Another Big Game Kickstarter Has Failed, But Don't Let That Scare You Away
Despite its flaws, crowdfunding remains game development's best hope for new ideas.
Kickstarters are interesting things. You can throw $20 at a project that looks cool, then completely forget it exists until you receive a definitive notice -- the one that either says "We're finished! Here's your reward!" or "Wow, we totally under-estimated how much work this is. Uh, sorry -- this isn't happening after all."
Unfortunately, as far as video game Kickstarters are concerned, the latter seems to happen distressingly often. The folks behind the campaign ask for too little money, are blind-sided by feature creep thanks to lofty stretch goals, forget to factor in how much money goes to taxes and Kickstarter fees, or all of the above.
Case in point: The unravelling of Epic Minds' Midora, a proposed top-down action-adventure game in the vein of Secret of Mana and The Legend of Zelda. Its Kickstarter campaign raised over $74,000 in 2014, but progress on the game quickly stalled when it ran out of money. In October 2015, Epic Minds sent out a call for investors and publishers. Nobody bit, and on January 11 2016, Epic Minds posted an update regarding refunds for backers.
Game director Mhyre promises he'll return to the game someday -- and in fact, "The less refunds [he has to make], the sooner you can expect me to go back to Midora and bring you the game we all believed in from the start."
When a high-profile Kickstarter like this crashes and burns, it becomes more important than ever to pore over crowdfunding's successes. In fact, some of the most highly-praised games released in recent years exist only because of Kickstarter or Indiegogo.
Don't Starve. Boot Hill Heroes. The Banner Saga. Kentucky Route Zero. They were all born of crowdfunding campaigns, to say nothing of the game that topped tons of "Best of 2015" lists: Undertale.
That's not even counting upcoming high-profile projects like Koji Igarashi's Bloodstained: Ritual of the Night, Playtonic's Yooka-Laylee, and Yu Suzuki's Shenmue III. Kickstarter isn't just about giving breakout developers a chance to demonstrate their skills. It's also about giving veterans a chance to keep doing what they love.
Of course, Kickstarter's success stories don't absolve failed campaigns of responsibility. Going back to Midora, Mhyre admits "I knew that the game would need more than $60,000 to be made. However, like many others, I didn't think for one second we could reach a goal higher than $60,000, especially after two failed campaigns and no prior advertising."
It's understandable why developers might lowball budget numbers. The recently-funded Indivisible asked for over a million dollars, a number that made many potential pledgers balk. But studios that purposefully under-estimate costs do significant damage to crowdfunding in the long-term, as backers become wary of failed projects and wonder why RPG X needs a million in funding while RPG Y only asked for sixty grand.
Still, mistakes and miscalculations happen. Though project managers are ultimately responsible for the fallout created by failed ventures, they also deserve some praise for being brave enough to stand up and say, "We messed up." Moreover, project post-mortems are extremely valuable for aspiring developers.
Crowdfunding isn't perfect, but it's given us enough excellent games that it deserves the benefit of the doubt. Still, even research and vigilance won't guarantee you'll inadvertently back a screw-job someday. To quote an Arwing-piloting space rabbit, "Trust your instincts."
This article may contain links to online retail stores. If you click on one and buy the product we may receive a small commission. For more information, go here.
Comments 13
To be honest, I don't trust most of the up and comers and fully expect most of their projects to fail, be it through inexperience or outright deceit. But I'm very sympathetic to the idea of letting Japanese greats of the past take up the mantle once more and give me a little taste of a brighter era at least once more before they retire. Their countrymen and the industry at large may have forgotten their contributions, but it's a good thing that they can see that hearts still beat for that old time magic all over the globe. We get some great games in styles that have gone out of fashion and they get to know what their work meant to so many people. I can't be too cynical about that.
To me, if you think you have an idea for a game and the passion to pull it off, then just do it. Work in your spare time, find people who share your passion to help and make it happen. If you need money to make that happen, maybe you need to rethink your roadmap. I don't know, I have been making my own stuff for years now and I do it with a family and other obligations every day. Somehow I manage to find the time and little by little I get closer to finishing.
Kickstarter seems like a nice way to get extra resources, but I feel like you shouldn't be using it until you are on the final leg of development anyway. Then you have proven your resolve and are able to show people your idea. Instead of showing how awesome your concept artist is...
I made exceptions for Bloodstained and Yooka-Laylee though. There may have been some spite for certain big publishers involved and an irresistible urge to join the dog pile, but I had rational reasons too.
Still - I've got many games that I just haven't been interested in playing by the time they finally came out.
I agree with@NateDizzy - the patronage aspect is /now/ the biggest reason I consider giving money for crowdfunding.
Sometimes, this is fine. But a single person can only do so much. Some projects simply require a large crew, people with experience, etc. A single person can build a small home, sure. But they can't realistically expect to build a skyscraper, even if they've studied multiple aspects of their creation. Should we limit such grand visions to established multimillionaires, or should we find a new way to bring such ideas to fruition?
Also, saying something like Cave Story or Axiom Verge is "small scale" is not giving enough credit in my opinion. Until you make a game of any considerable scope, you really have no clue what "scope" really is. Consider a game like Super Metroid was made by professionals in about 18 months. I would say that game was a pretty large scope "game" (just the linear experience of going from start to ending credits). Now consider how a small team of motivated (but probably inexperienced) devs might handle the same task. I would guess the same task would require at least twice as long (3 years). If you are comparing that to making a modern 3D game, then the dev time and resources will scale exponentially.
That said, Midora was looking good. I've been waiting for the indie scene to move off of Metroid clones and move onto my personal favorite style of game - Zelda clones. There's surprisingly few of them.
I'm glad I get to take advantage of the successes that there are while still not getting ripped off by voting with my dollars on games that can and do fail. I don't buy it as patronage either, patronage has more benefits and more responsability on the artist, this is just pre-ordering where you don't always get what you pre-order.Edited January 2016 by Unknown