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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.

147 of 215 comments (clear)

  1. Kickstarter's Problem by Anonymous Coward · · Score: 2, Insightful

    You get nothing, and are owed nothing, from the people you give money to.

    1. Re:Kickstarter's Problem by halivar · · Score: 5, Informative

      Not true. From the KS TOS:

      Project Creators are required to fulfill all rewards of their successful fundraising campaigns or refund any Backer whose reward they do not or cannot fulfill.

      And from the FAQ:

      Is a creator legally obligated to fulfill the promises of their project?
      Yes. Kickstarter's Terms of Use require creators to fulfill all rewards of their project or refund any backer whose reward they do not or cannot fulfill. (This is what creators see before they launch.) This information can serve as a basis for legal recourse if a creator doesn't fulfill their promises. We hope that backers will consider using this provision only in cases where they feel that a creator has not made a good faith effort to complete the project and fulfill.

    2. Re:Kickstarter's Problem by macdude22 · · Score: 5, Interesting

      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.

    3. Re:Kickstarter's Problem by gbjbaanb · · Score: 2

      ok, then Kickstarter's problem is that it doesn't strongly enforce these terms.

      If some of the founder projects who basically hopped off with the cash were brought before court and made to explain where all the money was in a fraud case, then we'd probably have a lot more people ready to trust KS. As it is, I don't think anyone has been fully refunded for projects that failed. Maybe KS is expecting the backers to go legal themselves, but I see it as KSs responsibility - they do the leg work (and take the fee) so they should be much more involved in all these projects.

    4. Re:Kickstarter's Problem by macdude22 · · Score: 1

      All I was asking was clarification on "refund any Backer whose reward they do not or cannot fulfill." I had a creator that had stated on the record they would not be fulfilling backer rewards as they already sent the product to retail and it was now in the hands of another company. I reached out to kickstarter for clarification as to if reward meant full monetary reward, other product, etc.. Their response was pretty indicative that they want people to think there's some recourse but really they just want to sit back and collect their 8%

    5. Re:Kickstarter's Problem by halivar · · Score: 1

      If I was KS, and I was assuming legal liability for all campaigns I hosted, I'd damn well ask for copyright, trademark, and patent assignments from all campaigns, too. But that's not how it works, currently. KS is a broker for a business transaction between you and the party that established the campaign.

    6. Re:Kickstarter's Problem by macdude22 · · Score: 1

      I completely understand the terms state the agreement between the creator and the backer. However in this case the creator offered a partial refund so I reached out to kickstarter asking for clarification on "refund any Backer whose reward they do not or cannot fulfill." This creator stated they would not be fulfilling some backer rewards as they already sent the product to retail and it was now in the hands of another company. I wanted kickstarter to give some clarification as to they intended refund to mean full monetary reward, other product, etc.. Their response was pretty indicative that they want people to think there's some recourse with KS but really they just want to sit back and collect their 8%

    7. Re:Kickstarter's Problem by halivar · · Score: 1

      I understand your frustration. But the TOS says you are entitled to a full refund from the creator, and the FAQ states that they are legally obligated to provide it to you. I hope that helps. KS is uninvolved because they have no business with the creator after the campaign ends. At that point, it's all on the creator to deliver. The FAQ suggests that you look carefully at the people behind the campaign before you decide if it's an acceptable risk; even though in the worst-case scenario you are still entitled to a refund.

    8. Re:Kickstarter's Problem by NotDrWho · · Score: 1

      If Kickstarter ignores enough of these kinds of complaints, no one will have to file any lawsuits...because backers will simply stop trusting Kickstarter and they'll be out of business. That will solve every problem except how the former Kickstarter staff are supposed to pay their mortgages this month.

      --
      SJW's don't eliminate discrimination. They just expropriate it for themselves.
    9. Re:Kickstarter's Problem by halivar · · Score: 1

      BTW, I'd like to know what board game company this is. That was a douche move, and I'd like to name and shame. "Sorry, I found a better way to make money of this" is not a frikkin' excuse.

    10. Re:Kickstarter's Problem by zlives · · Score: 1

      "legally obligated to provide it to you", but isn't that an agreement between you and KS or between KS and fundseeker. There is no "contract" between fundseeker and you. at least that's what i get or don't get.
      I am signing on to KS based on their provision that I am able to get refunded, other wise i wouldn't... right I could always just fund the fundseeker without going through KS ( or throw my money out the window as it were)

    11. Re:Kickstarter's Problem by halivar · · Score: 1

      The whole reason for an FAQ is so you don't have to answer the same question every 5 minutes. I found the answer in 15 seconds with a google search.

    12. Re:Kickstarter's Problem by macdude22 · · Score: 1

      In my case I was trying to prepare documentation to go to small claims court. The creator has stated they don't believe they are required to give a full monetary refund. I interpret the kickstarter TOS as full monetary refund. I mean this is not a failed project, this is the creator saying we forgot to mail some pledges, the rights to the game are now in the hands of another company, but we will give you some money back as a gesture of good will. I've backed a couple projects that failed, I haven't even given them a second thought but this specific situation really ginds my gears. Given that the ToS says refund (that I interpret to be full monitory refund but it doesn't specifically state that) I reached out to kickstarter for clarification on what the spirit of the ToS regarding refunds was. Did kickstarter intend it to mean full monetary refund, I mean you know lawyers they can twist anything into anything so the more wordy the better.

    13. Re:Kickstarter's Problem by halivar · · Score: 1

      You COULD fund the fundseeker without going through KS, but it would be hard to do and incredibly inconvenient for both of you. The contract is this: you exchanged money for goods and services, and is no different than any other purchase you make; a store can't make you pay for something and then go put the item back on the shelf; there is an obligation to deliver. The brokerage introduces an interesting but not novel complexity: KS gets a fee for hosting the exchange, but the money goes to the vendor still.

    14. Re:Kickstarter's Problem by macdude22 · · Score: 1

      Can you email me at r3f32+5g4qx90yi1mzc@sharklasers.com

      Given that I am filing a claim in small claims court I am not comfortable publicly stating the name of this company, though you could probably put 2 and 2 together to find them.

    15. Re:Kickstarter's Problem by macdude22 · · Score: 1

      There's no ambiguity on who the contract is with. The TOS states the contract is between you and the creator.

      In my specific situation I simply want clarification on what kickstarter intended when they wrote "refund any Backer whose reward they do not or cannot fulfill." Did they mean money, did they mean kittens? A response of thats a standalone document is not helpful however.

    16. Re:Kickstarter's Problem by Talderas · · Score: 1

      If refund isn't defined in kickstarter's ToS to be full monetary, then if you received anything back then you received a refund.

      --
      "Lack of speed can be overcome. In the worst case by patience." --Znork
    17. Re:Kickstarter's Problem by Anrego · · Score: 2

      Yeah yeah, that takes care of the obligatory reminder that funding something on kickstarter isn't the same as buying it at a store..

      Maybe some people don't get that, but I for one back projects knowing full well that it's a gamble, and I've been pretty lucky.

    18. Re:Kickstarter's Problem by Pinky's+Brain · · Score: 1

      Bullshit.

    19. Re:Kickstarter's Problem by macdude22 · · Score: 1

      That's why I reached out to them for clarification and they responded with "Thanks for writing in. Unfortunately I'm unable to comment further on our terms, as it is a standalone documentation of our policies." It's pretty clear they want you the backer to think that refund means full monetary refund when you glance over the TOS but when push comes to shove ehhhhh we'll just let that be whatever the creator wants it to be.

    20. Re:Kickstarter's Problem by Talderas · · Score: 1

      Yes, unfortunately the term refund only contains "full money" as an option so any sort of payment to you (which need not be monetary) would constitute refund unless the terms by which you agreed to provide payment specifically defined refund as full money returned. Also note that if the terms requiring a refund were between KS and the project I'm not sure if you would have standing for getting your refund. You wouldn't have been party to that contract.

      --
      "Lack of speed can be overcome. In the worst case by patience." --Znork
    21. Re:Kickstarter's Problem by TheCarp · · Score: 1

      However, both of those agreements explicitly spell out that the person promising to produce owes the investor. You agreed to it, they agreed to it. Both agreements are in agreement that they owe you. What more do you need from kickstarter? You know who owes you, and who is liable to pay you, they agreed to it just like you did. Kickstarter did their part in making sure you both agreed to it.

      --
      "I opened my eyes, and everything went dark again"
    22. Re:Kickstarter's Problem by Krishnoid · · Score: 1

      They might not be able to comment further, but if you put forth your request through legal representation -- maybe a paralegal -- their legal department may be more encouraged to respond in detail.

    23. Re:Kickstarter's Problem by rwise2112 · · Score: 1

      That's why I reached out to them for clarification and they responded with "Thanks for writing in. Unfortunately I'm unable to comment further on our terms, as it is a standalone documentation of our policies." It's pretty clear they want you the backer to think that refund means full monetary refund when you glance over the TOS but when push comes to shove ehhhhh we'll just let that be whatever the creator wants it to be.

      Maybe I'm thinking about this the wrong way, but I don't think it's realistic to expect a full refund. Presumably they go through KS to get money to use in the development of the product, so it should be expected that some of that money is used. If the company has to sit on those funds in case the project is abandoned, then funding this way is no use whatsoever.

      --

      "For every expert, there is an equal and opposite expert"
    24. Re:Kickstarter's Problem by macdude22 · · Score: 2

      I think it is realistic when they forgot a stack of backers and sent the rest of product to retail.

    25. Re:Kickstarter's Problem by rjstanford · · Score: 1

      Its the same reason that when you go to a shopping mall, even though presence in the mall lends an air of "respectability" to the stores within the mall, even if you bought and then used a mall-wide gift card, the property management company isn't under any responsibility to make sure that an individual store ships you your purchases.

      --
      You're special forces then? That's great! I just love your olympics!
    26. Re:Kickstarter's Problem by aix+tom · · Score: 1

      There are a lot of entities that take part of the money of a project and none of the risk.
      - The postal service that is used to send contracts
      - The caterer that puts the peanuts and coffee in the conference room
      - The taxi driver that drives the participants
      - The newspaper that published the add of someone seeking funding
      - etc.....

    27. Re:Kickstarter's Problem by Rich0 · · Score: 1

      The problem with this is that you don't have any practical recourse.

      Kickstarter claims that they don't owe you a dime, and you have to go after the company you funded.

      The company you funded probably will just ignore you, and declare bankruptcy if enough people successfully sue them.

      The only way to get anything is to sue somebody, and good luck doing that over $50 or whatever - it would cost that much just to file in small claims court, and I imagine that jurisdiction would be a major headache. Even if you got a judgement from your local court, it would be of little use unless the company you're suing owns property in your state.

    28. Re:Kickstarter's Problem by wwphx · · Score: 1

      Except Kickstarter is a division of Amazon. If you run a Kickstarter and it funds, KS takes a percentage of your pledges, as does Amazon for being the funding source.

      It'll never die.

      --
      When you sympathize with stupidity, you start thinking like an idiot.
    29. Re:Kickstarter's Problem by Pinky's+Brain · · Score: 1

      Still bullshit.

    30. Re:Kickstarter's Problem by Sun · · Score: 1

      So how did the court case end?

      Shachar

    31. Re:Kickstarter's Problem by AmiMoJo · · Score: 1

      Translation: You have to sue them yourselves, we don't get involved.

      --
      const int one = 65536; (Silvermoon, Texture.cs)
      SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
    32. Re:Kickstarter's Problem by danknight48 · · Score: 1

      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.

      Basically,
      Alfie doesnt want to go into the details of the companies terms and conditions, as they are already disclosed in their online documentation for the public.
      https://www.kickstarter.com/te...

      Theres also a hint of him suggesting he hates his job and cant be bothered to assist your original query. Typical brickwall response "heres a macro response, i cant be bothered to deal with you today"

  2. Bummer by the_l3pr3chaun · · Score: 2

    That seems like a bummer. I guess to many people feel they are getting ripped off to much to be willing to take a chance.

    1. Re:Bummer by Fnord666 · · Score: 1

      That seems like a bummer. I guess to many people feel they are getting ripped off to much to be willing to take a chance.

      Too out of three isn't bad.

      --
      'The tyrant will always find pretext for his tyranny.' - Aesop's Fables
    2. Re:Bummer by Beck_Neard · · Score: 2

      There is a very small proportion of ideas for which crowdfunding is a good thing. These are ideas that are really great but have not been able to attract funding because investors (mistakenly) didn't see their potential.

      Ideas like that only comprise 1%, at most, of all kickstarter projects. The vast majority are either incredibly dumb or the creators have not made the effort to find funding and just went straight to kickstarter.

      As for OP, though, it doesn't matter to me whether 50% or 100% or 0% of the project has already been done. What I want to see is the potential for it to get done. I want to see credentials and a plausible story for why they're on kickstarter, not a feel-good video with shots of the creator's kids ('give me money, I have to support my children!') set to strumming guitar music.

      --
      A fool and his hard drive are soon parted.
    3. Re:Bummer by Carnildo · · Score: 1

      There is a very small proportion of ideas for which crowdfunding is a good thing. These are ideas that are really great but have not been able to attract funding because investors (mistakenly) didn't see their potential.

      There's a second group where crowdfunding also works well: ideas that are too small for traditional funding to get involved in. If you're seeking $50 million to develop an A-list video game, you'll have no problem attracting attention. On the other hand, if you're seeking $1000 to get a musician to produce a soundtrack for your Flash game, they'll laugh at you.

      --
      "They redundantly repeated themselves over and over again incessantly without end ad infinitum" -- ibid.
  3. Actually a good thing. by BarbaraHudson · · Score: 5, Insightful

    This requires would-be developers to have significant skin already in the game (pardon the pun) in terms of time and resources invested. Better than "I have an idea, now give me money and I'll eventually build it for ya." Or all those similar-talking losers on Shark Tank and Dragons Den who think and idea with nothing else is worth big bucks.

    --
    "Transparent" is a shit show that trades on every stereotype going. A man in drag is NOT a transsexual.
    1. Re:Actually a good thing. by Mr+D+from+63 · · Score: 1, Insightful

      Exactly. Prove that you know what you are doing and you are capable of accomplishing something greater than just hatching an idea before asking for money.

    2. Re:Actually a good thing. by nnull · · Score: 2

      Yes and no. Would Elite: Dangerous come out if it didn't get that amount of funding? The game is already turning out to be amazing and they didn't have anything other than some video interviews to start with when they made their Kickstarter campaign. There's a risk to investment, take a chance.

      A lot of the industry wouldn't exist if people didn't take risks. A lot of ideas can be pretty expensive and out of reach for a single person to make possible, even to demo or make a mockup. This risk aversion in the US (especially) right now is turning the industry backwards and killing us, when we need more investment in the industry. Yeah, there maybe con-artists and/or cancellation because of lack of funds, but that's what risk is about.

    3. Re:Actually a good thing. by Kjella · · Score: 3, Interesting

      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
    4. Re:Actually a good thing. by OakDragon · · Score: 1

      I agree. Some kind of prototype for computer games, or (physical) card, board, RPG, etc. games, should not be an undue burden.

    5. Re:Actually a good thing. by Altrag · · Score: 3, Interesting

      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.

    6. Re:Actually a good thing. by machineghost · · Score: 2

      From Google, the definition of "investment" is:

      "the action or process of investing money for profit or material result."

      With Kickstarter you invest money for a material result (the rewards). Seems like an investment to me.

    7. Re:Actually a good thing. by SJester · · Score: 1

      Just an addendum to your point about overcoming barriers to entry vis a vis webhosting etc: I've seen KS help with material products, too. (I've backed a few). All of them had a physical prototype, whether it was 3D-printed or handmade, but needed to order X thousand units before a professional company would print the game at a reasonable rate, or they needed Y thousands of dollars to order custom tooling for manufacture. And as part of the funding drive, the developers solicited input from an interested audience and tweaked the project before finalizing the design. KS is great for bridging the gap between a developed idea and production. Yes, the devs could have gone to a bank - maybe - to secure a loan. But it's probably hard to sell such an idea to a loan officer. "See, it's a 4X game but it riffs off a swords and sorcery theme instead of a space opera." Mhm. GTFO, find a different bank. Kickstarter serves wonderfully as a combination of advertising, market research, and startup money. In one shot the devs can gauge interest, receive input, improve the product, collect preorders, and tap into economies of scale when hiring suppliers or manufacturers.

    8. Re:Actually a good thing. by BarbaraHudson · · Score: 1

      All projects involve risk. Nobody owes you success just because you put work into an idea. Kickstarter has become worse than that - it's a begging corner for people who don't even want to put in the sweat equity to show that they have the basis of a viable product or service. If you're not ready to find ways to put in the time and energy (and if that means taking on a second job to do your pet project's initial funding, well, that's life) why should anyone else take any risk.

      Second, if you get it half-way complete and your kickstarter campaign makes it abundantly clear that the world doesn't want your magic combo robo-pooper-scooper and poop-to-bio-fuel digester, or worse yet another crappy justin beiber wannabe, you can always look at it another way - you've learned that your idea just plain sucks. Or you can suck it up, stick it out, and continue plugging away to try to prove the world wrong.

      Smarter move - create a first version with the same 50% of effort it would take to make half a "full version", and release that for free. THEN do a kickstarter campaign for add-ons, or a second version, or whatever. You'll have proven that you can produce, that you have an actual product, and that you have a plan going forward.

      --
      "Transparent" is a shit show that trades on every stereotype going. A man in drag is NOT a transsexual.
    9. Re:Actually a good thing. by jythie · · Score: 1

      Just the other day I was looking at a kickstarter where the guy took his failed Shark Tank pitch video and reused it.

      Apparently even though he was promising the impossible (including something crazy like 3000% back on your contribution) yet KS did not take down the project.

      That is what bothers me here, they allow all sorts of projects run that have no prototype or work done on them, but they kick a few randomly for no apparent reason.

    10. Re:Actually a good thing. by war4peace · · Score: 1

      A debatable thing. Here's why:
      Say some dude has a game idea. It's a fairly complex space-based strategy MMO. The dude starts working on a design plan, because he's good at that. He lays in the design foundation of the game: all items, all ships, all celestials, game mechanics, skill tree, interactions, timers, formulas, everything design-related. He even builds a database and generates the "universe" in which the game takes place. That's a few hundred work hours right there.

      But the dude has no development skills and not nearly enough funding to hire a team and actually starting to produce content. He would think Kickstarter would be a good place to sell his idea and maybe get enough funding to start working on a prototype. But wait, everybody expects a working prototype, so where does that lead us? It's a rock-paper-scissors thing.

      I understand why a potential backer would want to see something palpable before committing, but at the same time something palpable can't be built unless backers commit. What would be the alternative? is there a way out of this?

      --
      ...gis sdrawkcab (usually not responding to ACs; don't bother posting as AC)
    11. Re:Actually a good thing. by BarbaraHudson · · Score: 3, Insightful

      There are ways out of this. The first is to find one or more partners who have the necessary skills to develop the prototype with him, in return for equity. Not willing to give up equity? Then too bad? Can't convince devs that your idea is not that great/unique/compelling (because we've ALL heard variants of this "my idea is SO great - all you have to do is code it and we'll be rich" bullsh*t)? Again, too bad.

      The real "way out of this" is to realize that, since he doesn't have the necessary skills, he either has to acquire them or give up. Not willing to take the years necessary to acquire them? Like the old saying goes, "The will to succeed isn't as important as the will to plan to succeed." Not having a plan that takes the obvious potential obstacles such as the ones you cited into account is a pretty good indicator that you're not the one to invest in. After all, ultimately, people invest in people, not products. The product won't complete itself. You can't hold an incomplete product accountable. You hold the people behind it accountable.

      --
      "Transparent" is a shit show that trades on every stereotype going. A man in drag is NOT a transsexual.
    12. Re:Actually a good thing. by Iori+Branford · · Score: 2

      What would be the alternative? is there a way out of this?

      But the dude has no development skills

      Well there you go. Do something about that and just try to prototype it. Not the whole complex strategy MMO thing, of course, just plain old offline strategy with bare minimum of spacecraft/planets/mechanics/skills to be semi-unique/interesting/challenging, saving the rest of the content for the full game / expansion / sequel.

    13. Re:Actually a good thing. by dubbreak · · Score: 1

      Care to provide a link?

      --
      "If you are going through hell, keep going." - Winston Churchill
    14. Re:Actually a good thing. by neoritter · · Score: 1

      Oxford Dictionaries doesn't know what American English is.
      The Uk/World version says: "The action or process of investing money for profit:"

      Merriam-Webster says:
      "the outlay of money usually for income or profit : capital outlay"

      Wiktionary get's to the heart of the matter in it's second definition.
      "(finance) A placement of capital in expectation of deriving income or profit from its use."

      And Dictionary.com probably gives the best explanation:
      "the investing of money or capital in order to gain profitable returns, as interest, income, or appreciation in value."

      If you are giving money to a KS campaign for some non-monetary reward, you are not gaining any profit.

    15. Re:Actually a good thing. by neoritter · · Score: 1

      you need to use tags like br / and p & /p

    16. Re:Actually a good thing. by neoritter · · Score: 1

      Too much a coward to post with a s/n.

    17. Re:Actually a good thing. by neoritter · · Score: 1

      Horrible example. If the person has no experience in game development or even software development then he doesn't deserve to get funded. He would have no clue as to what is a reasonable expectation of the cost and time that would be needed to go into the game's development. I would be entirely wary of his ability to also properly vet the developers he hopes to hire to create such a game.

    18. Re:Actually a good thing. by BoberFett · · Score: 1

      So you believe risk should only be on the consumer side? Why aren't the developers risking anything by putting their time in and at least demonstrating some ability to deliver?

    19. Re:Actually a good thing. by machineghost · · Score: 1

      Here's the thing: words have multiple meanings. You can cherry-pick those definitions to "prove" KS isn't investing, or you could pick other definitions to prove the opposite.

      For instance, let's take Wiktionary: if you look at the first definition instead of the second, it's "The act of investing, or state of being invested". Follow the hyperlink to investing and you'll see: "To spend money, time, or energy into something, especially for some benefit or purpose." Now, to be fair that's definition #5, but since definition #1 is "To clothe or wrap (with garments)." I think it's safe to assume the definitions aren't in order of relevance :-)

      And really, the order doesn't even matter, nor does the dictionary. I imagine if I looked at some (if not all) of those other dictionaries, there'd be a similar definition of investing that does qualify for KS. But that wouldnt' prove you're "wrong"; it'd just prove that the word has multiple definitions.

      So while "investing" may mean "purchasing an asset" to you, to many others it's closer to "spending money in the hope of a positive future outcome". Both definitions of the word are valid, even though once implies that KS is investing and the other implies it isn't.

    20. Re:Actually a good thing. by neoritter · · Score: 1

      You don't get to choose the definition being used though. You can't argue against someone's point by substituting another definition of the word. You prove this point yourself when you bring up the definition for investment meaning to clothe or wrap. Obviously the usage cited in my comment was the intended definition. You don't offer "investment in the industry" for a non-monetary reward. You do so for profit.

    21. Re:Actually a good thing. by neoritter · · Score: 1

      BTW- that first definition from wiktionary is HORRIBLE. A noun can't be an act of something. Nouns aren't actions.

    22. Re:Actually a good thing. by Cinnamon+Beige · · Score: 1

      There are ways out of this. The first is to find one or more partners who have the necessary skills to develop the prototype with him, in return for equity. Not willing to give up equity? Then too bad? Can't convince devs that your idea is not that great/unique/compelling (because we've ALL heard variants of this "my idea is SO great - all you have to do is code it and we'll be rich" bullsh*t)? Again, too bad.

      The real "way out of this" is to realize that, since he doesn't have the necessary skills, he either has to acquire them or give up. Not willing to take the years necessary to acquire them? Like the old saying goes, "The will to succeed isn't as important as the will to plan to succeed." Not having a plan that takes the obvious potential obstacles such as the ones you cited into account is a pretty good indicator that you're not the one to invest in. After all, ultimately, people invest in people, not products. The product won't complete itself. You can't hold an incomplete product accountable. You hold the people behind it accountable.

      Not only that, but having a dev (team) lined up when you run your KickStarter is a pretty good sign that you're serious about this--though honestly I'd be more inclined to go with a project where the dev(s) are taking at least part of their cut in equity, because that means the dev team actually has motivation to hold up their end. Some amount of wages may be necessary, but equity provides some motivation to release a product good enough to keep selling once people see the end product: This protects me as a backer, and honestly I'd feel more confident about the results if the dev(s), who should know a lot more than I do about the project, feel confident enough to be wanting equity. Particularly with a known good dev team, I'd expect them to not be likely to do that unless they feel sales stand a reasonable chance of being good.

      A prototype of some sort is a good way to show that you really do believe in the product you're pitching me, which actually makes a difference. If you don't believe in it well enough to put in the work to show me even a very loose prototype, why should I believe in you enough to give you money? More importantly, why should I give it to you when there's other, equally-interesting projects that have put the effort into their pitches that you didn't?

      If you're an established group, knocking out even a quickie prototype may actually be relatively easy--and it helps you narrow down what you actually are going to do once you've got the money. Are you going to make an all-new engine for your video game? Do you actually need to, and even if you really do, can you get a prototype going with an existing engine? (Slap on disclaimers saying that this is a pre-alpha version and significant changes will definitely happen.) This would probably give at least some sense of what sort of budget you may need to look at...

      If you've already got a rep for delivering, you may not need to give anything more than "We have the basics pinned down," but you absolutely need the rep for delivering and it certainly would be wise to keep people informed about if there are delays. Even better is having a rep for timely and informative updates as well as one for delivering--not necessarily regular ones, since "We're working on it!" daily is less useful than even a long quarterly report whose tl;dr is "We have reached these milestones, here's some of what we've got to show you now, we expect to be reaching these other milestones soon." (Better would be a report on those milestones being hit as they're hit, as well as a notice when snags are hit and overcome, but still, infrequent informative updates are better than frequent uninformative ones.)

    23. Re:Actually a good thing. by ultranova · · Score: 1

      Why aren't the developers risking anything by putting their time in and at least demonstrating some ability to deliver?

      Developers need to eat, that means they need day jobs to work on an unfunded game. That in turn means time spent developing it comes from their free time, which is already a precious commodity required for personal maintenance. So make that an hour a day at most for a sustainable rate.

      Now, how many hours of development do you think even a simple game requires, even if we assume you're a renaissance man who can program, draw, compose, write, design levels, design characters, etc?

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    24. Re:Actually a good thing. by Perky_Goth · · Score: 1

      If Kickstarter terms aren't good for you, there's a lot of other sites like indiegogo that you can go to.

    25. Re:Actually a good thing. by jythie · · Score: 1

      Here you go:

      free energy

  4. Fund me now by Anonymous Coward · · Score: 1

    I have this idea for a super awesome game. It'll be better than Call of Duty XI, better grafx too. Gimme my $10M and I'll make it for you.
    seriously, the prototype shows that you have commitment, and are putting your own investment in the game to demonstrate you have adequate ability to pull it off.

  5. Yeah, so? by realmolo · · Score: 4, Insightful

    You *should* have a working prototype before you expect to get money.

    Yes, it's difficult to build a prototype when you don't have funds. Welcome to the Real World, asshole. It's not easy to produce/market a new product. Kickstarter has made it *easier*, but it's not a magic bullet. It briefly *was* a magic bullet before people got smart and realized that giving money away for something that has almost no chance of ever being a real product was silly.

    1. Re:Yeah, so? by i+kan+reed · · Score: 2

      And honestly, complaints like this one show a poor knowledge of how long software actually takes to develop. A vertical slice of a game good enough to base a trailer on is much much closer to 10 or 20% than 50% or 60% of the total effort.

    2. Re:Yeah, so? by Charliemopps · · Score: 4, Informative

      I agree with you. And given that they're making a card game all they need for a working prototype is a printer. I don't see what the problem is. In fact, there are plenty of websites you can go to and have professional cards/boards, etc made...
      One example I've used: https://www.thegamecrafter.com...

      If you don't have any sort of demo, you haven't put in enough work to get my money.

    3. Re:Yeah, so? by i+kan+reed · · Score: 1

      Okay sure, but the summary addressed video games, so it's topical.

      And as to your second statement, I agree, that's exactly what I was trying to say.

    4. Re:Yeah, so? by Tridus · · Score: 1

      No, it's not a "card game". It's a video game that uses a card game inside the video game for certain things.

      --
      -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
    5. Re:Yeah, so? by Tridus · · Score: 1

      It's not a card game. It's a video game with a card game inside it.

      Calling this a "card game" would mean that Final Fantasi IX was a card game because of Tetra Master.

      --
      -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
    6. Re:Yeah, so? by war4peace · · Score: 1

      "asshole"?
      People with great ideas but lacking funding are now assholes? Wow.

      --
      ...gis sdrawkcab (usually not responding to ACs; don't bother posting as AC)
    7. Re:Yeah, so? by Charliemopps · · Score: 1

      I'm starting to see why they didn't meet their kickstarter goals... lol

    8. Re:Yeah, so? by rwv · · Score: 1

      A video game of a card game is still fundamentally a card game. A KS project to implement a video game based on a card game that already exists (whether it be published or not) is a more attractive KS than one to invent a new video game card game that only exists in the "idea phase" of the designer's head. Right?

    9. Re:Yeah, so? by suutar · · Score: 1

      and optimism, don't forget that. Pessimists would just give up instead of trying to find funding.

    10. Re:Yeah, so? by fluffy99 · · Score: 1

      It's a bit of a mix of both, but primarily a video game with trading card like features. (It sounded pretty lame to me)
      http://www.redbull.com/en/game....

    11. Re:Yeah, so? by aix+tom · · Score: 1

      That's probably one of the problems of the KS Campaign. I read the article, and did some googling, and was never quite sure "What is this going to be? A card game or a computer game?"

    12. Re:Yeah, so? by pkinetics · · Score: 1

      It is not a card game. It is a software game based on the card based concepts.

  6. How about you risk your own money instead... by Anonymous Coward · · Score: 2, Insightful

    Perhaps people are wise to the Kickstarter business model of "heads we win and take all the profit when we sell out, tails you lose and cover our losses if it flops" and are unwilling to provide handouts for these people to use to run off and make their (in some cases, additional) fortune.

    1. Re:How about you risk your own money instead... by neoritter · · Score: 1

      This is pretty much why I've never supported a KS campaign. I give you money to make you rich, and I get is the product that made you rich. I get no stake in your company or product. For games it's, "oh look, I got a shiny space ship that will never get destroyed completely." Yay... It's great and all, if the product never really takes off, but I get no proportional reward for when it's a wild success. A success which I contributed to.

      The exception to this are the KS campaigns that are purely for say a non-profit reason. Like a documentary on cocaine use in city mayors. There's a general notion of doing the public a service, no matter if the creator becomes wildly famous.

    2. Re:How about you risk your own money instead... by pkinetics · · Score: 1
      Hmm.... Assuming that your backing contributes to the big picture success, is like saying I bought a Hershey's chocolate bar, so I should be part of their financial success.

      In the vast majority of kickstarter campaigns that reach their objectives, they do not have giant pay outs down the road. Would you expect to be part of their down the road success? What if it takes 5 more years? Do you still expect to be part of their payout?

      I will never understand why some backers think their tiny financial contribution should somehow be worth more than the 90% perspiration and 10% inspiration that the originators put into it.

      Hey Project A only asked for $10k and somehow ended up at $500k! We deserve some of that profit!

      Never mind that now the developers need to change their entire ordering, tooling, assembly, quality assurance and shipping strategy.

      People in this mindset expect ownership without any work or risk.

  7. this is how most funding works. by Anonymous Coward · · Score: 1

    This is how funding works in the 'real world' when start up companies are looking for investors. At every stage of the company, investors expect a nearly finished product. When scientists write grant proposals, they are actually showing they've already done what they are asking for funds to do.

    1. Re:this is how most funding works. by c0d3g33k · · Score: 1

      When scientists write grant proposals, they are actually showing they've already done what they are asking for funds to do.

      Not quite (though maybe that's more common now than a decade ago). If the work is already done, you can be sure it's being prepared for publication, since published work is even more valuable than grant money (because it gets you more, possibly bigger grants, plus tenure). What usually goes into a typical grant proposal are the obvious next steps following up on recently published work (used to illustrate why awarding the grant money is a good risk). Work that hasn't been done yet, but is likely to be successfully completed by a typical grad student. Then there are the more speculative "stretch goals" which are less certain, but probably the most fun if things work out. And by the time the next grant deadline rolls around, the scientist can describe how well that worked (to justify the next speculative leap) or how it didn't quite work out, but how this alternate theory ('based on what we have since learned') will likely yield good results (ie. the "new" obvious follow-on steps to the previous work).

      Smart scientists generally have several somewhat boring but steady grants running (often funded by the government and possibly with eventual military applications) to keep the lights on, and use a little bit of that funding to support the more speculative, but more fun work.

      Maybe long-term Kickstarter success will involve a similar strategy: get funding for less exciting but predictably do-able games that are turned out on schedule while diverting some time to work on getting a working prototype produced for the revolutionary game that was the real goal all along.

  8. Double Fine is a bad example. by timrod · · Score: 5, Informative

    With Double Fine, there's a lot of questions about how the money was spent - many of which have gone unanswered. For instance, Tim Schaefer initially said he would need $400,000 to make a full game. Granted, he arrived at that number using numbers from games he made in the early 90s, but then it spiralled out of control into a $3.3 million project. The numbers he HAS released show that he spent almost the entire initial amount - $400,000 - on "backer rewards".

    The $3.3 million barely covered the first half of the game, and that was on top of another few million in crowdfunding that Schaefer did shortly before release date. They still don't have a released date set for the second half, other than "We're working on it and it might be out by the end of the year."

    1. Re:Double Fine is a bad example. by macdude22 · · Score: 2

      Well after the influx of money the scope of the project spiraled out of control. I think the Double Fine situation is indicative of how having your budget increased 10 fold doesn't negate the need for a quality project manager.

    2. Re:Double Fine is a bad example. by Legendary+Teeth · · Score: 2

      People always forget that Double Fine kickstarted a Documentary about game development. The main pitch was to see everything behind the scenes about game dev that you never hear about otherwise. They didn't even have an idea for what the game was really going to be when they started, just that it would be an old school adventure. They explicitly said it may fail horribly or be a shitty game, but at least you'll be able to see how it happened.

      So sure, "$400k" might have been enough to fund the documentary and some game, but when they piled on all that extra money of course they were going to find ways to use it.

      Once that went gangbusters and everyone realized that you could kickstart the actual GAME instead of this crazy hedging-on-a-documentary pitch DF had to start with, it opened the floodgates for all the games being kickstarted now.

      Double Fine is doing exactly what they promised.

    3. Re:Double Fine is a bad example. by Darinbob · · Score: 2

      The question is do you treat Kickstarter as just a pre-pre-pre-order for a game you want, or do you treat it as investing in a product? For Double Fine I think many of those backers were indeed investing in the game: they wanted this sort of game to make a revival. Any investor in software knows the risks of costs spiraling out of control.

      You shoudn't need a prototype, that's not what Kickstarter is about. So what if no one wanted Sienna Storm, that doesn't point to a problem with Kickstarter but just says that not enough people wanted that game. Maybe their marketing was badly flawed, maybe the concept wasn't want people wanted, but ultimately they rolled the dice and lost. It happens.

      The game I was a kickstarter on is coming out later this year and it looks to be doing well, matching the promises, and despite being from an actual company it wouldn't have gotten off the ground without kickstarter (and it's not wasteland 2, but I'm looking forward to that too). The point is to bypass the traditional model where some big money game maker that everyone hates gets to decide what games are made by the development houses, or to allow the small development house to make a game in their own name and get top billing, or to try and make a niche game.

  9. Star Citizen and Elite Dangerous did fine by kannibal_klown · · Score: 1

    Star Citizen and Elite Dangerous did fine on KickStarter back when they were still using it. Eventually both stopped using KickStarter and started using their own methods.

    Back in the early kickstarter days Star Citizen had, at most, some in game footage of a dogfight and some 3D renderings of a couple of ships. I don't know what Elite Dangerous had.

    They did not have 50% of their game done... heck SC STILL doesn't have 50% done.

    Then again, both heads were fairly well-known in the gaming circles for their past works.

    1. Re:Star Citizen and Elite Dangerous did fine by petermgreen · · Score: 2

      Star Citizen and Elite Dangerous did fine on KickStarter back when they were still using it. Eventually both stopped using KickStarter and started using their own methods.

      Well kickstarter campaigns are limited length, so it's natural that after a successful campaign a group would switch to their own methods of taking preorders.

      --
      note: i'm known as plugwash most places but i screwd up registering that here somehow in the past and now can't register
    2. Re:Star Citizen and Elite Dangerous did fine by halivar · · Score: 1

      Star Citizen had a couple things going for it:
      1) It was meeting a need felt by anyone that loved Wing Commander: Privateer.
      2) They didn't give monthly or weekly updates, but DAILY updates. Backers know exactly what the state of it is.
      3) The Chris Roberts name was big, but not as big as #1 and #2.

      Unsung Story: Tales of the Guardians is the exact opposite. It was also a speculative KS campaign with both #1 and #3 going for it; it promised to be the second coming of Final Fantasy: Tactics. Completed Funding in February with only monthly updates since then, already some backers are feeling scammed.

      Update early, update often. Backers will forgive delays if they know what's going on.

    3. Re:Star Citizen and Elite Dangerous did fine by jgtg32a · · Score: 1

      Star Citizen started elsewhere then did a Kickstarter, they had a nice very CGI trailer for the game.
       
      IIRC Elite basically had some concept art and not too much else

    4. Re:Star Citizen and Elite Dangerous did fine by Altrag · · Score: 1

      Update early, update often. Backers will forgive delays if they know what's going on.

      This. So much this. Especially if you're on a fairly large project with a large number of people involved. Putting out a weekly status update shouldn't be that much of a burden. I'll give a bit of extra leeway if its a small project with only 1-2 people who have to deal with the updates, emails, etc in addition to doing the actual work but even then at least once a month to say "hi, we're still alive!" is so very important.

      Also, post updates to the damned KS page. I have no time nor desire to go searching through 85 different individual project sites because they don't like the KS posting software or they can't be bothered cross-posting or whatever. KS might suck as a portal but its the ONLY one that provides me quick access to all of the projects I'm backing.

    5. Re:Star Citizen and Elite Dangerous did fine by im_thatoneguy · · Score: 1

      They switched during the Kickstarter. I think it was more like:
      "We can give Kickstarter $1m of our budget, or we can pay Visa $200,000 of our budget and a developer $40k to write the back-end."

  10. Try Kickstarting A Novel by __aaclcg7560 · · Score: 2

    I'm always amused when wanna-be novelists want people to give them $50,000 to write a novel in a year and discover that no one will give them money. The novel must be written first. Kickstarter is useful for getting ~$3,000 to pay for editing and publishing the novel, especially if the writer already have an established fan base.

    1. Re:Try Kickstarting A Novel by Altrag · · Score: 1

      So pretty much like any other publisher then? Unless you're already a known name you generally need to provide at least a first draft for them to read over before they'll give you the time of day never mind a year's salary (and almost certainly not all up front if they do!)

    2. Re:Try Kickstarting A Novel by __aaclcg7560 · · Score: 1

      Sell the novel to a publisher, you're lucky to get 25% of the sales. That's the downside of being a traditional author.

      Publish the novel as an ebook, you can keep 70% of the sales. That's the upside of being an indie author.

    3. Re:Try Kickstarting A Novel by __aaclcg7560 · · Score: 1

      You're thinking in terms of a traditional publisher. Indie authors can use Kickstarter to raise money for editing the manuscript and getting cover art before publishing an ebook. Having manuscript in hand and an established fan base makes it easier to raise money.

    4. Re:Try Kickstarting A Novel by jfengel · · Score: 1

      Taking into account, of course, the fact that you have to do all of your own marketing. You have to make your novel stand out among zillions of other indie ebooks, all of which have the same low barrier to entry.

      Just having a major publisher's name on it is pretty substantial marketing. Even more so if they go to the expense to print out a physical book, which is a large sunk cost up front. That tells readers that somebody believes in the book, to the tune of a few tens of thousands of dollars. And that publisher will generally get it into meatspace bookstores, where your book has to stand out only among a far, far smaller crowd of other physical books on the shelf.

      It's not impossible to do very, very well with an ebook. But much of the time that additional 45% you get to keep is 45% of a much smaller pot. (And generally the margin is much wider than that, in fact. Going rate is usually in the 10-13% range, in my experience.)

      The way I see it... if you can get a publisher interested, you probably should, at least until you have a large fan base of your own. It's the easiest way to that fan base. Building it up yourself is difficult. Not impossible, and possibly no harder than getting a publisher to take an interest in you. But if I had a publisher on the hook, I'd keep it.

    5. Re:Try Kickstarting A Novel by 0123456 · · Score: 1

      Unless you're picked as the new Anointed One by Big Puiblisher, you also have to do your own marketing; the only 'marketing' they'll give most writers is putting your book on a book store shelf, if you're lucky enough to get a print run and they don't go straight to ebooks. And few people look for a publisher's logo on a book before they buy it.

      Some genres have almost entirely gone self-published these days. Romance used to be one of the few genres where publishers actually had a valuable brand, but today many of the top romance writers appear to be skipping publishers entirely and releasing books themselves now they see how much more money they can make without a publisher to take most of it.

    6. Re:Try Kickstarting A Novel by __aaclcg7560 · · Score: 1

      The way I see it... if you can get a publisher interested, you probably should, at least until you have a large fan base of your own. It's the easiest way to that fan base. Building it up yourself is difficult. Not impossible, and possibly no harder than getting a publisher to take an interest in you. But if I had a publisher on the hook, I'd keep it.

      I'll let the fans of my short story ebooks -- and the bank -- know that I'm doing it wrong. ;)

    7. Re:Try Kickstarting A Novel by rwv · · Score: 1

      Sell an eBook on Kickstarter and keep 95% of the sales (or whatever KS skims off the top which I think is 5-10%). :-)

    8. Re:Try Kickstarting A Novel by jfengel · · Score: 1

      Good for you, man. I'm glad to see it happening. I don't like having publishers as arbiters of public taste any more than you do. I just think it's important to recognize that the vast majority of self-published ebooks aren't very successful, and it's not just the bad ones.

    9. Re:Try Kickstarting A Novel by rwv · · Score: 1

      I'm not sure I see the point in paying any significant amount of money for eBook cover art, but to each his own. The average cover art for an eBook is going to be shown Icon Size on an eReader menu. No?

      I agree editing is key and being able to pay editors frees an author to do other things. But wouldn't high editor fees equate to the equivalent of the "unpolished/lousy prototype" type project that this thread is saying shouldn't go through KS anyway?

      My KS pet peeve is seeing typographic errors in project descriptions. What chance is there that the end product will be polished if the requester doesn't have sense to polish the request for money that they are putting out there?

    10. Re:Try Kickstarting A Novel by Cinnamon+Beige · · Score: 1

      Unless you're picked as the new Anointed One by Big Puiblisher, you also have to do your own marketing; the only 'marketing' they'll give most writers is putting your book on a book store shelf, if you're lucky enough to get a print run and they don't go straight to ebooks. And few people look for a publisher's logo on a book before they buy it.

      Don't forget that the Big Publisher may also take the marketing fees out of your royalty checks, even when this is all the marketing anybody can tell they did. They really don't like cutting royalty checks if you're not one of the Anointed Ones or other darlings. Part of why indie is taking off is because the Big Publishers are acting like the Big Recording Companies did at their worst, and while having a print version out on shelves is nice there is a lot to be said about actually getting paid for your labor.

    11. Re:Try Kickstarting A Novel by BoberFett · · Score: 1

      I would guess that the vast majority of big publishing house books aren't very successful either.

    12. Re:Try Kickstarting A Novel by __aaclcg7560 · · Score: 1

      I'm not sure I see the point in paying any significant amount of money for eBook cover art, but to each his own. The average cover art for an eBook is going to be shown Icon Size on an eReader menu. No?

      I typically spend three bucks on stock images for my short story ebooks that sell for $0.99. When I put my short stories into an 80,000-word collection next year, I'll probably spend $200 on a custom cover art for an ebook that will sell at $2.99. A custom cover makes a huge difference in sales at that price point. Would you buy a hardback if it had a paperback cover?

      But wouldn't high editor fees equate to the equivalent of the "unpolished/lousy prototype" type project that this thread is saying shouldn't go through KS anyway?

      If you hire a professional editor who isn't associated with a book packaging firm, you're get better editing for the money. Most editors I know are also writers. So they take some pride in the work they do.

    13. Re:Try Kickstarting A Novel by __aaclcg7560 · · Score: 1

      Actually, they're not. Traditional publishers sell ebooks at higher price ($10-$20) to cover their declining print publishing business. The sweet spot price for ebooks is $2.99. If traditional publishers didn't have to prop up print, they would make more money on ebooks.

    14. Re:Try Kickstarting A Novel by thegarbz · · Score: 1

      This is just like any project. The electronics projects are the worst. I remember seeing this iPad display adapter. They wanted to raise 15000GBP. Pledge 65GBP and you'll get the circuit board ready to DIY the display.

      I wanted that. So I after a quick search I went to abuse mark and ordered an adapter ready to go for 20GBP.

      They are kickstarting a product that already exists for 3.5x the price, and it looks like people fell for it.

  11. Re: a reputable team by gbjbaanb · · Score: 2

    I guess many people don't recognise anyone's name except for a couple of really high-profile guys like Braben, Molineux or Carmack.

    http://rtf.utexas.edu/faculty/...

    He's not a complete duffer though, seems he has done stuff. That seems fair enough to me, even though I would like to see credit given for the rest of the team behind those games.

  12. Ya well by Sycraft-fu · · Score: 3, Insightful

    If you aren't a known developer, people want to see some evidence that you have the ability to make good on your plans. Game development isn't simple, and many people are not prepared for what they are going to have to do to bring a successful game to market.

    So Doublefine or inXile can get a good bit of funding with nothing but a design doc for a game because people have faith they'll be able to deliver since they are experienced game devs. New crews are going to have to show something to get people to trust them.

    Particularly in light of past KS failures in that regard. I've backed a number of games on KS and two of them I knew were fairly high risk: They were being done by an individual who hadn't done a game before, and there wasn't any sort of demo up front, just some basic concepts. I decided to take a risk on it, but fully understood that failure was likely.

    Sure enough, both are floundering/failing. One hasn't had any updates in months, the other does update periodically but it is still extremely rudimentary, despite being way past the planned launch date, and it is pretty clear the dev just doesn't have a good idea how to proceed from here.

    On the flip side, the games by established studios have either delivered or are well on track (Shadowrun Returns was brilliant, Wasteland 2 ships next Friday, Pillars of Eternity is in beta, etc). Likewise the indy titles that had a demo and were a good bit along with development have delivered, like FTL.

    So no surprise many people aren't willing to take the risk. They want a better chance of return so they stick with established devs or with things that have some proof.

    1. Re:Ya well by tepples · · Score: 1

      there wasn't any sort of demo up front [...] Likewise the indy titles that had a demo

      What do you mean by "demo"? Is a video of 10 minutes of gameplay enough, or is a downloadable Windows binary necessary? Not all game genres are ideal for the desktop or the touch screen, and someone might be using a KS campaign to determine whether to go through a console maker's developer qualification process.

  13. Crowdfunding has jumped the shark by MrEricSir · · Score: 3, Interesting

    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."
    1. Re:Crowdfunding has jumped the shark by dawdler · · Score: 1

      Why should they care? They're creating a market. For example, eBay doesn't review listings for quality. They just facilitate transactions. Same with KS. They're not a reseller. They are a broker. Getting mad at KS is like getting mad at eTrade that your stocks are tanking.

    2. Re:Crowdfunding has jumped the shark by strong_epoxy · · Score: 1

      They do care if the project is pro life or pro 2nd amendment. Both are generally forbidden.

    3. Re:Crowdfunding has jumped the shark by suutar · · Score: 1

      Curse you. You have just destroyed my afternoon free time :)

  14. The otehr 50% take 95% of the time. by 91degrees · · Score: 1

    Do these guys have any experience of game development? Producing a sample level is not so hard. Level design, tuning, bug fixing and all the little bits you need to do to get it ready to actually sell is a lot of work.

  15. Obviously, and that's a good thing. by nedlohs · · Score: 1

    Why should people hand over money because you have a "great idea". A track record or a prototype seems a perfectly reasonable thing to ask for - and of course the person paying they money is the one who determines what qualifies as "track record".

    1. Re:Obviously, and that's a good thing. by nedlohs · · Score: 1

      Amazing, when you are competing with thousands of other projects for people's money you actually have to let people know you exist before you'll get any of that money.

      Who would have thunk it!

    2. Re:Obviously, and that's a good thing. by Kojiro+Ganryu+Sasaki · · Score: 1

      Whoever invented the "who would have thunk it" expression should be shot.

  16. Well, not surprising ... by gstoddart · · Score: 1

    Because if you didn't have to show you'd done anything, people would just say "give me a zillion dollars to make something awesome", and then simply not make anything.

    It's not charity, it's an investment. And if you have nothing to invest in, you get no money.

    Is the expectation people should just get free money from Kick Starter because they can craft a couple of good paragraphs? Because, if so, I know where I'd be heading.

    Having a prototype at least (in theory) demonstrates you've actually got something real and the ability to deliver on it.

    So, yeah, no prototype == no money sounds reasonable, unless you want to have a separate section for things which are entirely vaporware but otherwise sound cool.

    But who the hell is going to hand over huge sums of money to someone who hasn't yet done anything?

    --
    Lost at C:>. Found at C.
    1. Re:Well, not surprising ... by Stormy+Dragon · · Score: 1

      It's not charity, it's an investment. And if you have nothing to invest in, you get no money.

      No, it is not an investment. No kickstarter project is offering any sort of return on your contribution.

    2. Re:Well, not surprising ... by gstoddart · · Score: 1

      OK, fair enough ... it's not charity though, and it's not an investment.

      It's, what ... a no-strings attached one time gift with no expectation of return other than you'd like to see the idea come to fruition?

      It has to be something more than "give me some free money". Yes, you may not make an ROI on it. But there has to be some controls on it.

      Because other wise it would become a cesspool of people with stupid ideas they'll never implement to see if some idiot will throw money their way.

      --
      Lost at C:>. Found at C.
    3. Re:Well, not surprising ... by macdude22 · · Score: 1

      I think of it more like patronage.

    4. Re:Well, not surprising ... by Stormy+Dragon · · Score: 1

      That's fine; I just have a peeve about the misuse of the word invest to rationalize putting money into things that are clearly not actual investments.

  17. Cry me a river. by Bacon+Bits · · Score: 1

    With Kickstarter, you're expected to produce what you get funded to do. Usually, what the backers get in return is a copy of the game, and little else. If the game sucks or doesn't sell, the backers are shit out of luck and the founders get a lot of bad press. That's about it.

    Before Kickstarter, you had to seek out investors or venture capitalists. You know what they want in return? A monetary share of the profits with a value somewhat greater than their investment. You drop the ball and you end up in court. They want to see your account books. They want the source code and any assets you produced.

    Guess what? Kickstarter's fad phase is over. Now you have to show your work. Too many projects didn't deliver, or didn't deliver on enough. Too many assholes have poisoned the well and people are going to be wary about drinking. I suspect Steam's Greenlight will do the same thing. Too many games get released as "early alpha" and then the devs get the money and stop development or development slows to a crawl. Greenlight now feels like "buy a prototype" and Kickstarter feels like "fund a pipe dream." People don't want dreams and prototypes. They want fully fleshed out games!

    --
    The road to tyranny has always been paved with claims of necessity.
  18. Re:He's Right by __aaclcg7560 · · Score: 1

    Begging at a street corner might be a more effective way to raise money. Someone did a study in the San Francisco Bay Area that some beggars were making $85 per hour. Now that's serious money.

  19. Whose problem? by Anonymous Coward · · Score: 1

    >compelling concept (a card based espionage game)
    Maybe it wasn't compelling enough... apparently the "market" said no.

    >recent and growing problem with crowdfunding games: an expectation to see a working prototype
    Is that a kickstarter problem, or a "people-whose-money-you-want" problem, or your problem? It is possible that the golden age of easy money kickstarters was/is a short lived, one-time-only thing. Now the excitement has worn off, some people may have gotten nothing for their money (like paying to see a TED talk on how to dry your hands), and people are trying to be careful investors now where they can see value and potential results.

    You got $180,000 pledged towards the goal, which isn't nothing. Maybe you're just not sexy enough. Could also be bad luck, poor timing, or lackluster marketing.

  20. Or it could be... by Yunzil · · Score: 1

    Maybe a card-based espionage game isn't as compelling as you think it is. Just sayin'.

  21. An excellent prototype is all that is needed... by QuietLagoon · · Score: 2

    As evidenced by this.

  22. Re:False by Teresita · · Score: 1

    I need crowdfunding so I can quit my day job and become a sculptor, but it's a chicken-and-egg problem because no one will chip in until they at least see one of my works. Obviously this is a fundamental problem with crowdfunding!

  23. Yeah, so? by acroyear · · Score: 1

    Indeed. Kickstarter is not the initial funding to turn idea into prototype - that is always personal or corporative debt and always will be.

    Kickstarter replaces the VCs as the means by which the prototype can become a marketable and distributable product.

    --
    "But remember, most lynch mobs aren't this nice." (H.Simpson)
    -- Joe
  24. I don't see this as a problem by XaXXon · · Score: 1

    Part of kickstarter should be that you've already taken a substantive risk on your own. Making a game demo with, for example, limited level/playtime is a good mark that you are capable of producing the rest.

    Since there is no recourse once the funding takes place for funders, this doesn't seem unreasonable.

  25. 50-60%? I don't think so by phorm · · Score: 1

    Thinking on these two kickstarters

    Mighty #9, basically a game similar to Mega Man, it had some basic concept art and rough drawings, but I'd hardly call that anywhere near 50%

    SpaceVenture, same deal. Concept art, some rough ideas. Mostly, from guys who are known to produce.

    If you don't have a reputation already, and no prototype that's at least semi-functional, then really you've got nothing much to offer other than a promise and a prayer.

    You have no way to show whether your idea is feasible. You have no way to know how much work is actually involved. I have no way to know that you won't be taking my money and using it to fund a Caribbean vacation or drug/drinking habit.

    Seriously, for a computer game come up with an intro video that shows you can make it look good, and a few rough gameplay concepts that show you can make it *run*. You still have: level design, art design, storyboard design, voice acting as needed, sound production, etc etc. You're not even close to 50% at that point, but at least you can show that you can make *something*.

    But, without reputation, you have to either have a great idea that's unique and desirable, *really* good marketing, or something tangible. Notwithstanding the dude that kickstarted potato salad, that's just weird...

  26. Caveat Emptor by riis138 · · Score: 1

    As far as i'm concerned, any project I back on Kickstarter is an investment. While I would love to see a return on investment (and believe me, some of the projects I have back have gone on to do great things), its not always possible. There are far too many people out there backing projects that expect a 100% ROI every time. This is simply not possible.

    --
    Somewhere, something incredible is waiting to be known. -Carl Sagan
  27. It's not Kickstarter's problem.. by sstamps · · Score: 1

    It's a GOOD problem for people to have to actually put some work into a project on their end before coming to the community and asking for money.

    Like has been said better by others above, ideas are a dime a dozen. People who have put forth a great deal of up-front effort on their own to get their idea to at least a presentable stage, even if it presently looks like crap, should have a better time getting funded. It shows that they are serious, at least basically capable, and can actually produce /something/.

    Anybody who pays someone on KS, IGG, or any other crowdfunding project based solely on an idea pitch is pissing their money away in the vast majority of cases.

    I have some plans to do crowdfunded projects in the near future, but I am not even looking into it seriously until I have something at least marginably playable so people to be able to get some idea of what is being done and where I want to take it. It also helps me get a basic idea of what kind of effort it is going to take to get the project realized and what it may cost.

    --
    -SS "Teach the ignorant, care for the dumb, and punish the stupid."
  28. Re:An idea won't earn peoples money by gnupun · · Score: 1

    Any idiot can come up with an idea for a kickstarter, not everyone can make it actually happen.

    And even if they manage to complete the game, there is still the possibility the payer won't like the final product. A preview/prototype helps you decide whether you will like the game or not.

  29. Wah. by msobkow · · Score: 1

    "We couldn't find somebody with deep pockets that we could sucker^H^H^H^H^H^Hconvince that we had a 'great idea', so we tried crowd-funding, and we couldn't find a 1000 idiots we could sucker^H^H^H^H^H^Hconvince to part with their money. Life is so unfair."

    Look, buddy, the bottom line is "great ideas" are a dime a dozen. As a professional programmer who made a career out of slinging code, I've lost track of the number of "great ideas" people had that they wanted me to develop. They all claimed we'd be "rich", if only I would do all the work for them for free.

    Without a demo, you're not showing you have what it takes to do the job. Even with the demo, you're not showing you have what it takes to handle the business side of things.

    I mean, seriously, you want "angel investor" money for the "payout" of a "free copy of the game when it comes out?"

    How many decades did people wait for the last "Duke Nukem", and that was from a reputable publisher who knew what they were doing!?

    Why would anyone with a functioning brain cell trust your "great idea" to ever deliver?

    --
    I do not fail; I succeed at finding out what does not work.
  30. Never again by xaoslaad · · Score: 1

    I funded DCS: WWII and the third party developer folded. It's only by the good graces of Eagle Dynamics that any of us are seeing anything for our money. The DCS: MiG-21 by another third party on Indiegogo had some other nonsense where someone backed out and only thanks to a group within who didn't see any of the money from Indiegogo are they getting anything for their money. (I did not back this one and am not up on the full story). Also backed Torment: Tides of Numenera. Original date was December 2014. Now they're saying December 2015. I have my doubts that I'll even see it then. Also, after being screwed first hand twice and seeing another one in the same gaming community I'm done with kickstarting video games. I've gotten physical stuff (wallet, pressy) relatively close to promised dates. Yet video games are folding and delaying like nobodies business. There have also been other big failures in the news where people ended up with jack and squat. So, basically I blame this on the groups that had no hope of producing anything and still took peoples money. This is why people are weary.

  31. thank you gift is product by globaljustin · · Score: 2

    most kickstarters that I've seen get big money, like the iPod dock & blender/boombox/coolerwere recursive projects...the 'thank you' gift is the product that the company you're supporting is trying to make

    it's silly...but i'm glad kickstarter and the like exist...they should just adapt their message & rules just a bit to make this weird moebius strip of commerce and charity unnecessary

    as far as gaming, if people want to donate money to an idea, screenshot, and prayer then I think they should be able to...

    fyi, that ipod dock kickstarter i linked to above is an insane roller coaster & exhibit A of how kickstarter can be good and bad...the guy ended up barely breaking even after a new ipod design came out right during his production and he had to do several recalls...it was a disaster...

    IMHO the Elevation Dock is an example of...something...i'm not hating but it's obvious most of these kickstarter millionaires have no clue what they are doing & spend more time on pictures and the video than product design at times...but that's my jealousy. If people want to throw money away for questionable 'innovations' then that's their choice...the system exists, not all kickstarter products will be crap

    --
    Thank you Dave Raggett
  32. It's their problem, not Kickstarter's by Animats · · Score: 1

    Yes, nobody will fund their game.

    One of their examples shows a motorcycle chase. But the user's option is to select straight ahead or turn right and follow. They're trying to do a canned cut-scene adventure. Those went out with Space Ace.

  33. Not unreasonable. by kuzb · · Score: 1

    It's not unreasonable to see a prototype, or some work in the direction of the idea you're proposing. It's not unreasonable for people to expect some form of tangible proof that you can do what you claim you can do. This idea that it should be acceptable to place all of the risk on to the customer is ridiculous.

    --
    BeauHD. Worst editor since kdawson.
  34. Risk vs Reward by sreever · · Score: 1

    A lot of it is risk vs reward. A game with a good portion of it done shows that their is a lot less risk. Not only on the game getting completed and released, but also on if you may or may not like the finished result. So more people are going to be willing to shell out. The reward for a kickstarter is often just the finished product and possibly some extra swag if you want to pay more. If all you have is some concept art, the risk is a lot higher that you may not like the finished product. It could be a fine and successful product, but maybe not something that you may like or disappointed they went a different direction than you expected. A traditional investor on the other-hand, doesn't have to worry on if 'they' will like the end product. Just that it sells well enough to get their money and hopefully a profit on return back.

  35. It's not "free money" by Tyr07 · · Score: 2

    There is nothing that is actually free. Yeah, a lot of people are going to have to show how serious they are by investing their own time and money into it first.

    You can't get it risk free by doing kick starter and expect everyone else will absorb the risk.
    I think the idea for kick starter is that you come up with something fantastic, you then start working on it.

    You got this cool prototype that has a lot of potential, but you want to make it soar. To do that, you'll need funding for wages, to pay for your
    expenses while you devote time to it, for licenses, for materials if it's not digital, for equipment to make it. Then you hit up kick starters.

    If your ideas were fantastic enough to have absolutely nothing but an idea written on paper that will get you funding, you'd hit up a developer / corporation
    who is willing to fund you.

    Also, maybe a lot of people didn't think the concept was as good as you thought it was, and that people wanted to take that chance on it.

  36. Whiny babies.... by Lumpy · · Score: 1

    Yes they need a working prototype. Even if it's printed crap from inkjets. These guys are whiny that they cant run their scam.
    tons of other groups have funded their board games and card games via kickstarter and they had most of it prototyped and demonstrated before they ran the kickstarter.

    This is how it is supposed to work.

    --
    Do not look at laser with remaining good eye.
  37. You Have To Make the Game Before You Ask For Money by fellip_nectar · · Score: 1

    Why? It's never stopped Peter Molyneux before...

    --
    Worst. Signature. Ever.
  38. Re:Because 95% of software game kickstarters.... by Richy_T · · Score: 1

    I was telling my daughter about Populus, a game I played on my friend's Amiga back in the day. With the craze for remakes, I had a quick search and was pleasantly surprised to find it was a Kick-starter project called "Godus". Then I read the contributor feedback. My god, they screwed the pooch on that one.

  39. Wrong. by Black.Shuck · · Score: 1

    Retro Game Crunch: http://retrogamecrunch.com/abo...

    Sure, not as big-budget, but quite ambitious for a small team. And they delivered.

  40. Like Augie and the Green Knight by DrYak · · Score: 1

    Try Kickstarting A Novel

    You mean like this ?
    This proves it possible although (as in the case of Star Citizen, and the likes) it got successfully funded because the book has big names behind it: Zach Wiener and Boulet.

    I'm always amused when wanna-be novelists want people to give them $50,000 to write a novel in a year and discover that no one will give them money. The novel must be written first.

    The book COULD be not finished yet:
    - ...if it comes from a known guy. Popular author which has already shown able to produce good work. Can have successful kick-starter (I have this great idea that I want to write about, but my current publisher considers it a bit riské and doesn't want to shell out all the money for it).
    Basically, any idea proposed by Terry Pratchet would get insta-funded, no matter how weird the premises.
    - ...if it again follows the "prototype" rule. Wannabe authors writes "Chapter 1" on his free time and decides that he want to get paid to make the rest instead of having a main job and doing the book on the side. Wannabe authors makes chapter 1 available. Interested reader notice that current work is better quality than the crappy fan-fic which pollute the interweb and that the wannabe authors shows promising qualities. Book might get funded.
    - slight variation of the above: a blogger who has shown very good and promising writing ability. Nothing from the book exist yet, the authors hasn't written a book before either, but has repeatedly shown to be able to output massive amount of written material with a good sense of humour.

    Notice that, both situation could also work with a publisher. The only reason to go for Kickstarter is if for some reason no publisher is interested in the material it self (the project is REALLY weird, or the main theme is controversial, etc.)

    The main difficulties won't be finding potential funds for Kickstart (as in fact, the main difficulty won't be finding a publisher neither, if the project isn't too much weird).
    The main difficulty would be the lack of experience in handling a publishing project.

    --
    "Sufficiently advanced satire is indistinguishable from reality." - [Tips: 1DrYakQDKCQ6y52z6QbnkxHXAocMZJE61o ]