they were successful for the developers (and only those were selected).
for the funders there really is not much closure yet to say anything about the future.
They already have so much time put into development and the point of a kickstarter for games is not to make a bunch of money on the kickstarter. It is to make a bunch of money on selling the game since a publisher isn't basically taking everything on the actual sales of the game. Then there is more money to be made on actually getting to own the IP because you didn't get gouged by a publisher.
If they were going to run off with the money they already should have by now. At this point it is really in their interest to finish the game.
It isn't a guarantee of course, but it seems much more likely now then it did when the games were initially funded.
And maybe this is wrong and the future of game development will shed those tendencies. Looking historically on game development, rushing a product out of the door to meet a release date has rarely produced a good game (anyone heard of E.T?). So the question might be, what alternative do we have between rushing a product for relase date, and waiting until it is "done", which might mean fifteen years to find out that the game is rather crappy (duke nukem forever). We can also look at development processes like Debian, and compare a static release schedule with a dynamic one.
Let's say a company plans to make their game in 1 year with 5 developers paid $60,000 each, so they raise $300,000. Every month of overrun costs them $25,000 in salaries, and if they don't have cash in the bank on pay day the employees don't get paid.
At Blizzard or Valve this wouldn't a problem, they've got oodles of cash in the bank. But the whole point of going to kickstarter is because you don't have oodles of cash in the bank.
DNF wasn't done. IIRC, the developer gave up, sold what they had, which was tidied up and shipped otherwise as-is. It's another example of shipping a product before it's "done". ...and sometimes an idea just doesn't work out, no matter how much effort.
I'm guessing in both cases it's because the best raters get the best access from companies.
Same problem probably exists in other industries too.
Pricing plans, gold editions/collectors editions etc are all planned for much later in the cycle - all revenue comes post/near game launch.
That is what I was aiming at, perhaps it wasn't clear in my original post, I plead sleep dep.