Posted July 26, 2013
DarrkPhoenix: This could work reasonably well, and is similar to how things are handled in some business partnerships (milestone payments). Basically as part of the Kickstarter the person asking for money would present a full project plan, which would include the items that money was needed for, and the conditions that needed to be fulfilled in order to kick off the spend on each of those items (e.g. completion of a working prototype necessary for the spend of money allocated for manufacturing, initiation of manufacturing and negotiation of distribution deals necessary for the spend of money allocated for distribution, etc). The main wrinkle in such a plan, though, is that it would require a lot more work from Kickstarter as they'd need to be evaluating whether the various milestones were met. A possible way around this could be to have such decisions made by a selection of project backers (possibly anyone who donated over a set amount of money to the project)- basically have some of the backers act like a board of directors to keep the project team honest and evaluate whether they're making progress.
That's exactly what publishers do. The main advantage of Kickstarter is to give developers "freedom", which would be severely limited if Kickstarter had so much control. It would essentially turn KS into a "crowd-funded" publisher. Game development is not something "black and white" for KS (or backers, whatever) to judge. How would KS define for sure if a milestone has been reached or not? What if the developers promised to make 10 levels, for example, but has only made 9 so far. Would the condition be considered fulfilled or not? Would this developer then get no further money just because he failed to make one more level?
CrowTRobo: Couldn't have said it better myself. I've probably said it before, but this is exactly why I would never give money to a kickstarter project. It makes no financial sense. Why pay for a product you have no guarantee of receiving?
If you want to develop a game - do some actual work, release a demo to get interest. Then sell the game for money when it is completed. Thats how a consumer market is supposed to work: exchange finished product for money.
The problem is that no one is willing to take the risk to make niche games anymore. KS is the only viable option for developers who want to make a niche title. If you want to develop a game - do some actual work, release a demo to get interest. Then sell the game for money when it is completed. Thats how a consumer market is supposed to work: exchange finished product for money.
By the way, in KS you don't "pay for a product you have no guarantee of receiving". You donate money. Different things.
Post edited July 26, 2013 by Neobr10