Kickstarter funded game development is happening more and more. After
the “Double Fine Adventure” project received over three million dollars
of a relatively modest $400,000 goal, a great many people have been
trying to get in on that sweet croudsourced funding. Projects that might
never otherwise have seen the light of day, like Wasteland 2, are
suddenly becoming viable by reaching out to the gaming community for
support. Great, right? Yes, obviously. But I’m a little wary of this trend- what are the consequences of doing without publisher support?
Game
development is a pain in the ass. It’s a complicated, challenging and
costly process, and always has been. It’s not at all uncommon for games
to be delayed, undergo radical changes or to be cancelled outright
during development. Big projects from big developers aren’t immune-
where is Rockstar’s Agent, for example? Even if a game does manage to
come out on schedule and within budget, there’s no guarantee whatsoever
that it’ll actually be any good. This isn’t really a problem; it’s
merely the nature of the beast.
Nominally, the job of the
publisher is to tame that same beast. They’re supposed to bankroll
multiple projects from multiple developers, providing support and
resources as required, and using business know-how to turn raw creative
output from the developers into a marketable product, thus making money
for everyone involved. Ideally, the developer-publisher relationship is
one of mutual service and benefit, and while today’s publishers may be
primarily concerned with shoving DLC down our throats, they have to at
least try to do it right to stay afloat.
Making a good
pitch for a game is easy; making a good game is hard. Imagine that
instead of an angry unemployed asshole, I’m a new studio with a vision
for a game of massively multiplayer vehicle combat and racing in a
persistent online wasteland, with high emphasis on loot, customisation
and the unique specification of your personal ride. Sounds great, right?
Trouble is, I don’t know how the hell to actually put such a thing
together- I’m an ideas guy. Ordinarily, this is where a publisher comes
in. They look at my pitch, ask me some questions, and, if they think I
can deliver the goods, they give me resources and a schedule to bring my
vision to reality. However! If I decide instead to fund myself with a
Kickstarter, I’m losing out on the publisher assistance, which (should)
go beyond the financial.
While it is by no means impossible to
find success in independent game development, it does place the burden
of financial and business stuff necessary to make a game not on the guys
in grey suits at a publishing company, but on the creative types
actually making the game, who could easily be woefully ill-equipped to
deal with such things. Like I said, making games is hard, and there are
often complications. What if a key designer falls ill? What if there’s a
fire or an earthquake or a Godzilla attack and vital code is lost? What
if the project runs over budget, and the Kickstarter cash is all gone?
These are the sort of things the publisher is supposed to handle.
When
a conventionally-published project goes down the pipe, it’s only really
the publisher that loses out. When one funded by a Kickstarter does the
same, it’s you and me- the real life gamers who put up the cash for its
development, who are taking the hit.
Don’t get me wrong- I do like
the Kickstarter funding thing, and I wouldn’t dream of suggesting it
stopped. What I will suggest is that when you look at a Kickstarter
page, you bear in mind the unique perils of this approach to
development.
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