scampywiak: "Asking a publisher for the money was out of the question because it would violate the spirit of panhandling." It'd also require accountability. I would venture it has less to do with "violating the spirit of Kickstarter" and more to do with not wanting to deal with a publisher. It's easier to stick your hand out again and ask for money from people that don't require accountability than deal with people that will breath down your neck for results.
I'm ok with pitching your ideas to people and letting them decide if they want to invest in them, that's not panhandling IMO. I'm even ok when people fail here and there, that's a part of the risk of putting money into a project. I've contributed to several that ended up as flops or were never even completed, I felt they were worth the risk. In all of those cases, they either offered refunds or did the best they could to make good on their promises, but best of all they admitted their mistakes honestly. The DF post on the issue, and request for more money, doesn't do any of the above. They seem to be selling the reason they screwed up rather than admitting it.
This makes me wonder what would have happened if they got exactly 400k? Would the game last 30 minutes? I also wonder how much money they actually think they can make from Steam Early Access.
Khadgar42: Why didn't they just spend the rest of the money on naked girls and/or booze.
That will probably be my strategy the moment I start something at kickstarter.
I have a good Idea about a videogame, but I don't have the funds to get it developed I simply go ask for money. What I do with the money doesn't really concern anyone
AS LONG AS I KEEP MY END OF THE BARGAIN I'd contribute.
Budget: $100k
Stretch goal: $100,001 - Party
At least you are honest.
This is one of the reason stretch goals kindof annoy me, in most cases (this doesn't apply to DFA) it seems the amount of money is disproportionate to the amount of effort that's actually involved (in addition to pushing the release out). It is one of the signs I look at when I evaluate a project, are the stretch goals promising features that actually cost more than the difference of the prior goal?
I'd rather them do what you said, take the money and make the game they promised, exactly. No fewer or more features for the initial release. If they want to re-invest later on and add features, awesome, but I don't want to wait 8 months for networking support that you claimed was gonna cost $10k to add without evaluating the actual amount of effort.