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Kickstarter's Problem: You Have To Make the Game Before You Ask For Money 215

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.
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Kickstarter's Problem: You Have To Make the Game Before You Ask For Money

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  • by Anonymous Coward

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

    • by halivar ( 535827 ) <`moc.liamg' `ta' `reglefb'> on Friday September 12, 2014 @01:20PM (#47891277)

      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.

      • by macdude22 ( 846648 ) on Friday September 12, 2014 @01:25PM (#47891339)

        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.

      • 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

        • by halivar ( 535827 )

          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.

    • by Anrego ( 830717 ) *

      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.

  • 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.
    • 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.

  • by BarbaraHudson ( 3785311 ) <<barbara.jane.hudson> <at> <icloud.com>> on Friday September 12, 2014 @01:07PM (#47891139) Journal
    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.
    • Re: (Score:2, 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.
    • by nnull ( 1148259 )
      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 t
      • 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?

    • by Kjella ( 173770 ) on Friday September 12, 2014 @01:38PM (#47891497) Homepage

      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.

      • by Altrag ( 195300 ) on Friday September 12, 2014 @02:01PM (#47891767)

        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.

        • 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 au
      • 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

    • I agree. Some kind of prototype for computer games, or (physical) card, board, RPG, etc. games, should not be an undue burden.
    • by jythie ( 914043 )
      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.
    • 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 s

      • by BarbaraHudson ( 3785311 ) <<barbara.jane.hudson> <at> <icloud.com>> on Friday September 12, 2014 @03:08PM (#47892421) Journal

        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.

      • 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.

      • 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.

  • Yeah, so? (Score:5, Insightful)

    by realmolo ( 574068 ) on Friday September 12, 2014 @01:10PM (#47891159)

    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.

    • 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.

    • Re:Yeah, so? (Score:5, Informative)

      by Charliemopps ( 1157495 ) on Friday September 12, 2014 @01:21PM (#47891295)

      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... [thegamecrafter.com]

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

      • by Tridus ( 79566 )

        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.

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

        • by rwv ( 1636355 )
          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?
    • 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.

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

      • by suutar ( 1860506 )

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

  • by Anonymous Coward

    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.

    • 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-

  • by Joe Gillian ( 3683399 ) on Friday September 12, 2014 @01:18PM (#47891249)

    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."

    • 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.

    • 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 an

    • 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 sa

  • 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 p

    • 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.

    • by halivar ( 535827 )

      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

      • by Altrag ( 195300 )

        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.

    • 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

  • by __aaclcg7560 ( 824291 ) on Friday September 12, 2014 @01:18PM (#47891253)
    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.
    • by Altrag ( 195300 )

      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!)

      • 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.
        • by rwv ( 1636355 )

          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 proj

  • Ya well (Score:4, Insightful)

    by Sycraft-fu ( 314770 ) on Friday September 12, 2014 @01:24PM (#47891327)

    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.

  • by MrEricSir ( 398214 ) on Friday September 12, 2014 @01:24PM (#47891329) Homepage

    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. [kickfailure.com]

  • 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".

  • 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

    • 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.

      • 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.

  • 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

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

  • by QuietLagoon ( 813062 ) on Friday September 12, 2014 @01:36PM (#47891475)
    As evidenced by this [youtube.com].
  • 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.

  • 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/

  • by msobkow ( 48369 )

    "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

  • 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.
  • by globaljustin ( 574257 ) on Friday September 12, 2014 @02:51PM (#47892281) Journal

    most kickstarters that I've seen get big money, like the iPod dock [kickstarter.com] & blender/boombox/cooler [kickstarter.com]were 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 [zdnet.com] 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

  • 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.

  • 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.

  • by account_deleted ( 4530225 ) on Friday September 12, 2014 @05:12PM (#47893355)
    Comment removed based on user account deletion

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