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The Dangers of Beating Your Kickstarter Goal

jfruh writes "In March of 2012 legendary game designers Tim Schafer and Ron Gilbert ran a Kickstarter to design a new adventure game, asked for $400,000, and came away with more than $3.3 million. Their promised delivery date was October 2012. Now it's July 2013, and the project still needs cash, which they plan to raise by selling an 'early release' version on Steam in January 2014. One possible lesson: radically overshooting your crowdfunding goal can cause you to wildly expand your ambitions, leading to a project that can't be tamed."

168 comments

  1. Ah... by dyingtolive · · Score: 5, Insightful

    Surely you mean "The Dangers of Overextending the Scope of Your Project Beyond What Resource Allocations Allows".

    I guess that's not scary enough though.

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    1. Re:Ah... by Flozzin · · Score: 4, Insightful

      You would have thought though, that before they wildly expanded in order to spend 8 times what you wanted in funding, you would deliver on your core game.

      --
      "Cowardice in a race, as in an individual, is the unpardonable sin." --Teddy Roosevelt
    2. Re:Ah... by hairyfeet · · Score: 5, Insightful

      I think it was Nicholas Meyer (of Star Trek II fame) who said "art thrives on limitations" and time and again we have seen that, you get a big budget and you go overboard and end up with a mess. Maybe in the future others will learn and set some sort of upper limit on their kickstarter?

      --
      ACs don't waste your time replying, your posts are never seen by me.
    3. Re:Ah... by SJHillman · · Score: 5, Interesting

      I always enjoyed games that had a good core and then released expansion packs later that actually expanded on the game. It was almost like getting two great games. Total Annihilation was good, Core Contingency made it better. Diablo II was good. Lord of Destruction made it better (although in this case, the expansion was essential to actually finishing the storyline). StarCraft was good, Brood War made it better. It seems expansions that really expanded the game died out around ten years ago. Since then, expansions are more like content packs - they tend to just add more of the same.

    4. Re:Ah... by forkazoo · · Score: 1

      Not every project needs an upper limit, but some certainly do. A friend of mine did the 3Doodler kickstarter and it also wound up unexpectedly successful. (Blew through the original goal in the first few hours, and wound up making a few million dollars at the end of the 30 day campaign.) When they sold out of the planned first batch, there was a bit of a scramble to estimate how quickly a second batch could be made, how big it should be, etc. But, they didn't change the design of the product, so they were basically scalable by pushing delivery deadlines for successive batches out. Of course, the risk is if you have underestimated a per unit cost that would have become obvious after the first batch, you are still locked in to deliver subsequent batches at whatever price you got for them. If you sold the first batch, and then did a re-analysis of how best to do the second batch, it's possible that things could be done better.

      When you pitch in for something like a Kickstarter project, making a guess of how well the people will handle the scaling is just a part of what you have to estimate. If there isn't a history of successful delivery of similar projects, you have to deal with the likelihood that your investment won't pan out. If there is a history of it, you still have to deal with the possibility. That's what happens when you spend money on something that doesn't exist.

      That said, the game devs should absolutely stick to making an initial delivery before worrying about stretch goals. I have never seen a significant game project come in ahead of schedule or under budget. Ever. I've been starting some indie game dev stuff on my own time recently, and just getting a crappy game out the door really is a shocking amount of work. Getting a good game out the door is an almost inconceivable amount of work, and getting exactly the game of your dreams out the door is simply impossible. Considering that the original planned budget of the game was such a small percentage of the ultimate take, they could have just done the original game as a "practice run" to give something to the players and then used whatever was left as the budget for the bigger fancier sequel.

    5. Re:Ah... by sjpadbury · · Score: 3, Informative

      Someone hasn't looked at Civilization V, then.
      Civ V was good.
      Gods and Kings made it better.
      Brave New World (releases in about 4 hours for me) according to reviews is making it even better still.

      --
      We're all full up on Crazy here...
    6. Re:Ah... by Anonymous Coward · · Score: 0

      I always enjoyed games that had a good core and then released expansion packs later that actually expanded on the game. It was almost like getting two great games. Total Annihilation was good, Core Contingency made it better. Diablo II was good. Lord of Destruction made it better (although in this case, the expansion was essential to actually finishing the storyline). StarCraft was good, Brood War made it better. It seems expansions that really expanded the game died out around ten years ago. Since then, expansions are more like content packs - they tend to just add more of the same.

      Or make you pay more for stuff that should have been in the game core game to begin with, like with Fallout: New Vegas. Yes you can still play the game without the DLCs but it will feel like somethings are missing, especially if you don't play Old World Blues and Lonesome Road.

    7. Re:Ah... by miknix · · Score: 1

      Finally! Someone who likes Total Annihilation. I still play it though, it works great using wine!

    8. Re:Ah... by EzInKy · · Score: 1

      To me Civ3 was the ultimate in gaming fun. Certainly Civ4 was easier to play on Linux, but they so overdid the graphics that gameplay seemed to be a secondary consideration. As for Civ5, my understanding is that they severly restricted the ability to build decent armies.

      --
      Time is what keeps everything from happening all at once.
    9. Re:Ah... by Anonymous Coward · · Score: 0

      This is why ST:TOS was good (at the time) but ST:Voyager was just Gilligan's Island in space.

    10. Re:Ah... by togofspookware · · Score: 1

      Are you able to get networking to work well under Wine? When I try it the cursor moves around at about half a frame per second and makes it completely unplayable. This is the only reason I have left for keeping Windows machines around (though I am hoping Planetary Annihilation can take its place, and that will supposedly be designed to run on Linux).

      --
      Duct tape, XML, democracy: Not doing the job? Use more.
    11. Re:Ah... by Anonymous Coward · · Score: 1

      As someone who preordered Civ V, it was a constantly crashing buggy piece of unfinished garbage with half the fun mechanics from Civ IV cut.

      Now they expect me to pay for two expansions to get the fixes and the content that should've been in the original game? Fuck that.

    12. Re:Ah... by C0R1D4N · · Score: 1

      I think the armies are the biggest improvement by far from iv to v. No longer stacking units allows you to actually place your units in strategic locations (spearmen defending archers, etc). Now if only they would split building and recruitment so you can do both simultaneously.

    13. Re:Ah... by BergZ · · Score: 1

      What you hear is true.
      As someone who has played all 5 of the Civilization games to-date I have to say that they've streamlined the game.
      I've always loathed the process (in Civs 1 - 4) of naval invasion. It's my least favorite part of those games.
      In Civ 5 they have removed *most* of the hassle of naval invasion. You don't have to build transports. You just send your unit to the coast and say "embark" and a transport appears out of nowhere to carry the unit across the water.

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    14. Re:Ah... by dead_user · · Score: 1

      Played it this morning. My copy is from Good old Games. The $6 they charged for a working install that worked on a win7 machine without having to find all 4 cd's and related keys and making sure they weren't scratched was sooooo worth it. Even for a game I already bought twice.

    15. Re:Ah... by Atzanteol · · Score: 1

      To me it's still the best RTS ever created.

      --
      "Ignorance more frequently begets confidence than does knowledge"

      - Charles Darwin
    16. Re:Ah... by crakbone · · Score: 1

      I blamed it on the fact they threw the Star Treck bible out. Every other company had to use the bible of the star trek universe to write the shows with. Voyager just didn't care. So you ended up with a show where the ship is stuck out in space at a distance that was only 3 years out but somehow was magnified to 99 years and had to save energy by hiring a cook and trading for food but could replicate a shuttle every other episode. And the prime directive only took precedence if it could stop actions that could help the crew or their travel home.

    17. Re:Ah... by bunkymag · · Score: 1

      Agree but the trouble of this approach is when the planned upgrades are cynically used for sales.

      Diablo III for example shipped missing a number of the features that were present (and well received) in D2LOD. It's clear there was always a plan to 'hold back' various elements of the experience for the sole purpose of selling the expansion later.

      Maybe it's just naivety but I don't think this used to be the case - rather, it was "produce the best game you can - then try to improve it down the track".

    18. Re:Ah... by Anonymous Coward · · Score: 0

      What nonsense are you talking, the time it would take them to travel 70k ly's, was well established, in DS9 with the wormhole, and TNG many years earlier when Q bounced the enterprise to system J-25 of the beta quadrant.

    19. Re: Ah... by iamhassi · · Score: 4, Funny

      Yes TA is great but what's with the system requirements? 64 megabytes for the larger maps is outrageous! ;)

      --
      my karma will be here long after I'm gone
    20. Re:Ah... by Anonymous Coward · · Score: 0

      Um, yeah that's nice for a strategy game. Makes no sense whatsoever when talking about an adventure game.

    21. Re:Ah... by Anonymous Coward · · Score: 0

      did you try Spring RTS ? http://springrts.com/

      You should. You'll love it.

    22. Re:Ah... by Darinbob · · Score: 1

      Sometimes that tight fisted manager standing over your shoulder demanding results yesterday actually has a useful purpose.

      Putting a creator and an editor and a producer all in the same person results in problems. Look at the "director's cut" versions of movies, they rarely are better than the trimmed down original. You need someone to say "you're done now, please stop".

      Yes, they realized after funding that their small adventure game didn't have to be small and could be the size of one of their older games. And that's the point when they should have really decided what they were going to do instead of letting it grow. Maybe grow the plans slightly but then put some tight limits on it and start working. If money keeps pouring in then use that money as profits instead of assuming it means that more work is needed. Or give some of that back to the investors in other ways: for $3 million they could have said "good new, it's on Steam but now it also has a DRM free edition on the side".

    23. Re:Ah... by beckett · · Score: 1
    24. Re:Ah... by Seizurebleak · · Score: 2

      Can't fuckin' wait. I usually prefer the more peaceful victory conditions and it sounds like brave new world is gonna deliver.

    25. Re:Ah... by Anonymous Coward · · Score: 0

      And every technical problem was solved by "Attempting to compensate"
      It must have been a joke, because that exact quote was used at least 5 times in each and every episode of voyager.

    26. Re:Ah... by mjwx · · Score: 3

      I think the armies are the biggest improvement by far from iv to v. No longer stacking units allows you to actually place your units in strategic locations (spearmen defending archers, etc).

      Actually Civ 5 allows more of this. Spearmen sit in front of your archers, archers shoot over the spearmen. This and cities that can attack make it a game of turtles. Forget any other strategy.

      Add to this the fact the AI is crap and you have the reason I still play Civ 4.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    27. Re:Ah... by Anonymous Coward · · Score: 1

      Really?
      I haven't played 5, only the previous 4, but I do like the tactics of getting my armies transported safely across bodies of water, I like having "beach head" cities that are either open-war captured enemy cities or barbarian cities that were, erm, liberated, and then ferrying troops to this new continent. I find a fun challenge in getting a nice sync between trainign the troops, having transports waiting on this shore to take them to the battlefront while there are others already fighting there.

      As the game progresses you have submarines, destroyers, battleships protecting the transports. Carriers at sea also need to be protected so I stacked other ships (and subs) on them...you know "carrier group".

      My favourite maps are always team continents or islands. I'm usually first or second in terms of landmass...but I still haven't got to the point where this grants me victory, seems that Culturar or Diplomatic come first. (and I don't much care for Space Race).

      I play like this in RTS games too. Really like the islands, advancing on beach heads and laying siege to enemy encampments.

      But, hey, your likes can be different.

    28. Re:Ah... by miknix · · Score: 1

      I don't remember if I played the multiplayer using wine or VirtualBox. I think it was VirtualBox with Windows XP.

    29. Re:Ah... by Terrasque · · Score: 1

      Another TA fan! Wohoo! okay, I mostly turtled, built vulcan, and then just sent waves of Hawk's until the enemy base were gone, mine were gone, or he'd built too much air defense..

      Anyway.. As a TA fan, I keep a close look on Planetary Annihilation - I just hope they get that good old TA feeling into it (they say they focus more on TA than SupCom, but we'll see)

      Alpha is out, and there are a lot of gameplay videos out, but I am waiting for beta before I get my toes wet.

      --
      It's The Golden Rule: "He who has the gold makes the rules."
    30. Re:Ah... by Anonymous Coward · · Score: 0

      I actually like the Director's Cut versions of several movies. Terminator 2 has a few scenes that always bugged me until the Director's Cut came out showing a deleted scene that explained the inconsitencies away. Avatar's Director's Cut showed a lot more of the background of the world, including the current state of Earth. Lord of the Rings Extended Versions (which are basically Director's Cuts) had many things lovers of the books wanted to see. Chronical's Directors Cut just made the lives of the teen agers seem more real.

      But I digress, your point is still valid.

    31. Re:Ah... by miknix · · Score: 1

      There was this time I was playing against a single friend in a huge map. As usual, I started building a massive wall of air and land defense and sending small waves of land forces to distract the enemy. Guess what? Around the time I had my Big Berta almost built, suddenly all my base got covered with enemy bomber and fighter planes! I could not believe it, I couldn't see anything else than air planes flying! It turned out that my friend spent the whole game producing airplanes into a remote map area and at the end even "reclaimed" his land defenses and other infrastructure to give room (TA has a limit on number of units) for more flying units!
      It was fun to lose against him :)

    32. Re:Ah... by miknix · · Score: 1

      Wow Planetary Annihilation looks awesome, I can't wait for it!

    33. Re:Ah... by Cenan · · Score: 1

      Why not? Off the top of my head I can think of a number of different angles that could justify an expansion. Play the game from a different character, the opposing side, after the ending of the original.

      --
      ... whatever ...
    34. Re: Ah... by SJHillman · · Score: 1

      Especially considering the largest maps (IE: 81 x 81 iirc) are still massive compared to almost every other RTS made since then, although 40x40 was the largest that came with the game. Supreme Commander is the only one I can think of that you can have maps on that scale. TA was also years ahead in terms of integrated fan-made content from the ground up. Download a new unit? Just drop it in the totala folder to use. Same for maps. No installing, no editing, and there were some great fan-made tools to resolve conflicts between two units (usually taking up the same build menu)

    35. Re:Ah... by SJHillman · · Score: 1

      Or add new abilities to a game. Your character can fly now, or gets a nifty whip, or a pet

    36. Re:Ah... by Terrasque · · Score: 1

      Hehe, yeah, the AA defense in TA had some problems with large air swarms. Think they just moved too fast for the in-game engine and defenses to keep up properly.

      Hence, why you made large fucking swarms, and just set them to patrol the enemy base. They'd need an equal fuckton amount of air defenses to stop it, making it impossible to do anything else (and they slowly got killed, too.. And then your base stop existing)

      --
      It's The Golden Rule: "He who has the gold makes the rules."
    37. Re:Ah... by bluefoxlucid · · Score: 1

      Yes. Project Scope Management would have handled this.

    38. Re:Ah... by N0Man74 · · Score: 1

      Though "Transports" aren't in Civ5, the embarked units are implied to be in transport ships, in the sense that they don't defend as usual while embarked. Defending your embarked units with real navy is essential in any contested water.

    39. Re:Ah... by skroops · · Score: 1

      Just play Crusader Kings 2

    40. Re:Ah... by N0Man74 · · Score: 1

      It's possible that your experience was not universal... I ran into a couple bugs, but no more than most games have (and far less than some, such as from Bethesda...). Crashes were pretty rare at the beginning, and I can't recall seeing a crash in the last hundred hours of gameplay.

      As for the missing content, much of the "missing" content Civ4 was added in it's expansion too, and honestly not much of value was lost. I didn't like the religion system in Civ4, but the Religion system added in Civ5's expansion is actually good. I hated Civ4 Espionage, but Civ5 Espionage is more interesting, practical, and less pissy.

      Corporations were clunky, imbalanced, and abusable. Not a great loss. I find it a good sign that the corporation system is broken when there is an effective tactic of spreading certain corporations to your enemies and keeping it out of your own civ in order to slow down your opponents. No loss.

      Civ5 has flaws too, it is not the steaming pile that some are portraying it to be. I've played since the first Civ, and I can appreciate aspects of each version of the franchise, but Civ5 is still my favorite.

    41. Re:Ah... by Keith111 · · Score: 1

      Tell that to Carmageddon... they just sent an email out saying 'Ohai kickstarter guyz! I was going to make your game and have it to you already, but our publisher decided such support from kickstarter warranted a significant investment and so now we're SUPERCHARGING EVERYTHING! The game will be out sometime in the next century. Have a nice day and thanks for your money.'

    42. Re:Ah... by mattack2 · · Score: 1

      Where did Voyager come into the discussion? He mentioned Star Trek II, one of, if not the, best Star Trek movie. (BTW, I think the vast vast vast majority of TV episodes of Trek, at LEAST TOS & TNG, and probably the others, are far better than any of the movies... even when the movies are good.)

    43. Re:Ah... by Anonymous Coward · · Score: 0

      I would add, by saying that when you receive 3.3 million from a 400,000 request, people are going to expect the game to be 3.3 million, and they may be upset to find out they only used 400,000 of that to build what, they may consider a cheap game.

      Setting limits could also be as dangerous to art. Tho a lot of unusual movies have come out on low (very low) budgets but set new heights in what you can do.

    44. Re:Ah... by darkwing_bmf · · Score: 1

      Where did Voyager come into the discussion?

      There was a post discussing how limits were important to creativity, then another post agreeing giving the examples of TOS vs Voyager. C'mon man, this is the Internet, you have to keep up. Thread reading is serious business. SERIOUS BUSINESS.

    45. Re:Ah... by Whorhay · · Score: 1

      I'm not sure how you are equating these changes to making the combat less strategic. Because units don't stack you can only attack another unit or city with a limited number of other units at once, air units can pile on like crazy though. And in the same vein a city can only be defended by a limited number of units because you can't build an infinite stack of units and put them all in one tiny city, again with the exception of fighter and bomber aircraft. This strategy plays out in other ways to like transport, you can only move so many units through a mountain pass in a turn because of the limited room available on either side.

  2. yeh... by Anonymous Coward · · Score: 0

    pebble anyone?

    1. Re:yeh... by TheGavster · · Score: 1

      I don't know about yours, but my Pebble is awesome. Like 6 months late, but awesome.

      I think the most important thing for these "preorder" type Kickstarters to do is limit the number of backers for the physical reward pledge levels, and if they do add additional slots move the estimated reward date out. Pebble screwed up by not having an initial limit, and then finally set a limit after the campaign exploded that was unreasonably optimistic given the original estimates. They had zero units available by the original date anyway, but the difference in ship dates between units 1000, 10000, and 50000 was significant.

      Also, if they'd limited the first batch they could have made it on-shore while the China factory was being set up. A major part of the delay was the extremely late decision to off-shore production. Tooling up the factory and Chinese New Year probably contributed at least 2 months to the schedule slip that could have been avoided for the first set of backers by sticking to the original garage lab plan for those units.

      --
      "Because Science" is one step from "Because old book". Try "Because of my experiment testing my falsifiable assertion".
    2. Re:yeh... by OakDragon · · Score: 1

      Saw this story from a dissatisfied Pebble backer just today:

      Why I Cancelled My Pebble Smartwatch Order

      For one thing, he didn't like them going straight to Best Buy (which was not a smooth launch either apparently) while backers were still waiting.

  3. This just in.... by Anonymous Coward · · Score: 2

    Project costs way more than expected. News at 11.

    1. Re:This just in.... by Arkh89 · · Score: 4, Funny

      --- a/Message
      +++ b/Message
      - Project costs way more than expected. News at 11.
      +People are not able to forecast accurately costs of a project (time, money, etc.). News at 11.

    2. Re:This just in.... by SeaFox · · Score: 1

      If a project that was projected to fit within a $400,000 budget can't be completed with $3.3 million the issue is a lot bigger than bad estimation.

    3. Re:This just in.... by moronoxyd · · Score: 2

      When the Kickstarter brought in more money then asked for the scope of the project was expanded. Unfortunately, it was expanded a little to much.

    4. Re:This just in.... by dingen · · Score: 3, Insightful

      People keep saying this, but would you really have been happy if they had stuck to the 400k project and kept the rest of the money on their bank account?

      Obviously, the increased budget has allowed them to expand the project. This is a good thing, it means the money people put in is actually used on the game. More money = more game.

      So unfortunately, the bigger game they are making now has gone over budget. It's really no big deal, as they have found a good solution, which is to release part of the game early in order to generate income to finish the rest of the game. They're not asking for more money, they are simply adjusting the release schedule.

      Projects going over budget are a fact of life. These things happen all the time. The only reason we're hearing about it at all is because it's a crowdfunded project and the crowd has a right to know what is happening with their money. But don't think other games you are playing were finished on time and within the projected budget, because they're not.

      --
      Pretty good is actually pretty bad.
    5. Re:This just in.... by Anonymous Coward · · Score: 0

      The obvious thing in my mind, is to develop the 400k project first, while keeping in mind all of the things wanted in a larger project. If you write code while keeping in mind that you want to do other things, you can write your code in such a way that going from a 400k project to a $4m project without won't require rewriting everything you did in the 400k project. In fact, there are entire books about design patterns and refactoring code to help plan for the inevitable expansion of the scope of the project.

      Get the original out first, and add to it later. That way, when you go over budget on the 400k project, you're still within your $3.3m budget, and your sales generated can bridge the gap to the bigger project. From an external perspective, it looks like they're incompetent for not meeting their original goal, and it seems possible that without extra funding, they might scrub the project and not finish it. Following that, if $3.3m is already wasted, why should we, the crowd, waste more? It could be that they're in a reasonable position to finish the project, and they probably have whatever it is that they had originally planned the 400k for, but that's not the external perception. Perception matters a lot in a KS program. The people who help fund you want to see you succeed, but if all you do is fail and ask for more money, that doesn't jive with their expectations and they get upset.

      Also, for something like kick starters, it's very difficult for the crowd to determine if you're being conservative with your budget or not. If you're going to go big, then go big. High ball whatever your real estimate is. That way, when you exceed your internal budget, you're still under your crowd-funded budget. No one's going to say 'Well, you really could get that done with 600k, why are you asking for 1.2m?' Or, if they do, they won't fund you. I know there can be big tax issues if you don't use the money, but if you have *extra*, then hire some contractors. Extra money shouldn't be a problem.

    6. Re:This just in.... by Creepy · · Score: 1

      Yeah - I think some games have much saner budgeting than others. Both games I've backed are still listed as on-time and within budget, and one is almost in beta (and not due for another year) suggesting they may be ahead of schedule. The other hasn't given as many specifics, but has said they are progressing well and are still on time. They didn't say anything about on budget, but most of their add-ons were localization related (and since voice work is outsourced, probably realistically obtainable goals to still meet the ship date).

    7. Re:This just in.... by Creepy · · Score: 1

      It doesn't seem like they had a plan for the additional money as the kickstarters I've funded had. I've chosen not to help fund a couple because their stretch goals would delay the game significantly, but this wasn't one (I believe that is why I didn't help fund Star Citizen, for instance, but I can't look again because that page is not accessible). The one's I've supported had smart stretch goals like additional localizations, which is almost entirely outsourced work (some sync and QA needs to be done, but text and voice acting usually is shipped to the natives).

    8. Re:This just in.... by dingen · · Score: 1

      The problem isn't in the code. I'm sure the adventure game engine is more or less the same for a 400K or a 3M dollar game. The extra money goes to a bigger story, more characters, more locations etc. That's all creative work (writing, drawing, voice acting etc.) on which you can't save a dime by keeping in mind a bigger project while creating a smaller project.

      They could have made the 400K game, but that basically would have meant the 3M game would never have been created at all.

      --
      Pretty good is actually pretty bad.
  4. Hmmm by Anonymous Coward · · Score: 1

    Either they utterly under-estimated the cost, or blew all the money in Bahamas!

    1. Re:Hmmm by Sir_Sri · · Score: 5, Insightful

      The original project maybe not. The stretch goals probably.

      With stretch goals you either need more time or more staff than you had originally planned on. If your stretch goal is 10% more than your base game and involves some trivial art feature that's easy to just hire an artist or overtime and existing one for.

      When you get 8x as much money as you were planning on, you stick in goals that you don't think you'll meet, or don't have serious cost estimations for. And that's where you get into trouble. People aren't serious about getting down to work when they know there is way more money than you expected available to pay them, hiring on significantly more staff than you were expecting, with the required office space and infrastructure and training that goes with that takes time, a lot of it, and then with the way kickstarter funding is counted by tax agencies you may be screwed on any money you didn't spend that calendar year and be looking at a huge tax bill. Etc.

      Oh, and as with all creative enterprises, just because I made a great movie/game/story last time doesn't mean I will do so next time, or maybe my great idea will turn out to be... not so great on implementation and now I have to do something else. Changing gears costs money too.

    2. Re:Hmmm by Anonymous Coward · · Score: 0

      just because I made a great movie/game/story last time doesn't mean I will do so next time

      Tim Schaffer isn't exactly a one hit wonder. He has a proven track record of producing great games. I don't know what his track record is for delivering on time and under budget, but he does know how to consistently make quality games.

    3. Re:Hmmm by nitehawk214 · · Score: 1

      just because I made a great movie/game/story last time doesn't mean I will do so next time

      Tim Schaffer isn't exactly a one hit wonder. He has a proven track record of producing great games. I don't know what his track record is for delivering on time and under budget, but he does know how to consistently make quality games.

      But what is his track record with being handed a giant sack of money before any code is laid down? What says he wont just flee with the sack?

      --
      I'm a good cook. I'm a fantastic eater. - Steven Brust
    4. Re: Hmmm by donscarletti · · Score: 2

      Also, if you watched those Amnesia videos that Double Fine put out, you would see that Tim Schafer is working with a lot of other good people. Frankly it is impossible to build a large game through one person's vision and oversight, you need multiple people each chipping away at the project almost autonomously if you want some magnum opus full of creativity and surprises. Being enough of a good sort to have lots of good people that want to work with you is what separates successful game creators from the wrecks and failures strewn around the industry's forgotten corners.

      --
      When Argumentum ad Hominem falls short, try Argumentum ad Matrem
    5. Re:Hmmm by deek · · Score: 3, Interesting

      Tim is smart enough to know that he cannot run. The Internet is everywhere. We will track him down, lock him up in a small room, Misery-style, and make him write the game we want. Along with the whole Broken Age team, of course. Can't expect Tim to do the programming and artwork, even if we hack off a foot or two.

      Anyway, point being, Tim isn't going anywhere. I'm perfectly confident the game will be made, and it will be Schafer-awesome.

    6. Re:Hmmm by Darinbob · · Score: 2

      No, but I could see Tim and Ron singing "Bootay!" and throwing doubloons in the air.

    7. Re:Hmmm by Anonymous Coward · · Score: 0

      What says he wont just flee with the sack?

      The fact that he's still there while the sack is almost empty?

    8. Re:Hmmm by dingen · · Score: 3, Insightful

      Three million dollars isn't "a giant stack of money" for a game studio. Remember that John Carmack interview on games for mobile, where he said it's cool because you only need 30 million to create a great game instead of 300? AAA-games cost a shit load of cash to develop. Having a talented team working for over a year on something burns money like crazy.

      --
      Pretty good is actually pretty bad.
    9. Re:Hmmm by mcvos · · Score: 1

      Stretch goals are probably the biggest pitfall. Before the campaign, you plan everything out and you're hopefully pretty sure that your plan works and you can meet your commitments, and when the kickstart campaign goes live, suddenly everything explodes, you meet your goal way too early, and people expect stretch goals from you, which you have to invent on the fly without any kind of real research.

      For most projects, it'd be better if they just stuck to the initial goal. Just pocket the extra money. Or use it for some extra polish and those few extras that would fit in perfectly. But don't go overboard with your ambitions; keep it manageable.

    10. Re:Hmmm by Sir_Sri · · Score: 1

      I'm not saying he is a one hit wonder. Hey may be good because he's willing and able to look at his work, realize when it sucks, go back and fix it, and do better. That can eat up time and money, and the bigger your project the more staff you have to change gears with.

    11. Re:Hmmm by Sir_Sri · · Score: 1

      Indeed, watching people add 'linux support' for an engine they don't own at a stretch goal of an extra 100k seemed.... laughably stupid. I think we spent 30 grand converting from directx 8 to directx 9... which was a basically nothing job, but it still took a man month or so of development time and another man month or so of new testing.

      And that sort of improvised feature creep is definitely a problem. If you want to add a cloth map, or a bound manual for backers or whatever you can make some sort of sensible cost estimate on those. Even if you end up losing a bit of money on the stretch goal itself you got some free press etc. out of it. But promising systems without doing any serious planning is a path to promises that can't be kept.

  5. Another possible lesson by Hentes · · Score: 5, Insightful

    Only buy a finished product unless you have money to burn.

    1. Re:Another possible lesson by fredprado · · Score: 2

      Even if this lesson was something worth to be learned it wouldn't be learned from this example as the people who financed it on Kickstarter will have their product in the end, mismanagements aside.

    2. Re:Another possible lesson by Flozzin · · Score: 2

      This is what I am doing. Yes, some corporate games suck, but I don't have money to blow funding someones pet project. Plus I don't know what I will be doing years from now. Maybe I gave up gaming altogether. Maybe they drastically change their concept to something I don't want. Maybe, they just flat out lie(WarZ).

      You can give to kickstarter groups. I've been screwed before, thanks.

      --
      "Cowardice in a race, as in an individual, is the unpardonable sin." --Teddy Roosevelt
    3. Re:Another possible lesson by Sir_Sri · · Score: 5, Interesting

      Kinda.

      Kickstarter is a lesson to investors and publishers etc. that there is money available for things they didn't think there was a market for. If no one funded star citizen or project eternity or the like then we would go another 10 years without good space combat games and isometric RPG's. As it is we'll probably see a lot, some of which will suck (and some of which will be the kickstarted projects unfortunately), but the 'product' you're buying on kickstarter is really paying to create a genre or a product family or the like. Sure, you might get star citizen or some adventure game that *might* be good. But expectations are high on those. I'll be happy if funding star citizen means one of the big guys picks up on 'space sims can make money again? Hurray!' XWing vs Tie Fighter 2015' or whatever.

    4. Re:Another possible lesson by Hentes · · Score: 2

      How do you know that?

    5. Re:Another possible lesson by Anonymous Coward · · Score: 0

      Oh man. If they made a Tie Fighter or Freespace sequel I could die happy. This is especially so, given what the FSO's SCP has done. That engine can do all sorts of things, and then add full time programmers on top of it to further extend it and there is nothing you can't do.

    6. Re:Another possible lesson by Anonymous Coward · · Score: 0

      Yes, but Lucas would cast you as Jar Jar Binks and there would be constant commentary during your dogfights. There would be a piss poor PC port. And, he would remove the ability to turn in-game voices off because options are something only PC targeted games provide to players. Enjoy. Note: I wish I was kidding about this, but this sounds plausible.

    7. Re:Another possible lesson by Anonymous Coward · · Score: 0

      EA taking over the X-Wing series? Thanks, but no thanks. [shudder]

    8. Re:Another possible lesson by jordanjay29 · · Score: 4, Insightful

      Reality check: not every project that succeeds on Kickstarter delivers a final product.

    9. Re:Another possible lesson by fredprado · · Score: 2

      Firstly because he has a name that is worth a lot more than what he took so he has all the interest in the word in delivering the game.

      Secondly because his company managed to deliver several games already, so he is obviously capable of doing so.

      And last but not least because he already announced a solution. He will deliver the game in two parts. The first part will be available at about the expected date and the sells will be used to finance the second time. Kickstarter backers and whoever buys the first part will receive the second part for free when it is ready.

    10. Re:Another possible lesson by fredprado · · Score: 1

      Sure, but Tim Schafer isn't everybody. I don't want to repeat myself so I advise you to refer to my previous post in this same thread .

    11. Re:Another possible lesson by Anonymous Coward · · Score: 0

      A high end game company funded by kickstarter money is a bad idea. Those creative types need adult supervision that kicks their butts every now in then, and follows through on threats to fire senior people, cancel projects, and lay off staff if project plans are blown by more than the usual amount. Having kickstarter as the Big Daddy is kinda like having... well, let's say being accountable to the state of Rhode Island.

    12. Re:Another possible lesson by Anonymous Coward · · Score: 0

      Or another way of putting it: don't invest your money where seasoned investors fear to tread, even though they'd own part of the result.

    13. Re:Another possible lesson by Anonymous Coward · · Score: 0

      I guess the real question is whether it'll be as awesome as everyone hopes it is. Especially for creative projects, there's always the risk that people won't like the direction, or might have expectations set too high. Not saying that it'll happen here -- what they've unveiled so far sounds promising -- but you never know.

    14. Re:Another possible lesson by abies · · Score: 1

      If no one funded star citizen or project eternity or the like then we would go another 10 years without good space combat games and isometric RPG's.

      You are mentioning it as if Star Citizen was already released and delivered what it has promised. We might have similar discussion in another 2 or 3 years, this time mentioning Star Citizen running out of budget and hoping to sell under-developed version on Steam to get some more money...

    15. Re:Another possible lesson by guttergod · · Score: 1

      Secondly because his company managed to deliver several games already, so he is obviously capable of doing so.

      Just because a company has released some games doesn't necessarily mean they released *all* the games they've worked on.

      But taking a huge lot of peoples money and then run hurts alot more (in reputation) than just taking some publishers', so chances are this game will see the light of day in some form. :)

      --

      Apple built a platform for their ideas, Google built one for everyone's.

    16. Re:Another possible lesson by Sir_Sri · · Score: 1

      You are mentioning it as if Star Citizen was already released and delivered what it has promised.

      No, I'm assuming that it will probably suck.

      But people are willing to give now 14 million dollars to a game that basically has some art assets in an engine (and close to 6 of that came before there was even an engine I think). But if you're a publisher today, a big one, you looked at that and went 'holy shit, you mean people actually want to play a space sim game that isn't a giant trading sim (X series)? I had no idea! Lets get some people on that. Top people.". 3 or 4 years from now we'll probably see all manner of remakes, add ons, tie ins, new IP etc. to the space combat genre. And half of those will suck too. But it shows there's money to be made on a good space sim, so people will try and make good space sims.

    17. Re:Another possible lesson by Sir_Sri · · Score: 1

      Well sure, leave it to EA to fuck up free money, SWTOR anyone? But still, someone may create or pick up a decent space shooter franchise.

    18. Re:Another possible lesson by fredprado · · Score: 1

      Since its founding his company released every game it started. It can fail, as no company is immune to failure, but up till now it is holding steady.

  6. Bad Planning by Anonymous Coward · · Score: 5, Insightful

    'It's a bad plan that can't be changed' – Publilius Syrus c.100 BC

    Release the core game as it was intended on time and add the extras (in game, ports to other platforms, whatever...) later.

    This needs to be planned for Kickstarters from, well, before the start. Because you might get more money than anticipated, but not more time.

    1. Re:Bad Planning by Teancum · · Score: 2

      Release the core game as it was intended on time and add the extras (in game, ports to other platforms, whatever...) later.

      This needs to be planned for Kickstarters from, well, before the start. Because you might get more money than anticipated, but not more time.

      This is so true. I know some people with a successful Kickstarter campaign begin to get caught up in the hype and promise the Moon and anything else they can think up in order to keep the ball rolling. They really shouldn't get caught up in the hype, other than to be promising minor cosmetic things or as suggested promise that they will be on the development path well after the original release. I completely agree.

      I've been involved with several startup companies over the years, and the worst disaster was also the best financed company I was ever part of. We blew over a million dollars in the course of about 18 months (surprisingly not that hard to do). It wasn't even anything exotic, just some equipment, rent, and a trip to a computer convention (where I actually landed a contract with enough profit to pay for that trip anyway.... that really wasn't the problem). There were some huge mistakes made, and lots of finger pointing in the end that was rather pointless but still happened.

    2. Re:Bad Planning by Darinbob · · Score: 1

      The problem is how kickstarter seems to work. They include the stretch goals right there in the initial pitches. So not only do they have to get the time and resource planning reasonably correct for the first goal, they need to also get good estimates for all subsequent stretch goals. So the more stretch goals that get funded the more likely it is that they're going to slip up.

      Now sometimes the stretch goals are probably not too bad. Project Eternity as I recall had stretch goals that were relatively simple to do compared to the original product's complexity. Like adding a couple more races or classes to the game, or adding more levels to a mega dungeon. Once all the pieces are in place and the engine set up and in use, then adding to it incrementally isn't so bad. However there are still things that could go wrong. I sort of predict that the mega dungeon will be one of the less interesting parts of the game (sort of Watcher's Keep in Baldur's Gate II expansion).

      Where the stretch goals work best is when they don't add much extra work. As in no DRM if we hit a goal.

      At a certain point though it has to stop. Every additional $X just goes to being a pre-order only instead of a commitment to add more stuff.

    3. Re:Bad Planning by Anonymous Coward · · Score: 0

      We blew over a million dollars in the course of about 18 months (surprisingly not that hard to do). It wasn't even anything exotic, just some equipment, rent, and a trip to a computer convention (where I actually landed a contract with enough profit to pay for that trip anyway.... that really wasn't the problem).

      If that really wasn't the problem, why on earth did you include it, just to say it wasn't the problem ?!? Pointless offshoots in a rant. 5-digit uid. Hmm.. Have you considered the possibility you're going senile? ;)

    4. Re:Bad Planning by Kvan · · Score: 1

      The problem with DoubleFine Adventure in particular is that "the core game as it was intended" is not defined - all they really pitched was an unspecified old school adventure game. Design and even story outlining only started after the Kickstarter, and apparently that process completely failed at matching the content to the project constraints. More recent projects, e.g. Wasteland 2 and Project Eternity, have had better project management and outlining up front, and are in much better shape.

      --

      "A *person* is smart. People are dumb, panicky, dangerous animals and you know it."
      - 'K' in Men in Black.

    5. Re:Bad Planning by khallow · · Score: 2

      We blew over a million dollars in the course of about 18 months

      I saw a start up do 70 million in a similar length of time. It was obscene, but more entertaining to watch than the usual train wreck. I think the business plan went something like:

      1) Come up with a great idea and get 70 million dollars.

      2) Ok, let's hire a few hundred college grads, pack them in our styling Silicon Valley cube farm, and party!

      3) Here comes the investors. Everyone look busy!

      4) Shit. We need actual product. Better hire some contractors to write that crap.

      5) I rock at ping pong!

      6) We'll have the weekly "performance review" at my house. I just installed a new jacuzzi with built in bar.

      7) Where did the money go?

    6. Re:Bad Planning by dingen · · Score: 2

      The $ 400K project is really a different game than the $ 3.3M project. The bigger budget allowed for a bigger story, a wider scope of characters and locations and in the end basically a whole different game. A better game probably. So what's the problem? That it's taking a few months extra? Who cares?

      --
      Pretty good is actually pretty bad.
    7. Re:Bad Planning by gl4ss · · Score: 1

      dude, it's a sw product. they can just weasel out on the stretch goals.
      the REAL PROBLEM is that they apparently don't/didn't know what they wanted the game to be, so wearing the money as clothes was what they did with it.

      they had no idea what the core product should/would be! that's why they need MOAR MONEY! they would always need MOAR MONEY! until they had a stroke of luck and figured out what the game would actually be.

      don't fucking pay them upfront.

      --
      world was created 5 seconds before this post as it is.
    8. Re:Bad Planning by Teancum · · Score: 1

      We blew over a million dollars in the course of about 18 months (surprisingly not that hard to do). It wasn't even anything exotic, just some equipment, rent, and a trip to a computer convention (where I actually landed a contract with enough profit to pay for that trip anyway.... that really wasn't the problem).

      If that really wasn't the problem, why on earth did you include it, just to say it wasn't the problem ?!?

      It was an "expense", and frankly trips like that were at least addressed as a potential place where money was "needlessly spent". You obviously missed the point that even a well financed start-up can struggle to be successful, which was my main point.

      Strangely, it is companies who struggle and pinch every penny that seem to be doing better. They definitely do better when the revenue comes in and they can keep expenses consistently lower than income while well-financed companies seem to struggle with keeping expenses under control.

    9. Re:Bad Planning by Anonymous Coward · · Score: 0

      Strangely, it is companies who struggle and pinch every penny that seem to be doing better. They definitely do better when the revenue comes in and they can keep expenses consistently lower than income while well-financed companies seem to struggle with keeping expenses under control.

      If you looking at investing in stocks this is what you need to see before exchanging money for equity. Also, that the management has history of paying it's shareholders. Yes, some companies make money but management doesn't care to get it into the hands of the owners, this are poor stock choices. Also, look for temporary reason for the stock to be down. This is when the clever fish bites avoid all other "investing."

    10. Re:Bad Planning by mrego · · Score: 1

      Kickstarter gets 5% of the money if goals are met. So $165K in their pockets.

    11. Re:Bad Planning by Anonymous Coward · · Score: 0

      Who cares?

      The investors who invested in a simpler game and want it on time. Obviously.

    12. Re:Bad Planning by dingen · · Score: 2

      People pledging through Kickstarter aren't investors. They pay money to enable the creation of a product. That product is being made and because there is more money, the product is bigger and better than advertised. Never ever did they promised a delivery date and I doubt anyone really cares if the game is released in October or January or July.

      --
      Pretty good is actually pretty bad.
  7. There are other dangers by CmdrEdem · · Score: 4, Interesting

    Like not taking into account the Crowdfunding site share, Paypal transfer tax (depending on where you live and what site you did use), country, state and city taxes. If you are opening a business there are costs for that too. To properly employ someone is very expensive in some countries (guess what: taxes, social security and so on).

    People will eventually learn how to calculate all this, but indies went too eager to the crowndfunding bubble and did not consult their accountants to see how much game development actually costs. Ow yes... accountants also cost money.

    You could say that Tim was victim of his own success, but I say he was victim to his own creativity combined with over-excitement.

    --
    This combination doesn`t exist: ETIs that know about humanity and want to see us dead. Otherwise we wouldn't exist.
    1. Re:There are other dangers by Dahamma · · Score: 2

      You could say that Tim was victim of his own success, but I say he was victim to his own creativity combined with over-excitement.

      Well, hopefully it's too soon to name any victims yet... though I have to say I'm glad to see the scope was extended to a larger, more in depth adventure game, almost all of his others have been well worth it. Then again, I'm fine with waiting until it's actually finished to buy it...

    2. Re:There are other dangers by Anonymous Coward · · Score: 2, Informative

      ...You could say that Tim was victim of his own success, but I say he was victim to his own creativity combined with over-excitement.

      Sure, one could say that...or one could also say that someone who has been in business long enough to be referred to as "legendary" should at least know the basics of business before making rather large financial guesstimates on general costs. Things like employer taxes and medical insurance plans aren't exactly corporate secrets.

    3. Re:There are other dangers by CmdrEdem · · Score: 1

      Yes, Tim is pretty good at his job. Full Throttle would be at my Top5 game of all time if I ever bother to make such list. What I meant is all this discussion is blown out of proportion because of hype. If it was a non-kickstarted project it would be canceled and thrown into Limbo until someone really asked about it and the fate was revealed. They were open about what is happening and deserve some kudos for that. And while you can say they have the moral obligation to be open in this case, they could simply smooth talk us all the way into believing everything was fine.

      It is a symbol that one of the most successful crowdfunded projects is in such trouble.

      Also, I`m very curious to see how many people will get the game at Steam`s Early Access. I believe that crowdfunding completely changes how finished product sale forecasts works. I think veteran devs are expecting to finish the game and still sell as much as they are used to with a strong launch and longtail sales. Remains to be seen.

      --
      This combination doesn`t exist: ETIs that know about humanity and want to see us dead. Otherwise we wouldn't exist.
    4. Re:There are other dangers by CmdrEdem · · Score: 1

      Well... It is very common to go over-budget in most, if not all, games. And the costs of running a business are no secret. Any local, trustworthy accountant (yeah, pretty limited bunch but they exist) can tell exactly how much it will cost. But Kickstarter stretch goals are a completely new beast, and therefore hard to predict.

      I don`t have business experience, but it`s pretty obvious to me that, as you make a bigger project, more and more money is spent in management. Management that can barely keep things on track. So, too much management is a money burner, and the reason why I think big corporations are such a waste.

      --
      This combination doesn`t exist: ETIs that know about humanity and want to see us dead. Otherwise we wouldn't exist.
  8. Bootstrapping, small enterprise... by Anonymous Coward · · Score: 0

    ..could use a lesson from some famous entrepreneurs: use what you got first, then, if you need capital, ask for it. Judging by the length of time, it's not unheard of in the industry to spend a few years on the big, blockbuster games.

    But, even the big boys know to release smaller games, to keep the funding going. I hear they have an App for that.

  9. Nothing to do with goals by Bieeanda · · Score: 2
    Everything to do with Tim Schafer being constitutionally incapable of reining himself in. And you know, that's fine when you've got a publisher holding the purse strings, and ultimately able to put their foot down when things get out of hand, especially when it results in titles like Psychonauts and the other amazing adventure stories he's helmed. It's a lot less okay when you can't go to the publisher and ask for another million bucks to see things through.

    Actually, there is a problem with goals here-- specifically, that there wasn't one set in the first place. The Doublefine Kickstarter was an experiment that asked for money to finance the creation of a game, and a documentary film of the whole thing. Nobody knew what it was at first, certainly nobody expected it to get out of hand, and then Tim decided to make something Totally Amazingly New and proceeded to torpedo the budget.

    What he has now is a fantastic idea, but it's the kind of fantastic idea that wants a whole lot more money than the KS brought in, because it's going to require a lot of artists working their hands down to the wrists.

    1. Re:Nothing to do with goals by nitehawk214 · · Score: 1, Flamebait

      My theory is that Tim realized that people will give him money for making stupid videos and promises (that at least are backed up by his reputation as a great game maker, unlike a lot of other KS campaigns), and therefore he almost has to try to see how much money he can get before making the game. It is a giant snowball effect. The more money he gets, the bigger and better game he can promise, which means he needs more money, so more video shenanigans and dancing around trying to get people to give him yet more money.

      My prediction is that when the game is finally released the early backers and fans will hail it as the greatest game ever that changed the face of the gaming world... no matter what the game is actually like.

      I am fully prepared to be flamed and modded down by doublefine backers.

      --
      I'm a good cook. I'm a fantastic eater. - Steven Brust
  10. This is called feature creep; mission creep by cheesybagel · · Score: 5, Insightful

    Which is why you should stick to well defined objectives. Do the planned release. If you got more money than you expected then you release an expansion pack later for free.

    1. Re:This is called feature creep; mission creep by evilviper · · Score: 2

      If you got more money than you expected then you release an expansion pack later for free.

      Screw that! We aren't talking about a government or non-profit organization here...

      Release the $400,000 game you said you'd release, and everybody paid for. If you overrun the budget a bit, no problem. Just think of the rest of the money as extra sales of the game, in excess of your break-even point. Deliver them the copy of the game they paid for, and they'll all be happy.

      It wouldn't be a bad idea to use SOME of that money for a free expansion pack, community web site and forum, or to develop a sequel, but in general, treat it like profit.

      --
      Slashdot gets worse every day... Pipedot: News for nerds, without the corporate slant
    2. Re:This is called feature creep; mission creep by Anonymous Coward · · Score: 0

      The PMbok defines it as scope creep. It is usually considered a bad thing, but it can be a good thing in a limited number of instances. The importance is controlling its introduction. Kickstarter kind of feeds the desire to scope creep especially towards the end of the project as the planned huge strech goals are cleared in less than 6 hours and everyone is clamouring for more. Or it could have been simple misscheduling or poor budgetting. Lord knows that nothing outside of kickstarter goes over budget.*cough* Star Wars *cough*

    3. Re:This is called feature creep; mission creep by Tom · · Score: 1

      Bingo.

      I'm about to launch my own kickstarter campaign, and one thing I gathered from the tons of advise that is out there by now is that you absolutely have to be clear on your goals and stretch goals.

      If at all possible (it's a lot easier with software than hardware), do what the parent said: Release what you promised and then invest the additional money into a free expansion pack.

      With hardware, I don't get why people invest feature creep at all. Your backers funded the item that you promised, and that is what they should be getting. Giving them more is as much lying as giving them less. To a certain extent you can invest additional money in simply improving the quality, using better materials, better tools, etc. but beyond that, pocket the money and invest it in version 2.

      --
      Assorted stuff I do sometimes: Lemuria.org
  11. This subject was adequately explored by NEDHead · · Score: 4, Funny

    in "The Producers".

    1. Re:This subject was adequately explored by TheCycoONE · · Score: 1

      Unlike the producers, they won't lose if the game ends up wildly popular.

  12. Pebble watch is another example by oneblokeinoz · · Score: 5, Informative

    For another example look at the Pebble watch.

    Originally wanted $100,000 in funding, wound up getting over $10 million. That changed the size of their problem from making 1000 watches, to making 100,000 watches. So now they had to scale their manufacturing by a factor of 100, which is a totally different set of problems to solve.

    There has been a lot of angst (some anger) at the delivery delays, most of the "investors" have been reasonably patient, some have been downright ignorant. One of the most popular forum topics is something like "I funded it on [date], why haven't I got my watch", where [date] was only a small number of days after the kickstarter campaign began, but in reality was when they were at over $5 million going up.

    Disclaimer: I'm still waiting (patiently) on my two watches. I should have just ordered black, or changed to black when they made the option available. sigh!

    1. Re:Pebble watch is another example by Tukz · · Score: 1

      My primary beef with the Pebble campaign, is the fact they are shipping to retail before they are shipping to backers.
      What's up with that?

      I put my money on "AGENT Smartwatch" instead.

      --
      - Don't do what I do, it's probably not healthy nor safe. -
    2. Re:Pebble watch is another example by gl4ss · · Score: 1

      well they already have the pre-order money so what's the hurry delivering those?

      --
      world was created 5 seconds before this post as it is.
  13. Yeah, major problem by multiben · · Score: 1

    EOM

  14. Mission Creep is deadly by EmagGeek · · Score: 2

    The key is to stick to your original stated goals, and not to expand them just because you get a bunch more money.

    People knew what they were buying with the KS, so there was no reason to radically up-scope the mission, especially to the point that the mission became unobtainable.

    1. Re:Mission Creep is deadly by wisnoskij · · Score: 1

      No, not really.
      90% of the time I get a KSer is because I know the game will have 200% more details than the developers had originally planed at that price point.
      And specifically, all money they raised must be spent designing the game, or it is fraud.
      I did see a KS project were the stretch goals were just more toys for the backers. But I personally thought that that went against the idea of KS backing, if not being technically fraud.

      --
      Troll is not a replacement for I disagree.
    2. Re:Mission Creep is deadly by Anonymous Coward · · Score: 0

      Well that's fine I guess, but then enters the concept of staging. Stick to the original mission for an initial development phase to satisfy the beginning expectations, and then add a second phase to develop extras using the additional capital.

  15. it's no surprise by kirkb · · Score: 2

    When you've got a "creative type" in charge of managing a project, you get "creative project management".

    Where I work, if a 6-month project ended up taking 3 years, people would be fired. Or overthrown. Or lynched by a mob.

    --
    Slashdot: come for the pedantry, stay for the condescension.
    1. Re:it's no surprise by Lehk228 · · Score: 4, Funny

      where i work if a 6 month project only took 3 years everyone would shit their pants.

      we moved to a new building in 2009, while moving we found memos in the basement about the upcoming move

      dated from the 80's

      --
      Snowden and Manning are heroes.
  16. here's how you will raise the funds, Tim by itchybrain · · Score: 1

    Take the lead from Ben (Throttle) Reuben and race in The Corley Motors Smash-A-Torium Amateur Driver Ultimate Destruction Maximum Carnage Marathon.

    Good luck and don't lick the dumpster.

    1. Re:here's how you will raise the funds, Tim by SuiteSisterMary · · Score: 1

      That's not one of meat's many uses.

      --
      Vintage computer games and RPG books available. Email me if you're interested.
  17. Duke Nukem Forever redux by Anonymous Coward · · Score: 1

    The same thing happened to Duke Nukem Forever. After the success of Duke Nukem Forever, they were given as much money and freedom as they wanted. Without any deadlines or boundaries, well, you know the rest of the story.

    1. Re:Duke Nukem Forever redux by Anonymous Coward · · Score: 0

      Correction: "After the success of Duke Nukem 3d..."

  18. Pro tip: get rich! by Anonymous Coward · · Score: 0

    I really won't get how having excess money for a project should be a problem. Just proceed as originally planned, except richer.

  19. That is where publishers are useful by Sycraft-fu · · Score: 4, Interesting

    While developers like to hate on publishers, and often with good reason, one thing they usually do is have some business and accounting sense to keep projects on track. Developers can have a "just another couple months and it'll be great!" mentality whereas a publisher understands that time is money, a lot of it. Every month you spend on a project has a big cost. Hence it can be important to release earlier, even if it does mean cutting back.

    Shadowbane and Duke Nukem Forever are two great examples of developers just running away with the "we'll just work on it until it is whatever our vision is," sort of thing and failing massively.

    The problem with the Doublefine thing is that it seems to be a creative person at the helm, and that can mean bad business decisions. It's a nice sentiment to say "Let creativity run wild," but in the real world, you have to consider business concerns.

    I'm more optimistic on Wasteland 2 because Brian Fargo is at the helm and he's a business person. He seems to well understand the need for getting things out the door and working on doing what you can with the resources you have, even if it is less than you want to do.

    Todd Howard had some good points on this during his keynote about this kind of thing: "Your ideas are not as important as your execution," and "We can do anything, we just can't do everything." Both are very true. You have to decide what is going to be in and what isn't, because you haven't the time or resources to implement it all, and what you do implement needs to be good because the grandest ideas are blunted in an unplayable game.

    1. Re:That is where publishers are useful by CmdrEdem · · Score: 1

      I agree that if you want to make a game you must understand that you don`t have the resources to do everything. Being so, the secret here is what you do first and when to stop making new stuff to make the stuff you already have the best you can.

      That said there is reason why publishers are hated. They are business only. They care little for creativity. They care only for profit. And you may say that for capitalism in general, but you can`t let that be the guiding line in a creative industry. A industry that relies on creativity to make a profit. That is the great contradiction that publishers face every day.

      And what do they seek to solve this problem? QA, Focus group testing, yearly franchises and so on. This industry is inherently risky, and even the most profitable franchise will cease to be profitable on the long run. I don`t know how long it will take for that to happen with CoD but I hope it happens sooner rather than later. If you want to make sure money, go work in a bank or be a MD. This industry is where guys take huge risks, where you bet on competent people and new ideas.

      --
      This combination doesn`t exist: ETIs that know about humanity and want to see us dead. Otherwise we wouldn't exist.
  20. Software engineers are an optimistic bunch by Anonymous Coward · · Score: 0

    and game designers and developers are probably some of the most optimistic of the lot, in terms of thinking of how the idea that one of them thought up during the morning's commute, which was then embellished by a "jam" with co-workers in the conference room, is guaranteed to revolutionize the entire industry, and shake up existing establishments and conventions in digital art, and concepts of work and play, and Western Civilization.

    Meanwhile hard-headed management that knows something about game development and what gamers are really interested in, is in short supply.

  21. Well I'm also not sure how good a plan they had by Sycraft-fu · · Score: 2

    Some of the games that have come on KS have had a pretty good business plan behind them. They know what they want to make, the basics of the world, the story, the scope, all that kind of thing. They then can determine based on funding what sorts of things they'll be able to put in the final project. I mean this goes on with any game project, you will have more ideas than you've ability to implement, so you decide what to keep and what to cut.

    However the Doublefine Adventure really didn't seem to have that. It was basically "Let's make a point and click adventure game!" Ok, cool, but that is pretty broad. I mean they don't even have enough to have a title, just kinda a place holder. A whole lot could fall in their potential scope. Hence, a bit harder to know how to budget for it and so on.

    They really would have been better off having a more solid plan first and then been able to do some budgeting on it.

  22. Video games: Too expensive by Anonymous Coward · · Score: 0

    Consider you can raise under a million on kickstarter to create a movie using well-known A-list actors.

  23. Better titles by DaveV1.0 · · Score: 1

    The Dangers of Bad Project Management
    The Dangers of Scope Creep
    The Dangers of your eyes being bigger than your stomach.

    --
    There is no "-1 offended" or "-1 you don't agree with me" mod options for a reason.
  24. People like to criticise... by Anonymous Coward · · Score: 0

    ... but nobody considers the possibility that Double Fine wants to make the best possible game, and that takes time, no matter how much money (or fans) you have.

  25. First world problems by Anonymous Coward · · Score: 0

    Isn't "I have too large a budget" the ultimate first world problem? Hell it is probably a zeroth world problem.

  26. This is why we're in a recession. by Anonymous Coward · · Score: 2, Interesting

    I just don't understand why the scope was expanded at all.

    If I need $X to do W, and then find myself with $X+Y, I spend $X to do W, then keep $Y for a later Z.

    More specifically, he said "I want to make this game, and need $400,000". Once he got $3.3 million, he should have created and released the original game he had planned, and reserved the other $2.9 million for the next game.

    What kind of fucking idiot decides to spend all the money he has simply because he has it?

  27. 1870 again by Anonymous Coward · · Score: 0

    Unregulated securities. Been there, done that. Surely, it will be different this time.

  28. Scope creep by msobkow · · Score: 1

    Scope creep has always been capable of consuming even the most generous of budgets.

    --
    I do not fail; I succeed at finding out what does not work.
  29. The more things change by Anonymous Coward · · Score: 0

    The issues described are as old as business. Crowd funding complies with the same laws of risk and fear as any other form of finance. People tend to think that money can solve everything and that more money is always better. What they don't realize is that expectations grow exponentially. Even large companies (banks for instance) suffer from shareholder syndrome. Shareholders that fund a company expect ever bigger profits which attracts more shareholders that expect even bigger profits etc. etc. The more funding a company attracts, the higher the expectations. If the returns on investment isn't dividend and a rising share price but products (as is the case with Kickstarter) expectations can completely derail what was originally a viable project. And that is just for companies that mean well. There is a growing number of companies that see Kickstarter as just a funding source that guarantees sales before any product has even been made. They will promise the moon and have no problem underdelivering when it suits them.

  30. Let Tim himself explain why. by Camael · · Score: 2

    Statement titled "A Note from Tim"

    Those of you who have been following along in the documentary know about the design vs. money tension we've had on this project since the early days. Even though we received much more money from our Kickstarter than we, or anybody anticipated, that didn't stop me from getting excited and designing a game so big that it would need even more money.

    I think I just have an idea in my head about how big an adventure game should be, so it's hard for me to design one that’s much smaller than Grim Fandango or Full Throttle. There's just a certain amount of scope needed to create a complex puzzle space and to develop a real story. At least with my brain, there is.

    As a side note, it appears that a majority of the backers (or at least, those who identify themselves as backers online) are fine with expanding the scope of the game. And also, that those who complain the loudest against it do not appear to have put any money into the project (like parent poster).

  31. Misunderstanding on the part of backers by Minupla · · Score: 5, Insightful

    The issue comes from backers believing they're preordering a product.

    This is not what is going on here. What is going on is more akin to the Medieval practice of being a patron to an artist.

    We hand our collective money to an artist who says "I want to make something like this... And the more you provide me in funding the bigger and more grand a statue I can make."

    We as a group come together and pool our money and hand it to the artist saying "We like your vision. Here is a bucket of gold coins, go forth and create awesomeness".

    This makes more sense when you consider that the high end rewards are usually something like "A copy of the widget, plus lunch with the widget visionary"

    Noone pays 1000$ for a game. People pay 1000$ for artistic vision and being a part of seeing the vision realized.

    Min

    --
    On the whole, I find that I prefer Slashdot posts to twitter ones because I don't get limited to 140 chars before
    1. Re:Misunderstanding on the part of backers by abies · · Score: 1

      As long as we can behead them if they don't deliver what we asked for, I'm ok with that. If you want medieval rules, let's go all the way.

    2. Re:Misunderstanding on the part of backers by Anonymous Coward · · Score: 0

      Maybe if there was a moratorium on having the actual product as a backer bonus - so you literally were just funding the project - this could be avoided.

    3. Re:Misunderstanding on the part of backers by gl4ss · · Score: 1

      there's options for that kind of crowdfunding too.

      but kickstarters by far and large always have products listed that you will receive - with delivery date estimations and the videos are all about giving the impression that "yes we can deliver because xyz".

      --
      world was created 5 seconds before this post as it is.
    4. Re:Misunderstanding on the part of backers by Minupla · · Score: 1

      I'm certain that artists throughout history have made similar claims, human's don't change that much :).

      And similarly, I'm sure patrons said "It'd be even more awesome if you made it 10' taller, with the same delivery date. What about it? There's an extra sovereign in it for ya?"

      There's was a sign hanging on my boss's wall when I first started in IT (yes, it was a granite tablet). It sayth:
      "You can have it Fast, Good or Cheap, pick any 2 of 3"

      Min

      --
      On the whole, I find that I prefer Slashdot posts to twitter ones because I don't get limited to 140 chars before
    5. Re:Misunderstanding on the part of backers by Minupla · · Score: 2

      ... and this is what I get for not going with a car analogy! :)

      --
      On the whole, I find that I prefer Slashdot posts to twitter ones because I don't get limited to 140 chars before
    6. Re:Misunderstanding on the part of backers by gl4ss · · Score: 1

      a game doesn't get good just because it's late..
      cheap and good (and slow) can't happen anyways since they're burning the money by day.

      the art type of kickstarters are tricky in this way though, but these as well did make promises - to people they were taking money from. the real problem however is that the fraud portion was in the part that they said they knew what game they were making when they didn't know, this is a problem with many ks game projects - they they don't actually have any scope and the scope is actually "once we have burnt through all the money and then maybe you'll get the game". I think that's a pretty stupid way to approach it, they should just have made the game they intented and kept the rest, perfectly fair.(though if they didn't know what they wanted that must have been problematic, which leads them to trying to buy "some" game from some artists, who then again can get most money out of it by taking a long time doing it - what this is to say that they didn't have the team to make the game even when they started! )

      oh well, I just hope elite turns out ok eventually! if not then it's money paid as compensation for pirating frontier and ffe!

      --
      world was created 5 seconds before this post as it is.
    7. Re:Misunderstanding on the part of backers by Minupla · · Score: 1

      oh well, I just hope elite turns out ok eventually! if not then it's money paid as compensation for pirating frontier and ffe!

      It amused me greatly that Shroud of the Avatar had a tier for people who had pirated ultima or a previous game and were cleansing their karma :)

      Min

      --
      On the whole, I find that I prefer Slashdot posts to twitter ones because I don't get limited to 140 chars before
    8. Re:Misunderstanding on the part of backers by Anonymous Coward · · Score: 0

      I'm no Medieval lords, but I've commissioned art before and I expect it to be on time. Sometimes it isn't, but the artist better not tell me it was because I gave them too much money.

  32. How much coke does it take.. by Anonymous Coward · · Score: 0

    To get rid of 3.3 million dollars in less than a year? I don't care how much feature creep you have- that's ridiculous.

  33. I've seen this by Anonymous Coward · · Score: 0

    The "Bronycon Documentary" kickstarter did this. They raised like $350k of a target of $60k. They then wildly expanded their scope and ended up losing money. I had a good laugh. They thought they'd be able to sell digital downloads of it for $13, after already cannibalizing their base of support to fund the thing. It's like people can't take ten seconds to think their business plans through.

  34. MONEY by Anonymous Coward · · Score: 0

    The only thing you have to understand about it: there is never enough.

  35. reclaim it. by SuperDre · · Score: 1

    IMHO, kickstarter should reclaim the money as they clearly didn't deliver when they said, even overshot it by a large margin..
    I just wonder where all the money went now, and IMHO they should show a records of where every penny went..

  36. Can't they just ... by Ihlosi · · Score: 1

    ... thank the backers for the gratuitous funding, come up with a reasonable scope for the game, and promise to use the rest of the money for funding the next game and/or for unforseen expenses that pop up during development?

  37. Typical KS Game Story by Anonymous Coward · · Score: 0

    Every day, i look at Kickstarter games.
    Each day passes with a new Concept/idea, but, very rarely do i actually see any product.

    Its great to have an idea, or, a concept. But most of these "games" are just that, and, rely on "cheating" the people who fund the idea into a possible product.
    Throwing money at a idea is dangerous for both the company and the buyers, especially, if the company has no sense of direction or core game to work on.

    Two problems:
    - 1. The people who pay silly money for a "concept/idea".
    - 2. The dev team who make a few renders, a few ideas, no actual real "gameplay" content. Then ask for funding goals which have just been thought up in 2 minutes.

    I'am currently producing a game, its cost me £0 to make so far.
    It may show up on KS one day, but, only when the "core gameplay/content" is solid enough.
    I would be embarrassed to show a few concept art/renders and say "we need 1 million to make a game".

  38. Typical KS Story by danknight48 · · Score: 1

    Every day, i look at Kickstarter games. Each day passes with a new Concept/idea, but, very rarely do i actually see any product. Its great to have an idea, or, a concept. But most of these "games" are just that, and, rely on "cheating" the people who fund the idea into a possible product. Throwing money at a idea is dangerous for both the company and the buyers, especially, if the company has no sense of direction or core game to work on. Two problems: - 1. The people who pay silly money for a "concept/idea". - 2. The dev team who make a few renders, a few ideas, no actual real "gameplay" content. Then ask for funding goals which have just been thought up in 2 minutes. I'am currently producing a game, its cost me £0 to make so far. It may show up on KS one day, but, only when the "core gameplay/content" is solid enough. I would be embarrassed to show a few concept art/renders and say "we need 1 million to make a game". The end rule, throwing money at a "idea" can actually do more harm than good. The more you have, the easier it is to spend, especially, when its been managed so badly. MWO is a prime example of this.

  39. Game Development by Anonymous Coward · · Score: 0

    I think it is funny that everyone is bitching and whining about how much money they've taken to develop the game, how it was 8x what was originally asked for, and they still need more money. Guess what? You guys have just gotten a taste of what big game producers deal with every game - EA, Activision, Sega, Nintendo...you name it. So next time you are saying "oh company X sucks because they forced this out the door", think about this kickstarter and the whining about it going over budget and not delivering. It's endemic to the game industry.

  40. Cataclysm DDA by Anonymous Coward · · Score: 0

    I dont like kickstarters for for-profit businesses. They get free money without having to provide a financial return. When someone invests in you, they get equity. Here they just get cash.

    There have been a couple of good roguelike Kickstarters (one of which is open source). The first I am happy with and the 2nd is so they can hire a developer to work on it full time.

    Ancient Domains of Mystery (ADOM)
    www.adom.de
    This got funded to $90,000. You can play the old release up to 1.1.1 for free. It is very fun and very challenging. The developer has been punching out new features rapidly. However, the original free version is good. The developer built this for free for 10+ years. BTW, When the pre-releases are done, he is going to make the new version free. To warn you. This game has perma-death and its not fair. Its very hard.

    Cataclysm DDA
    http://en.cataclysmdda.com/

    This is an open source zombie survival game. The code is on github and modders are encouraged. The core developers will work with you to role your code into the main game. It is very fun. The kickstarter here has raised about $7800. One of the main coders is going to quit his job and work on this for a few months. The pay he is taking is a fraction of what he will get working for someone. This game is also 100% free. You are not required to donate to play. I encourage anyone who likes to code in C/C++ to check it out and see if you want to join in on the modding. They do nightly builds. So far upwards of 100 people have contributed code to the game.

    BTW, you can help out alot with suggestions. The guys who develop the game rely on peoples suggestions to give them new ideas.
    As stated, NO ONE is making money off of this.

    1. Re:Cataclysm DDA by TheSkepticalOptimist · · Score: 1

      Yes, it would be nice if we lived in a world where nobody got paid to work, we just did so out of the goodness of our hearts, and then just gave the fruits of our labors away for nothing more then a smile. I personally would enjoy working 14 hours a day to then come home and open up a can of smiles to feed my family, of course my home is built with smiles and I commute to work on my unicorn.

      --
      I haven't thought of anything clever to put here, but then again most of you haven't either.
  41. Failures even when a known name is on it by Anonymous Coward · · Score: 0

    http://www.kickstarter.com/projects/schuyler/lockpicks-by-open-locksport/posts
    Lockpicks by Schuyler Towne raised 87K of a 6K goal and apparently, he used the money to go on a bender / fund his personal needs (rent, car, etc) and created nothing. Friends are trying to repair the situation, but three years later, nothing.

  42. More time? by prof_braino · · Score: 1

    "Because you might get more money than anticipated, but not more time." NONSENSE. When a deadline passes, what happens? Is the whole team actually dead? No? So they just keep woking and release it later? Anybody NOT notice this at your job? Unless its and actual life or death situation (Medical Emergency, war, natural disater, etc), deadlines are just a guestimate. It takes as long as it takes, regardless of how you stamp your little feet. Pressureing the team to "dance faster" just makes it worse.

  43. broken record by Anonymous Coward · · Score: 0

    how many times do we have to see the same article about how its hard to program if you have too much resources? we get it already i think

  44. Its the problem with Kickstarter, period by TheSkepticalOptimist · · Score: 1

    There is no accountability on Kickstarter. It's the "honor" system of capital investment.

    If you earn more then 7 times your target and still need money, lets face it, you failed on all levels.

    Chances are the 3 million was squandered on bullshit and when the money ran out they realized they still needed to make a product they promised. I mean you have 3 million thrown at you in a few months from a few hundred thousand basically anonymous dupes what would you do? Buy a car, house,rent out a nice office, kick ass computers for the staff, and then, maybe, make a game with the change left over because nobody is going to come knocking asking for their investment back if you fail. Oh and you print off a thousand T-shirts or other stupid swag to make the dupes feel good.

    I think Kickstarter should stop the idea of allowing you to exceed your target. If you think $65K is enough to start your project then once you get $65K then donation button is disabled. If you still need more money then open up a second round of donations, but realize that you do this more then a few times and people will understand your idea and business strategy is bullshit and will move on.

    Remember, this is to kick start your project, not fund your lifestyle.

    --
    I haven't thought of anything clever to put here, but then again most of you haven't either.