Many of the people who watch the gaming industry look at the trends
and patterns of it and foresee many problems plaguing it going
forward. The stock
prices and profit margins for the biggest
publishers in the industry are doing very poorly. AAA gaming is given
ridiculous and unnecessarily high budgets that transform mild
successes in terms of units sold into amazing
failures in terms of profit. Lastly, a lot of
the innovative elements of the industry feel stifled by the
increasing oppressive environment fueled (knowingly or otherwise) by
large publishers. Many great ideas and developers have had difficulty
getting funding in this climate for a variety of reasons like niche
appeal and risky ambition. People were getting fed up. And then
something interesting happened. Double Fine studios, headed by Tim
Schafer, decided to make a bold and up-until-then unheard of move:
They decided to use
Kickstarter to crowd-fund the studio's next
project, allowing them to make the game of their dreams free of the
influence of publishers. It made headlines and became very
successful. This inspired other developers to place their own ideas
on Kickstarter, including projects like Wasteland
2 and Ouya.
Kickstarter campaigns have once again reached the headlines with
Obsidian's
Project Eternity.
For those of you who do not follow the industry, allow me to explain
the gist of Kickstarter and crowd-funding. Kickstarter is a website
that allows people to post their ideas for “creative projects” in
the hopes that people will take interest in it and donate money
towards funding the project. (Note: This does apply exclusively to
video games. It can be any creative project that has a definite end
goal and results in the creation of something.) When a project is
posted, the poster sets a goal for the amount of money received
through donors and the time allotted to reach this goal, usually
within the span of one month. During this time, people pledge money
to the project. While the money never changes hands until the very
end, backers promise, as specified in the Terms of Service, to keep
enough money in their account to cover their pledge. At the end of
the time period, if the money pledged to the project meets or exceeds
the goal posted at the beginning, then the project poster takes the
money, after Kickstarter deducts its fee for services rendered, and
agrees to spend it on completing the project to the best of their
abilities in a binding legal contract enforced by Kickstarter's
terms. If the project fails, then no money exchanges hands and the
project goes unfunded. This means that the project has to set a goal
high enough to theoretically cover the estimated costs of the
project, but low enough to avoid falling short of its goals,
providing an interesting competitive dynamic. For those with a
creative mind, the concept of crowd funding can be extremely useful.
Naturally, it would make sense to extend this to video game
development, since it too is a creative endeavor. However, there are
some unfortunate realities that we need to accept with Kickstarter.
The first thing we need to
accept with Kickstarter is that successfully generating enough funds
through the site is more difficult than most people would be led to
believe. A successful Kickstarter campaign needs to be able to
generate enough buzz and publicity to attract potential funders. This
is easier said than done. The project in question would need to set
itself apart from other projects by providing a unique gimmick, an
interesting concept, or a pedigree that other projects would lack. We
have seen this more than once. The Kickstarters that are most well
known are from established developers and gaming personalities. Think
of the campaigns I listed at the beginning of this article. Out of
the four of them, three came from highly established brands and/or
names in the industry. The last one, Ouya, was from a less
established industry veteran and had the good fortune to be one of
the gaming press's darlings. All of them had a bigger claim to fame
than most Kickstarter campaigns have and thus attracted a larger
crowd, meaning they did not have to worry about the second half of
the equation. They had enough publicity and reputation to gain
funding. Should another campaign come along that attracts enough
people, they need to then convince those people to agree to part with
their money in the name of funding a project. To do that, they need
to be convinced that the campaigner and their team have the ability
to actually create the game. Writing up a design document alone will
no longer cut it here. It would be necessary to have a working model
of the game and either a gameplay footage reel or, preferably, a demo
version available for play. Funding and/or time would be essential in
making this a reality, so a layman making a game from start to finish
using only Kickstarter funding is highly impractical. All of this
combined results in less
than half
of all gaming related Kickstarter campaigns earning enough to reach
their goal. (Note: That statistic includes tabletop games as well as
video games.)
Though that still leaves a number of campaigns that achieve the goal
and get successfully funded. You may be tempted to believe that
because they received money, they now have to build the game. There
is a bit of a problem with that though, which leads me to my next
point: We have no guarantee that a Kickstarter campaign intended to
make a video game will actually result in the creation of a video
game. Before anybody of my readers panic, let me make this perfectly
clear, by the terms of service put forth by the folks that run
Kickstarter, which all of the users agree to, all of the funding for
a Kickstarter project MUST go towards that project. The
person/company who ran the campaign will be held legally responsible
if they take the money and instead go on a vacation in the Bahamas or
do anything else with it that could not realistically benefit the
project. In that sense, the contributors can feel secure in their
investment. However, just like with investors and stock owners of
major corporations, Kickstarter campaign donors are not guaranteed a
return of investment: There is always a risk involved. While the
money gained does have to go towards the project outlined on
Kickstarter, they are not obligated to succeed and create what was
specified. There are very good reasons (legal, practical, and moral)
to not hold them responsible for the success of the project, but it
is an important thing to make note of. Unlike AAA publishers who have
the authority and responsibility to check-up on the project and
oversee its development, possibly firing and directing staff on the
project (for better or worse), Kickstarter donors have no form of
oversight unless the campaigner chooses to give them one, thus the
gamble is significantly higher. They are going on blind faith that
the creator has the skill, knowledge, and time to complete the
project. It is not a deal-breaker as donors acknowledge that they
will make no profit beyond the rewards specified by campaigners and
contributions are rarely high enough to cause people to worry if they
made the right decision, but it is something we need to acknowledge
regarding the crowd-funding model.
The last thing I wanted to point
out with the trend of Kickstarter funding is that not every game
would work as a Kickstarter campaign. In fact, the games that would
potentially benefit from this method of acquiring funds cover a very
narrow spectrum. An ideal Kickstarter game would have a budget out of
reach for most people and small, start-up companies normally.
However, they cannot be too big or they would never be able to
acquire enough funding. This would mostly cover games along the lines
of indie games, two-dimensional platformers, isometric Role Playing
Games, and others along those lines. Games like that would only
require a couple of thousands to one or two million dollars in
funding. While many people would scoff at me for saying “only a few
million dollars,” keep in mind that most games in the AAA market
cost several
tens of millions dollars or more.
Even in the PS2 era, some games cost around ten
million dollars
or more to produce. Getting that much money through a Kickstarter
would be next to, if not outright, impossible. The only semi-reliable
way to acquire that kind of cash is through the financial backing of
large publishers like Ubisoft or EA. Rarely do we see a group of
people or a business that has the savviness to remain independent
while funding and making consistently good games. It is much more
difficult than it sounds, which is why publishers are still around.
As much as we dislike companies like Activision and EA, they do serve
a purpose. I feel like this is common sense to a degree, yet I do
find that people on the internet sometimes seem to forget this simple
fact.
I applaud this use of Kickstarter to begin funding projects that
might not otherwise see the light of day. However, we do have to
acknowledge the limitations of crowd-funding. Our industry is one
that is fundamentally fueled by high-risk, high-reward investments
that consume tons of money. While we can debate the necessity of AAA
budgets being as high as they are (I am very outspoken in my own
opposition), they are a thing in this industry and fuel many
of the gameplay advancements we have seen. Until a decent
conversation can be had about the fundamental nature of the industry,
such as it is, Kickstarter will be far from feasible as a suitable
alternative to the current business model. Even after we reevaluate
AAA gaming (considering the state of the industry, it is inevitable
that somebody comes in and changes how it gets run), I remain
unconvinced that Kickstarter could do very much beyond small start-up
projects. It would simply require far more money trading hands than
would be feasible through crowd-funding. So while I do praise this
wave of innovation, I urge you to remain level headed regarding the
use of Kickstarter and realize that it is not the great new way to
fund video games that many people make it out to be.
9 comments:
First, some spelling errors: you have a 'comapny' and a 'deal-braker'. Because I care, that's why.
This might be because of our differing Internet circles, but I haven't really seen many people claim that Kickstarter is now the end-all of video game development. I wouldn't be surprised if they exist, though, but for the most part people seem to be remarkably level-headed about the whole thing.
Similarly, I don't know many people who'd willingly claim that the supermassive AAA companies like EA and Activision have no place in the gaming landscape. The principle reason people rail against these companies is because they seem to be really bad at what they're doing.
Also, I loathe Blogspot's commenting system. This is largely unrelated to the matter at hand, though.
Can't believe I missed those errors. Thanks, Jarenth.
You'd be surprised at what people say on the internet.
I believe that the video game success rate is actually lower than 43%, Kickstarter recently released figures that separated the categories. Video Games bring in more money, but tabletop games are more likely to succeed. I guess it comes from different funding goals. It is cheaper to make a small run board/card game than it is to make a video game.
That's pretty interesting. I knew the fact that tabletop games were included would skew the results, but I had no idea to which way. It makes sense. A board game takes less to develop as there is nothing to program and you don't need to make sure there are no glitches.
Also envirnoment, fundmentally.. fundmental... You need an editor, apparently. Your word processor hates you.
ANYWAY. I'm pretty sure "most" games don't cost "several hundred million dollars or more". That link said $40 million for ME3, and TOR, which was specifically said to be ludicrously expensive, was about $300 million. Tens of millions is probably more accurate for most games. Don't get me wrong, that's still a ton, but several hundred million is exaggerating a bit.
Kickstarter works as a way to fund games that publishers don't want to, either because they're too small, unlikely to be a smash hit, or whatever. Anything significantly bigger than the current Project Eternity is... unlikely to get funded. That said, it's a good way for small-to-medium games to get the money to get made. Indie games that need a bit more money that most, especially from companies with a success story or two, are probably the most likely candidates. And things from people like Tim Schafer and Obsidian are pretty much guaranteed to succeed...
Updated to reflect what I meant to say! :(
Do you know of another good, free Word Processor? This is getting old.
Edited. You're right, I just pulled from the wrong data.
Good article, thanks.
However, I'm not sure that I agree that AAA budgets (and by extension AAA games)"fuel many...gameplay advancements". It seems to me that new and interesting things are tried by indie games first - and if they work, the concepts are used in mainstream games (eg: Narbacular Drop became Portal).
I normally associate AAA titles with playing it safe, not innovation.
I can see what you mean by playing it safe, but we've also gained tons of new and creative ideas from the AAA space that Indies wouldn't be able to.
Stuff like Mirror's Edge, Assassin's Creed, LA Noire, and the like would only be possible through AAA. It definitely has more than it's fair share of safe bets and clones, but there is at least some degree of innovation coming from there.
Post a Comment