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 backing – Wasteland 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:
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!
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
Post a Comment