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Wednesday, September 19, 2012

Kickstarter and Entertainment - New Possibilities

Kickstarter. Oh, glorious Kickstarter.

           Of the modern era, for gaming, and just about anything else, Kickstarter proposes a method of funding that was never truly integrated, or realized, until now. It's a place that allows developers and those that would be, a chance to create some promising technologies, products, services, and for me, some amazing games, where otherwise the ability to fund, and distribute might have been far less accessible in years past. Ultimately, while it still boils down to your ability to market yourself, and take the initiative, it's provided a platform to give you the chance to do so, to the masses you so despretely wish to secure, without the middleman – the publishing giants – giving you more freedom, to make these products, your way.


           From the get-go, Kickstarter is a place to provide potential backing from investors – who can be anyone – to get your product under development, and ultimately, launched. There's a great deal of amazing game projects under development, by way of Kickstarter, some of them earning amazing amounts of backingWasteland 2, Double Fine Adventure, Shadowrun Returns, or even the "Ouya" video game console.
           Some may wonder, "isn't this just a fluke?" or, "isn't the failure rate really high?" You'd be right, in some cases – after all, the failure rate is high, as recently stated in this article. However, in the same article less than 10% of money pledged in total on Kickstarter, has been pledged to products that have failed. And, with almost 4 out of 5 projects reaching their goals, if they make at least 20% of their total benchmark early on – that's telling sign that it's not the platform, but the method of your delivery. 

           Of course, that's not to say, making games and other projects, and using Kickstarter will somehow not be without fallacy. Afterall, it takes marketing your work, and giving something people want see, relative to your level of success of level of fame. I.e. Double Fine and the team behind Wasteland 2 succeeded so incredibly well, and so fast, due, in no small part to the level of fame attached to there teams. If you don't have that, there's got to be more to show, and more to market, to get backers.
           In a world where you can find distrubution, and financial backing at your finger tips, by way of the world-wide-web, it's important to remember, that the same skills you use to pitch ideas, and market yourself, and your projects/products, are the same you use in person as online. Anarticle at Gamasutra, went over similar pitfalls with developers, ranging from not having the press interested early on, not enough content to actually show, and lack of concept in promotional material and videos. With that in mind, having your 'ducks in a row', so-to-speak, can really lead to potential success, and it's this kind of chang ein the playing field of publishing and funding, that has publishign companies vying for space, and trying to accomodate the change in an ever growing field.



           Earlier today, Feargus Urquhart, CEO of Obsidian, made a comment on publishers desires in the face of the Kickstarter age:

                "We were actually contacted by some publishers over the last few months that wanted to use us to do a Kickstarter. I said to them "So, you want us to do a Kickstarter for, using our name, we then get the Kickstarter money to make the game, you then publish the game, but we then don't get to keep the brand we make and we only get a portion of the profits" They said, "Yes". "

           As you can see, there's a desire to to tap into that resource, at the expense of the development team(s) producing these projects. However, it also seems like it's possibly driving a wedge between these two factions. Many developers and designers come to places like Kickstarter, for a chance to have their product seen and heard, to the masses they're catering to, rather than on the whim of publishers, who have traditionally been the link to marketing products. In this new field, it's fair to say that publishers wanting to get a cut of this arena, will need to focus on Marketing, and potential retail distribution in excess of development costs covered by Kickstarter fundings. This way, developers can make the games they want, while giving some incentive from publishers, to get products into a wider market, without putting that commonly associated stress on development teams.           
           There's a reason people are moving away from the old model, and trying to control it, is only going to drive a deeper wedge. If publishers can't offer an incentive to developrs, there's no reason for them to let them on board the gravy-train, so-to-speak. Afterall, Markus Persson, of Minecraft fame, published, distributed, and marketed the game with his team, with his team, using whatever means at their disposal, by way of a personal network, rather than through any publishing venues. The game has sold over 9 million copies, worldwide.


           At the end of the day, Kickstarter, and various companies like it, are here to stay. The change in the landscape is clear, and there's nothing but signs of a continuing trend towards this method of marketing and funding for products, increasing the ever-present awareness of indie gaming, and other entrepreneurial persuits. If the game spotentially take longer, but have the kind of gaming aesthetic we, the consumer want to see, then that's something I, and millions of others, are clearly for, and there's never been a better time, than now.

2 comments:

Unknown said...

Great information TaFari,

This is something that I have built-in to my timeline for my current project, and from the information that you have given, I seem to be on the right track. I thought that perhaps it would be best to actually move forward with a 3 issue story arc for this transmedia project, with the intent to package everything at the conclusion of that initial push in order to have better success for a Kickstarter campaign. My thought was that not only would I have more content with which to draw from for the marketing promotions, but more importantly, an audience already aware of what the potential franchise's storyworld offers.

In the beginning I am looking to add very light puzzle game dynamics, but foreseeably, with a successful Kickstarter campaign...the integration of different types of games with which to build from is a very exciting prospect.

Thank you for this verification!

Unknown said...

This was a great post. I happen to love Kickstarter and when I can I patron/participate in it frequently. It reminds me of the show "Quirky" by the IFC. It is a company that allows the web community to present invention ideas, models, plans, etc and be voted upon. Quirky then takes the winner of that vote and works with them to bring their product to life. It's a few years old by now however it was the catalyst that allowed me to make the personal discovery of Kickstarter. That website has allowed me to see some awesome projects, and even get involved and help fund a few others. One of my favorite KQ items was a handy device that looked like a pocket knife, but it was a handheld camera grip for smart phones. It allowed for awesome techniques and smooth shooting - a great overall KQ endeavor. I know he did quite well with it. One thing that makes KQ even better is the indy video game industry, which you talked about. What an amazing tool for fans to get involved and help bring amazing prototypes to reality.

Great stuff, thanks for the entry!

-Bradley Danyluk

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