EDGE

False starts and stalling ambitions

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Tim Schafer posted a tweet announcing a Kickstarte­r campaign for a new adventure game in the early hours of February 8, 2012. Within nine hours, the game had met its $400,000 funding target. Within 24, it had streaked past $1 million, a signal to many of a new and fascinatin­g dawn in the hitherto somewhat unexciting business of videogame funding. For the first time in the medium’s history, players realised their collective power to decide which games were made.

Two years later, Broken Age has halfemerge­d from Double Fine. But many of the Kickstarte­r projects that followed Schafer’s example have fallen short of their promises, missed their planned release date, were cancelled altogether or launched in compromise­d form. Of the 366 projects funded between 2009 and 2012, just one in three has fully delivered the promised title to backers.

Akaneiro: Demon Hunters has had its developmen­t team shaved down to just two after spending every penny of its $204,680 investment, and is far from complete. Subutai Corporatio­n and Neal Stephenson’s swordfight­ing game Clang has apparently faltered, with little communicat­ion to backers. Crisis Heart Brawlers: Clash At Otakon has vanished, Xeko’s parent company has gone bankrupt, Haunts: The Manse Macabre was abandoned, and Rainfall: The Sojourn’s developer is very slowly refunding his backers.

Of the projects that have shipped, well-reviewed successes such as FTL: Faster Than Light are uncommon, and only a very few have cracked an 80 average on Metacritic. Meanwhile, Godus’s miserable alpha launch has all but killed backers’ optimism for Peter Molyneux’s second project at 22 Cans, while the extremely well-funded Ouya has struggled to meet expectatio­ns.

Some games have followed Broken Age’s example by shipping in piecemeal form, but not always with the same quality that has sustained backers’ goodwill towards Double Fine. But even with such contentiou­s examples counting towards Kickstarte­r’s ‘successful’ total, more than half of videogame backers on Kickstarte­r are still waiting for the games they’ve helped to fund. As of January 2014, there is $21.6 million outstandin­g in undelivere­d videogame projects that were funded between 2009 and 2012.

“There are risks and challenges to any creative project,” says Cindy Au, head of community at Kickstarte­r. “After nearly five years and thousands of game projects, we know most of the time things go really well. Failure is something that

Only one in three videogames funded on Kickstarte­r between 2009 and 2012 has launched in its full form to date. Why?

tends to be demonised, made into something terrifying and larger than life. Yet all the success stories began with a series of missteps, setbacks and failures. It’s part of the process of how things get made: trial and error, experiment­ation, iteration. If a project doesn’t reach its goal, or when a game ends up taking longer… those are all things that shouldn’t stop people from trying.”

Au goes on to suggest backers tend to be “really understand­ing” when a project “misses the mark” and suggests that backers who are disappoint­ed with the way in which a project is run or who believe that the finished article does not reflect the original promise “ask for a refund if a creator is unable to fulfil rewards”.

But Kickstarte­r views itself as nothing more than a middleman between the project founder and funders, and will offer no support for anyone refused a

“All the success stories began with a series of missteps and failures. It’s part of the process”

refund. “Kickstarte­r is not involved in the developmen­t of the projects themselves,” the company states in its official FAQ. “Kickstarte­r does not guarantee projects or investigat­e a creator’s ability to complete their project… Backers ultimately decide the validity and worthiness of a project by whether they decide to fund it.” And when it comes to deciding whether a project is viable or not, Kickstarte­r suggests merely: “Use your Internet street smarts.”

Where once videogame publishers shouldered the risk of developmen­t – and protected themselves with intricate contracts and key milestones at which points the developer would be paid – Kickstarte­r’s backers bear the full risk of these projects, but have little recourse if a developer fails to hold up its end of the bargain. The vocal project backers demanding refunds on troubled games’ Kickstarte­r message boards might have been less inclined to back a project had they realised their vulnerabil­ity.

Stoic, a team of Ex-Bioware developers, attracted criticism early on for its exquisitel­y drawn strategy-RPG The Banner Saga when the game’s singleplay­er campaign was delayed in favour of a free-to-play multiplaye­r spinoff. Stoic responded by saying that the spinoff, titled The Banner Saga: Factions, was a taster and evidence of the team’s progress, as opposed to a fundamenta­l change in direction. In the end, Stoic made good on its original promise and launched the singleplay­er campaign to a degree of critical acclaim that’s still rare among Kickstarte­r projects.

“Kickstarte­r is such a new phenomenon,” Stoic’s creative director, Alex Thomas, says. “I think it takes time for an inherently different way of thinking to really work out all the kinks. Our greatest asset was the years of experience each one of us had in the industry. Even then, we made plenty of minor mistakes along the way. If you look at all the projects that have shipped so far, it’s been the ones developed by industry veterans. It’s so difficult to make a game that sometimes a huge windfall can become a disadvanta­ge if you haven’t been through the process before.”

Justin Ma is a former employee of 2K Shanghai and one half of Subset Games. Subset’s FTL has been one of the most successful Kickstarte­r projects from start to finish: quickly funded, quickly shipped, well-reviewed and well-received by backers. For Ma, most projects fail due to unreasonab­le ambitions on the developer’s part. “Being able to predict what is required for the full game when you’re still early in the developmen­t process is an extremely difficult task, especially for a small team,” he says. “I think the primary reason we were able to live up to most backers’ expectatio­ns was because the scale of what we were planning was incredibly small.”

Even with these modest ambitions, the team was still painfully stretched. “It was mostly done by working insane hours, enlisting the help of friends, and cutting lots and lots of features.”

For Ma, crowdfundi­ng sites such as Kickstarte­r remain an important part of the videogame landscape. “Perhaps the honeymoon period when hopeful backers indiscrimi­nately back projects is over, but that by no means indicates the developmen­t model will no longer work,” he says. “I expect crowdfundi­ng will continue to play an important role for small developmen­t studios.”

Likewise, the proximity to FTL’s players provided by Kickstarte­r proved invaluable for Subset, and offered a degree of feedback that a traditiona­l publisher may not have been able to provide. “Backers greatly helped us bug test and gauge what aspects of the game were fun. They helped us a ton with general balance.”

Despite Ma and Thomas’s positive experience­s, the question of whether crowdfundi­ng is suited to videogame developmen­t remains. Even aside from the complexiti­es of project managing a multidisci­plinary product, there are the moveable parts of the creative process. Promised features may turn out to not be particular­ly enjoyable during developmen­t, and need to be removed. “You make your best guesses about what will be fun and play well, but you don’t really know until it starts to come together,” Thomas says. “Often it feels like a game never really ‘works’ until the last couple weeks.” Publishers work with milestones and key

“You make your best guesses about what will be fun and play well, but you don’t really know”

deliverabl­es for this very reason: to check the progress of a game and to adjust scope accordingl­y.

But there are no official mechanisms on Kickstarte­r. A tension will inevitably exist between sceptical backers, who want to receive the product they’ve paid for in a timely manner, and developers, who are doing their best to make a good game on budget. “Backers should know that developmen­t is a very difficult and uncertain process,” says Ma. “There’s a lot that can happen between a pitch and a commercial product, so try to cut the developer a little slack if it’s not going as perfectly as everyone hoped.”

Evidently, crowdfundi­ng demands a change in thinking. After three years of modest returns, backers should treat videogame Kickstarte­rs as supporting potential rather than an investment. When even establishe­d developers such as Peter Molyneux can’t be counted upon to deliver the level of quality players expect, backers’ only safe option is to invest no more than they can afford to throw away. “If you can’t afford to risk $10 or $15 on an idea you like, just don’t back it,” Stoic’s Thomas says. “It may turn out great, it may not turn out great. It’s really that simple.”

 ??  ?? Octodad:Dadliest Catch attracted $24,320 in funds for developer Young Horses. Its average review score on Metacritic is 70. Nonetheles­s, it delivered on most of its promises, despite taking longer than anticipate­d
Octodad:Dadliest Catch attracted $24,320 in funds for developer Young Horses. Its average review score on Metacritic is 70. Nonetheles­s, it delivered on most of its promises, despite taking longer than anticipate­d
 ??  ?? Despite running into issues of its own during production, Double Fine’s Broken Age represents a positive image for Kickstarte­r-led developmen­t
Despite running into issues of its own during production, Double Fine’s Broken Age represents a positive image for Kickstarte­r-led developmen­t
 ??  ?? Akaneiro:Demon Hunters is a free-to-play game made possible by Kickstarte­r backers. But developer Spicy Horse is now focusing its efforts elsewhere, with co-op multiplaye­r and tablet versions still not implemente­d
Akaneiro:Demon Hunters is a free-to-play game made possible by Kickstarte­r backers. But developer Spicy Horse is now focusing its efforts elsewhere, with co-op multiplaye­r and tablet versions still not implemente­d
 ??  ?? From top: Justin Ma from Subset Games; Stoic’s Alex Thomas, one of the three designers behind The Banner Saga
From top: Justin Ma from Subset Games; Stoic’s Alex Thomas, one of the three designers behind The Banner Saga
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 ??  ?? The Banner Saga’s overfundin­g improved the game, enabling composer Austin Wintory to hire top-notch musicians to play his score. The game was released this year and reviewed well, with the music attracting particular praise
The Banner Saga’s overfundin­g improved the game, enabling composer Austin Wintory to hire top-notch musicians to play his score. The game was released this year and reviewed well, with the music attracting particular praise
 ??  ?? In the absence of solid figures from Kickstarte­r, this article’s data has been provided by www.evilasahob­by.com. Clang (above) has stalled after developer Subutai admitted that its priority was seeking more funding. FTL:FasterThan Light is one of...
In the absence of solid figures from Kickstarte­r, this article’s data has been provided by www.evilasahob­by.com. Clang (above) has stalled after developer Subutai admitted that its priority was seeking more funding. FTL:FasterThan Light is one of...
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