Kickstarter's Problem: You Have To Make the Game Before You Ask For Money
An anonymous reader writes with this piece about Digital Knights, the studio behind the Kickstarter campaign project Sienna Storm, which was cancelled this week after the team raised only 10% of their $180,000 target, despite a compelling concept (a card based espionage game) and a reputable team including the writer of the original Deus Ex, Sheldon Pacotti.
The team is now seeking alternative funding before reaching out to publishers, but in an interview given this week, Knights CEO Sergei Filipov highlights what he sees as a recent and growing problem with crowdfunding games: an expectation to see a working prototype. "It seems at least 50 or 60 percent of the game needs to be completed before one launches a campaign on Kickstarter," he says. It's a chicken and egg cycle some indie developers will struggle to break out of, and shows just how far we've come since Tim Schafer's Double Fine Adventure Kickstarter burst the doors open two years ago.
Kickstarter barely cares what you try to fund anymore, and the other sites are even worse. It doesn't matter if your project clearly violates copyright laws -- or even the laws of physics -- you can post any project you want. This makes the entire crowdfunding ecosystem look incredibly shady.
That said, this has led to some pretty funny stuff over at Kickfailure.
There's no -1 for "I don't get it."
What kickstarter says and their actions are two different things. I'm having an issue where a company (a somwhat large board game company using kickstarter for preorderes) has not delivered the promised rewards or a refund. I reached out to kickstarter for clarification on these specific terms. After some back and forth where kickstarter kept dodging my questions they finally stated
Kickstarter Support (Kickstarter)
Aug 20 10:37
Alexander,
Thanks for writing in. Unfortunately I'm unable to comment further on our terms, as it is a standalone documentation of our policies.
Regards,
Alfie
I don't even know what that means. Short of it, kickstarter doesn't actually follow through with their terms and are unwilling to clarify any part of them.
Well, if you want Kickstarter to be your go-no go decision maker then you can't wait so long you're already pot committed, as they'd say at the poker table. If you're half finished and your Kickstarter fails, what do you do? Throw away all that work and start over on something else? Try to salvage it and publish something, even if it has lackluster appeal? Not to mention then you must go it alone, if you already know you can finish it alone do you really need Kickstarter? My impression is that Kickstarter works best when your "selling points" aren't your product but your reputation and history. I donated fairly big to the Musopen project because there was quite a bit of history to show that yes, they're serious about creating free music but lacked the funds to do it. I'd be very weary of people with just photoshop and powerpoint skills.
Live today, because you never know what tomorrow brings
Where it can fill in the gaps is when you have a product (say a game, since that's what I'm usually most interested in) and are nearing production and suddenly you need:
a) Hosting services for downloadables.
b) Production services if you plan to make hard copies of the game, merchandise to go with it, etc.
c) Possibly most important: Visibility.
It can also help if you're a good designer but perhaps a crappy artist. You can build your game with clip art and cube models or whatever and then try to get the funds to hire a proper artist to flesh the game out as you're nearing completion.
There's plenty of points during a game's development cycle where a sudden (comparatively) large influx of cash can push it past a milestone that the developer wouldn't have been able to manage on their own (or would have taken them significantly longer to do so.)
Not to mention KS's for silly things like a nifty T-Shirt design or whatever where the idea actually is pretty much 100% of the project -- its not hard to get silkscreening done if you've got a picture and a few hundred/thousand dollars.
As for what the devs do if the KS fails.. depends on the dev. If they're mostly business people they may cut their losses and try something new. If they're creating a labor of love they'll probably try and push through it on their own. In both cases they may try to find other sources of income if they really believe in their idea and think that KS is just stupid for not trusting them. Everyone's reaction to a failed KS will be different I'm sure.