nothing about most projects.
http://www.geoffreylandis.com
Of getting way more money then they originally planned and having to expand the scope accordingly is not a missed deadline. You simply cannot call that a missed deadline, unless the developers specifically say that they will still hit the deadline well after it is obvious how much more money they have to spend developing the game.
Troll is not a replacement for I disagree.
Is there a way to limit the number of backers allowed to back a project? If not, there should be.
Let's say I'm an inventor. I can easily build 1,000 of my widgets in a month. The only problem is I don't have enough funds to buy the components. So I get a bunch of packers, problem solved. But then I get so many backers that I need to produce 10,000 widgets in a month. That means I need to hire help to assemble them. My skill is in inventing -- I don't know how to find the best workers. I don't know how to train them well.
Ideally, funding should stop after I've reached the 1,000 widgets in a month. After a month of successfully making widgets, I should have enough profit to invest in making more (assuming demand exists). Then I can start looking into what I need to do in order to grow my production facility. I should not have to deal with these huge growing pains at the very start of it all. That can easily lead to a premature failure.
Kickstarter is merely crowdsourced venture capital. The whole philosophy behind venture capital is high risk, high reward. Most investments fail but a few make enough profit to overcome the others' losses. Some time in the 2000s dot-com bubble, the VC expectations I heard were one in fourteen investments should average 20x growth (while 14x growth would roughly break even), though I don't know how many investments such a group would have going concurrently (more would permit more variance).
Use my userscript to add story images to Slashdot. There's no going back.
That's what that says.
I smell a business in doing the managing part for those projects. But *not* in the disgusting Content Mafia style, where the Mafia is in power and you're serving them. Instead now, *you* must be in power, and management is simply a service. A manager is not the boss anymore. He's a mere employee, doing a service, and getting paid for it.
Most kickstarter projects are about grabbing money. Once they have money they no longer feel the need to finish the product or feel as pressured to finish it. Especially now that kickstarter is so famous people go to it in droves looking for some money and nothing else. So a lot of people or companies are there just for some easy cash.
And the problem with kickstarter, they dont have a thing, they just beg for money from strangers with promises of a product of undetermined quality from an unproven developer that has no refund policy, no accountability, no warranty and no support in the vast majority of the products. Why would they worry about getting the product out on time or even make it worth a shit when they get all the money upfront?
If I am a paying customer in this I want my product right and on time because its high risk for me. If I buy something from an established company and they are late with the product thats fine because I can hold them accountable and get either my product or money back and in the end be happy one way or another. But if I give some jackass in his basement 50 bucks for something I want it on time because if he is late then it makes me worry I wasted my money.
If you fund kickstarter projects then youre a fool because only a very small percentage of them are worthwhile, the majority are just people wanting some money because the economy sucks and the worse it gets the more people will flock to kickstarter.
You give money to a cause or project or group, and in return you get....NOTHING! No stake, no profit sharing, no promise of a product.
Am I missing something here?
Most Projects Fail To Deliver On Time
FTFY
In other news, dog chases cat.
Ask anyone into cars about "group buys" and they'll probably groan and tell you at least one horror story. Kickstarter projects fail to deliver because there's no auditing, no consumer protection, nothing. If the whole thing folds, you're FUCKED. Don't spend anything on kickstarter that you're not completely ok with never seeing again - and view any project, even the basic idea, with extreme skepticism. Our free market system by and large works. If you've got an amazing idea, it should be easy to attract some sort of money or you'll be driven to figure out a way to make it happen - and if you've dotted your i's and crossed your t's, you'll end up with some sort of loan or investment. Kickstarter subverts that, and lets any asshole with a half-baked idea throw it up on the wall for the cost of an hour or two with iMovie and their iPhone.
Please help metamoderate.
"It always takes longer than you expect, even when you take into account Hofstadter's Law."
How about we change the title of this thread to read "Most projects fail to delvier ontime"
It certainly is how I've seen it taught in college. Wait until the last second to do anything, then make an excuse when your late.
And at every company I have worked for as well.
Is it even news that the new business model is lie, cheat and steal?
slashdot troll = you make a compelling argument I do not like the implications of.
This is not news. Only people who have never created would think that everything can be scheduled. The reality is things take longer and hurdles come up. That is part of the creative process of bringing products to market. If you want on-time-shipping then stick with stuff you can go to the store and pick off the shelf. Kickstarter is about innovation and creating new things. Dose of reality.
The more funding a project gets the more features they promise to implement and the later the project is released
They are too excited about delivering (which is good) but not taking into account the problems they WILL run into.
Whenever you start a project you expect everything to just go right and encounter no setbacks. That isn't the real world.
Whatever you think it will take, add 1/3-1/2 more time, easily.
Is that only 32 percent of the projects failed (or at least haven't shipped yet,) versus around 2/3rds of the IT projects that corporations start. Maybe corporations should use the kickstarter model to fund their internal projects...
I'm trying to teach myself to set people on fire with my mind... Is it hot in here?
... Kickstarter project to research why Kickstarter projects don't live up to expectations!
We anticipate results by early next week. Donate $50 or more and we'll give you twice as many!
That I'm right, and you don't like it, doesn't mean I'm a troll.
Comment removed based on user account deletion
Comment removed based on user account deletion
Comment removed based on user account deletion
I think people have a different expectation of Kickstarter, because it is different than VC. While VC is high risk, high reward, Kickstarter is mostly high risk, low reward. The investors don't have visibility on the risk, so their expecations are set based on the reward.
... what about showing how many EVER deliver anything.
Most Kickstart projects never deliver what they promise. They have a very high rate of SCAMS.
I've worked for a company that spent close to an extra billion dollars and was only 5% along it's schedule when it was supposed to be 100% complete.
And it's happened many times with SAP installations.
Another cause for KS being late may be that they don't cut scope/cost/quality to make the deadline (as companies often do). Many private companies deliver crap, on time- or late- and over budget- but it was time to ship it so it went.
She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
I think about at work how long it has been going down the road of migrating from one domain to another. I won't bore you all with the details but I work at a university and we need to move from a domain we are using now to another one.
The process has taken years for all kinds of reasons. Politics of the "I'm an important person and I don't wanna play along," kind. Lack of funds for needed hardware/software. Waiting on central efforts to get a unified solution (to reduce costs) only to have that fail.
Now there was no estimated date in this case but still it illustrates the problem well. It is the kind of thing, that in a theoretical world where everything is perfect, would take a couple weeks, maybe a month. However in the real world it has dragged on for years. Even having worked in the environment and being familiar with the politics and all that shit I wouldn't have estimated this long.
It is life, it happens. The only time you'll find a timeline that is likely to be stuck to (and then in no way guaranteed) is if the problem is extremely well defined and the resources are all provided up front.
Where have all the smart people gone? I've read several dozen posts and not one has pointed out that the problem of promising a scalar delivery date before determining subscription level can't possibly optimize over a metric of on-time delivery.
Kickstarter projects should be providing an estimated delivery date as a function of subscription level, where x1 (or less) is the number most projects now promote, but you also have numbers for x3, x10, x30, and x100. Out my ass, I'd guess you could fit a curve to existing Kickstarter data that would add six weeks to the deadline for each multiple of 3 in oversubscription level.
The Pebble project actually hit x100, so a realistic ship date in my mind might be 4x6=24 weeks later than the originally promised early fall delivery date.
The positive influence of having substantially greater funds to deploy (Pebble hired more people than originally planned) is wiped out and then some by the hugely increased risk level. If Pebble manufactures 85,000 watches, ships most of them out immediately, then discovers that 20% of the devices fail in under three months due to faulty moisture control or creeping solder whiskers, they might as well just blow the hole thing up.
Who is going to show up with $2,000,000 to bail them out of a huge PR fiasco?
One could say that the Pebble originally promised is late. Or one could say that the originally promised Pebble will never ship because it no longer exists. I tend to take the second view. The Pebble that ships 6 months downstream of the delivery date promoted during the funding cycle is not the same device. The manufacturing standards are higher, the QA standards are higher, additional features have been added (higher level BT standard, additional waterproofing), and the development environment should be further along (though I haven't seen any tangible evidence of this as yet).
The whole problem here begins with the phrase "The Pebble". "The Pebble" people thought they were buying/endorsing ceased to exist as the subscription level climbed toward the first $1,000,000 (the x10 subscription level). Pebble went deep into the regime of "a Pebble" from a spectrum of possible Pebble delivery scenarios.
The Pebble promoted was supposed to be manufactured in the S.F. region. The Pebble delivered will have been manufactured off shore in China. Until the subscription level was determined, we were truthfully talking about a Pebble modulo volume and risk. There's not even any point in totting up on-time delivery statistics without confronting the central fiction of the Kickstarter model.
When I signed up mid-snowball I viewed it as a quantum superposition of two entrepreneurial stories: A) a relatively low volume run with mid grade QA, immature tools, and a small target market; B) a high volume run with high volume QA standards, somewhat mature tools, and a moderately large target market for app developers.
The story was acceptable to me, either way. One watch, two stories. Kickstarter is not a single story engagement, even if the convention holds that only one of these stories is mentioned during project promotion.
A person has to be in some profound eigenstate of stupid, uniformed, myopic, deluded, distracted, self-serving, or litigious to fail to figure this out.
Nothing else to add, really.
Maxim: People cannot follow directions.
Increases in truth directly with the length of time spent explaining them
Most people don't realize how difficult it is to manage and keep key milestones being hit on time. It takes a lot of resource and planning to make sure a project goes through the 5 phases of a project successfully or even at all.
Like any investment there are different amounts of risk/reward to be found on kickstarter. Video games and new products are definitely the highest risk.
Comics, board games, and some arts projects are typically very low risk. The core product for the Order of the Stick reprint just required Rich to send money to his printer and tell them to reprint, and those came out pretty much on time.
Most board games are already in a playable form by the time they kick-start and several already have a review from Dice Tower or someone from board game geek. They usually just need more artwork and better quality pieces. A print-and-play version is frequently one of the awards and is often immediately available. There are scads of custom decks of cards out there that shouldn't be problematic at all. The US Playing Card Company has to absolutely love Kickstarter.
I am a bit confused by how cnn categorized the projects. Castle Story and Ogre aren't complete yet, but both should be out early next year. Something that was projected for last quarter of this year that looks very likely to make the first quarter of next year doesn't qualify as "Where the ^%$# is it!?" to me.
Given that the timeline issues were caused by "raising vastly more money than they anticipated", it seems like looking at the "top 50 most-funded Kickstarter projects" is a skewed sample set...
Penny Arcade raised $524,144 on August 15 with the promise that they would remove Ads from their homepage.
http://www.kickstarter.com/projects/pennyarcade/penny-arcade-sells-out
Homepage still has Ads.
http://www.penny-arcade.com/
How hard is it to remove Ads from your homepage?
From the summary, it's the influx of extra money that throws a wrench into the works.
Stick to the plan, deliver what was promised - and only what was promised, and pocket any change left over.
You don't even need a step 3 to Profit!