hucklebarry: When I back someone financially, I don't do it so that I can micromanage them. I give them the money because I trust that they know what to do with it to be successful.
Absolutely correct, but you still have the expectation that they are pursuing financial success. You'll probably want regular status updates and will become concerned if the project is costing too much or taking too long.
I certainly wasn't addressing mismanagement of a project.
Second, there is a HUGE difference between someone who just graduated Nintendo school wanting money so they can make it big, and someone who has already taken the time to make a project worth backing
Absolutely, but the second guy still has to make a business case to obtain funding. Investors aren't funding him because they like his creative work, but because he's got a track record of creating profitable products.
This is my underlying point: you need to be financially successful in order to get the opportunities to be creatively successful.
Grim Dawn ... kickstarter ... it wasn't some ideas and theories. He had working gameplay, design documents, wish lists, etc. It was very practical to examine his talent and vision and determine if you wanted to invest in this or not (very different from the publisher model).
Crowdfunding is a new and interesting model. It essentially works by transfering the risk from investors to the end-consumers. This has a few interesting advantages, but it's too early to say if it's driven by hype or if some ugly demons have yet to rear their heads.
In any case, having a working prototype is always a great thing to show to your investors (traditional or otherwise). Creating such a prototype takes time and effort (ie, money), which indicates that you're serious about the project. In other words, you have your own skin in the game, and that makes investors more comfortable about getting involved. I don't see how this is a counter-argument to my points.
So obviously it wasn't the best thing in the world to listen to the money holders.
Hey, hey, don't make a strawman here. I am
not defending mismanagement.
What I'm saying is that creativity is
not the metric by which projects get funded and created. Financial success is the driving factor. You could certainly make a case (one that I'd wholeheartedly agree with) that the current AAA industry can't tell a good project from a bad one, but that's a different issue entirely.
what do they gain if they make economical concessions, but those concessions make me not want to buy the game? Doesn't that mean they are actually NOT being economical?
If they make economic concessions that end up hurting the game, then
that was a bad business decision. For publishers, creativity is a means to an end; that end being financial success.