The Kickstarter feels very consumer-focused, which is great but they still need to have games to sell to people.
The Kickstarter feels very consumer-focused, which is great but they still need to have games to sell to people.
It raises the question of how this kind of project should be handled. Should they have developer docs ready before fundraising? In the end, that's what it would take to answer your questions.
I'm not taking a side on that, it's quite possible that the answer is "Yes, they should have that level of documentation ready."
Just thinking about what's best for this kind of Kickstarter.
Either the funding is "to develop the platform and make it available for developers to write games" or "to get the platform we've developed into production so that games written for it will have a wide audience."
If its the former then there is a much bigger gamble here, they may not be able to make it compelling enough to actually be a competitive game platform. If its the latter then they should have the 'big' pieces in place software wise and the remainder might be just refinement. Reading their collateral and listening to their pitch I think it is more if A than it is B but I would love to hear differently.
I keep trying to remember the DirectX guy who created a company to make 'game develoment for the masses' and then faded away, damn my aging neurons.
I would bet that to a large extent this could be called a land-grab platform--"get in early or don't get in"--and that makes them particularly important to have well in advance.
If they were pitching this for, say, Q1 2014, this wouldn't be that much of a red flag. That's plenty of time to get a dev SDK out for developers to have enough time to make something.
However, with less than 9 months to launch, they absolutely need an SDK ready, unless they're serious about only getting ports of existing android games. A 6-9 month dev cycle is on the short side for most quality indie game releases, but it's very possible to get good games made in that time.