The Kickstarter Conundrum
eurogamer.net
eurogamer.net
It will simply work as it has always worked: you'll have to work your way up. Start with smaller projects and make a name for yourself.
With Steam available and guys like Valve who go above and beyond to help their developers by doing things like handing out 50k keys to them upon request, developers have the best distribution platform imaginable, which means that the logistics are no longer something to worry about.
It's a great time to be an independent developer.
Everyone loves to bash publisher/distributors in all areas of creative endevour, and often with good reason. But at their heart these companies are accumulations of capital and expertise that allow risky investment in creative works that might fail. Everyone who succeeds in the traditional world to the extent that they don't need the publishers anymore got there because that capital took a risk on them; now they don't want to let part of their profits go back into that capital pool. The question is, if the old system blows up, who takes that risk for unknowns?
I'm certainly not saying its impossible. Probably people will be ramping up creatively, writing/making music/what have you for nothing until they build up enough of a fan base to ask for something more. But crowdsourcing is definitely not just a free handout without huge accumulated goodwill.
And I'm tempted to say "And the problem is? <long dramatic pause>"
Double Fine demolishes their funding goal, and we say "but that is only because everyone already loves them, no one else can do that."
There is this concept called 'paying your dues' which historically has reflected the time an artist (or worker) spends toiling in an under appreciated way, honing their craft. And from the folks who toil emerge 'stars' who have a knack for the business or their voice resonates with a receptive crowd. Kickstarter, Amazon's Kindle store, Louis CK's self produced show, replace the part where you develop a reputation (or pay your dues) they merely give you a way to monetize your reputation and keep more of the money for yourself, rather than parasitic forces which latched on to you early in your career like trigger fish follow a shark.
I believe that kickstarter, and things like it, will give artists tremendous freedom to create the art they want to create, when the rest of the world agrees its worth creating. But there is no disruption of the fact that nobody believes you can do anything until you've already shown them that you can. That takes work. That takes time. And that time is not part of your 'high earnings' period generally.
With that in mind, I wonder if Kickstarter could be the model for open source games in the future. Of course, getting people to pledge for a game that will end up free may be tricky, but I think it would be doable.