Kickstarter - Editorial @ GamesIndustry
GamesIndustry's writer Rob Fahey has posted a new article on GamesIndustry.biz where he talks about how Kickstarter can't just be funding for newcomers.
What is Kickstarter? Kickstarter is a strong indicator from the market. For a game that's failed commercially twice, it's about the only indicator worth listening to - one which actually takes money up front from consumers to the tune of the cash required to fund development, or a decent percentage of development. This is, in effect, the last throw of the dice for a franchise like Amplitude. You can't blame publishers for not wanting to fund a game which has a history of critical success matched to commercial failure. Equally, you can't blame a developer for not wishing to remortgage their house or spend their personal wealth on the same project; why should they undertake risks that no publisher would?
Kickstarter is, above all else, a way to remove risk from the most risky game development projects. Up until now, publishers have focused on removing risk by following "safe" creative paths, copying commercially successful projects and making endless sequels and titles which fell comfortably within the bounds of existing genres. Kickstarter allows that risk mitigation to take place at a much more creatively beneficial place - in the realm of project financing. Kickstarter is a way to stand up with your idea, in all its unedited glory, and say "here's what we'll make - who wants it?" - and crucially, a way to sit down, dump the idea and work on something else if it transpires that nobody wants it.