Double Fine raises $1m in less than 24hrs on Kickstarter
kickstarter.com
kickstarter.com
> And it’s impossible not to observe that on a day when gamers give a million dollars for a game that doesn’t yet exist, Ubisoft’s customers couldn’t play games they’d paid for and received.
The old model of publishers having excessive power over game developers can't die quick enough.
[1]: http://www.rockpapershotgun.com/2012/02/09/double-fine-kicks...
Similarly I see a John Scalzi or Terry Pratchett book and its bought, no thinking necessary. Again, if I see Futurama on TV it's going to be on.
Would I pay $20 in advance to get this? Yes, I pre-order shit regularly. Would I pay it 6 months in advance? Meh probably.
Both options require some amount of reputation on your part and/or some goodwill from the patrons.
One of these options will leave you in a worse position. I know which one I would prefer.
Whether or not this would work for indie/unknown developers is a whole other story, I think. The main point is direct funding.
I agree that the jury's still out for the little guy, but I'd argue that the little guy simply needs to hustle that much harder to get noticed.
In theory, there's little reason why a compelling-looking presentation about a video game, from a relative unknown, wouldn't catch fire if marketed correctly. Look at the Elevation Dock, for instance. Different category altogether, but the video demonstrates the appeal of the product, the thought that went into its design, and the personality of its creator (unknown to the general public prior to the Kickstarter project).
A "Startup Tim Schafer" would need to be his (or her) own marketing team. He'd want to -- probably need to -- crack the top Kickstarter listings, and hopefully earn some press pickup, by making an undeniably killer presentation. And he'd need to make damned sure to ship something in the end. (While it's true that Kickstarter isn't technically a pre-sales site, a lot of users seem to treat it that way. If you're an upstart developer with no AAA track record, your Kickstarter launch is your track record; you'll have a razor-thin margin of error).
No doubt Tim Schafer has a lot of advantages over Startup Tim Schafer. But the hill isn't impossible for Startup Tim to climb. If anything, I think the existence of Kickstarter makes things a lot easier for him. Kickstarter can be an excellent marketing tool every bit as much as it's a funding tool.
In a way, change is all good for the middle-men as well, since they will have to work hard to provide value on top of what the developpers are doing. Which is what they should have always been doing.
While croudsourced funding and whatnot are supposed to promote long-tail indie productions, here we're seeing that a large part of this project's quick success is due to Tim Schafer's reputation. If it were Joe Jones wanting $400k to make I doubt he'd get it so easily even if the game were the exact same.
http://www.kickstarter.com/projects/bravadowaffle/roboarena-...
I'm fairly sure that this was the second attempt at getting funding on Kickstarter, the first failed to raise enough funds.
In fact if you are well-known, it's not clear you even need Kickstarter at all. Einstürzende Neubauten, a niche-well-known industrial band, raised a substantial amount of money just by adding a subscription feature on their website in 2002, for example.
You work for free or very little money either by having a day job or living the life of a starving artist. Nobody is going to fund your first game, because your first game is going to be terrible. Heck, your first half dozen games are probably going to be terrible. People like to think of guys like Notch (Minecraft) or Edmund Mcmillen (Super Meat Boy) as overnight successes, but they made games for a long time before they made it big. If you are lucky, you can scrape enough together in your early career to pay your rent and eat. Heck even the legendary John Carmack was making little games for Softdisk then the commander keen games before id struck gold with Wolfenstien and Doom.
Even disregarding all that, he was making games before he made Gish, so the example still holds.
My point was, nobody is going to pay you while you practice, unless you get a job with BigCorp as part of a team and work your way up.
[1]http://www.gameproducer.net/2007/05/09/sales-stats-gish-1210...
If big artists are able to cut their ties to Big Content using crowdfunding, that will cost them a lot more money than if independent artists who they never would have signed anyway does. If the publishers lose profitability, and there's less revenue being extracted from the content industry by corporate middlemen, that can only improve the ecosystem for the little guys.
It seems like Kickstarter is more than capable of helping unknown developers generate funds to support development.
[1]: http://www.kickstarter.com/projects/1296948465/no-time-to-ex...
How about apprenticeships? Start off by working for a well-known person. Build your reputation there, with the aim of becoming independent one day.
In music, why not bieber, rebecca black, and soulja boy?
Would DHH count?
Does Amanda Hocking count? (http://www.npr.org/2012/01/08/144804084/a-self-published-aut...)
That's just after a few minutes of thinking. I believe I could come up with several more pretty easily.
Do you think Louis CK was just sitting on his ass and then, BLAMMO! FAME!: he was a superstar comedian?
No, something tells me all these examples are of people who worked their ass off under the traditional system, to a point where they can now buck that system.
So what will be the answer under this new "non-traditional" system? Same as it ever was: work your ass off.
Or more to the point. How do you crowdsource if you don't have the name recognition and track-record to trade on? You better be one hell of a salesman.
And besides, it's hard for the little guy anyways, but pre-Internet it was a LOT harder.
As others have mentioned... Tim Schafer (and Ron Gilbert) have a hell of a track record. They have an incredibly loyal fan base, and a series of past successes. The reason why Tim Schafer was able to raise $1M in less than 24 hours was because A) he's Tim of Legend and B) there is a market hungry for adventure games like the ones Tim and Ron made.
Markus Perrson (Notch) had something tangible to show and for people to play before he started accepting payments for Minecraft. He was effectively a nobody in the industry, but he had something playable.
Even Tarn Adams (Toady One) had releases of Dwarf Fortress before he accepted and attempted to live off of donations. Again, a nobody in the industry, but he had something playable.
No Time to Explain? Had a flash game before they did a KickStarter project.
Project Zomboid? They had demo videos to show.
It's something I used to tell my boss -- quit trying to sell stuff to customers you refuse to let any of us developers start actual work on. Let us build a good prototype then let's go sell it.
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Is this a first? Can anyone show an example where there was funding behind something that didn't even have anything to show?
Ha ha ha, I slay myself.
But in seriousness, I threw my money into the ring because I have really craved a solid adventure game. I know these guys will take a solid crack at it, and at the very least, I will get to watch the game development process unfold on a very personal and intimate level.
$15 seems like a low price to watch an adventure game's development process, AND get the end result.
I can't imagine a game studio that deserves it more than Double fine, they are going to make the best adventure game ever made.
Anybody want to take a wild guess on what their funding will be after 30 days of quieter exposure?
It's interesting that crowdfunding could really be a sustainable model for game development going forward; Double fine basically have all their development costs paid up front, so any extra sales on steam or whatever will be pure profit. I don't think it's a model that would work for every game, but it could be an interesting direction for small-medium studios like double fine to pursue; say once every 6-18 months they come up with another game they want to put out there, see if they can get it crowd funded, then if it gets funded they can go ahead with it. They can still do their more mainstream XBLA games etc. as their bread and butter, and use these games to keep the studio busy in between more traditional games.
The other interesting point is the "pay what you want" part of the model: people can put in $1 and just see how the game turns out, or they can put in $15 to get a copy of the game or release, or the really dedicated fans can pay more to get extra bonuses like lunch with Tim. This is a huge change from the traditional "one price for all" game pricing. It's also great that basically all of the money raised is going towards the game and the studio that made it.
Their $300,000 estimate doesn't seem very high. After taxes, that's probably enough for 2-4 full time dev-years (and they'll need programmers, artists, musicians, et al.). Not to mention infrastructure costs, lawyers, advertising, etc.
I'm not sure how taxes affect the money raised from Kickstarter -- but I assume the plan from Double Fine was to get a bunch of the money from the internet, and then throw in a bit of their own.
As for creating an adventure game, it's not a very large technical challenge, for the most part. 7-8 quality devs for 8 months? I can believe they could bust out an adventure game, at a low fidelity art style.
The biggest costs to an adventure game would be asset creation. Drawing everything, or modelling everything. That's where the money will go primarily.
The timing was perfect for Double Fine, it's all pretty amazing.
I hope Kickstarter has giant cheques.
Full Throttle comes very close.
I don't play video games much these days, but I think it's safe to say that Tim Schafer is one of the best writers in the industry. Maybe that doesn't mean much, but God do I love his characters!
I launched a kickstarter campaign myself and I'm doing terribly. I look around and see all sorts of weird campaigns getting funded and can't help but think: What am I doing wrong? People in real life tell me they like my product, yet on kickstarter it's going no where. So I guess it's safe to assume, they either lied to me and my product is undesirable, no one knows about my campaign despite me trying to get featured on design blogs, or I'm so repulsively ugly in my video that I drive people away.
Even better is that every game dev and every gamer wanted to see this succeed so it wasn't just one tweet but a stream. Every gaming website I know had threads with people excitedly yelling out milestones. Notch let his 578k followers know that he pledged 10k.
To be honest after just a few hours in it was almost impossible to not know about. Even HN had multiple links with discussion.
Can you link us to your product? Kickstarter is some part luck and a large part making something people want.
Come on, is that really a helpful comment? It's not like he posted his project on the "non-internet" Kickstarter and that's why it's doing poorly.
I would imagine Kickstarter success comes with fame and marketing. If you're famous, all it takes is a tweet. If not, you'll have to work hard at getting the word out and hope that maybe someone else famous will take notice.
I doubt a Kickstarter effort would be a silver bullet to get the game funded in its entirety, but it could well be a good place to start from and then have other partners (publishers or other investors) jump in to help fund the rest later on while work goes on.
I believe the goal of such a crowdsourcing effort for ShenMue 3 would also be to assess the market size for such a sequel. Honestly, no big publisher is going to bet on ShenMue and pour money in it. They are too risk-adverse. If it were the happen, the community, the fans would have to lead the way.
The big question, of course, is how the team will handle it. Maybe they'll become overconfident, or feel less motivated to succeed than otherwise. Or, on the other hand, maybe they'll feel unpressured and able to exercise creativity more freely and naturally without those worries.
I honestly hope they bump out the date like six months and go bigger rather than getting it done for October and then using the extra cash to do things like porting the game to other platforms.
Hell reaching 5 million is not out of the question and that could keep a team of 10-15 people employed for two years at the minimum. They could reach a point where they literally can't spent money fast enough if they actually want to make this game with small team.