djplaeskool
Member
Seems like a dick move.
That would be one hell of a slippery slope though...
Seems like a dick move.
Real-time. It actually drops at the end instead of increasing as some people cannot pay up.
Seems like a dick move.
I am under the impression this particular Kickstarter was already a relaunch.
Also, Kickstarter isn't a charity. I wasn't sold on this project, based on the Kickstarter presentation, and thus didn't back it. There's no reason a failed Kickstarter should be considered news or discussed on forums like this one. Kickstarters fail all the time. Now it's back to the drawing board for Dreamquest Games. Let's see if they do a better job of it next time.
Failed Kickstarters happen all the time, that's true. However, it is all but common that a Kickstarter misses its goal by 0.0005%. This is not as much a problem of a mediocre or not satisfying project as it is bad luck. Saying "Go back to the drawing board" makes sense when a Kickstarter fails to pick up at all, but not when you were just 28$ apart from hitting your goal.
Yeah, that's what I thought. Here's how I thought it is: Updates are real time but when the Kickstarter finishes, pledges drop because some people's credit card gets declined or that they to not pay entirely.
that would be fucked up
However, talking to Gamasutra, Williamson provided his thoughts on how the Kickstarter ended, noting that his team is actually relieved that it failed.
"Although many consider this a failure and unfair, in the end, it is perhaps the kindest thing the Universe could have done for us," he said. "To be committed to deliver my dream game underfunded, understaffed, and sub-par, and to lose even more time and money would have been even more heartbreaking."
He noted that if it had been successful, he would have ended up losing far more money as a result of the low funding target. "[$50,000] may seem like a lot of money to many," he added, "but by the time I pay 3D artists, animators, designers, and programmers, issue figurines, prints, T-shirts, shipping, etc. there will be nothing left for me and my team and we would end up with a game far short of what I had envisioned building."
"That is why I put the original game up for $500k -- because that was what I felt it would take to do it right and not lose money. We scaled it way back and added stretch goals to $300k on the second Kickstarter in the hopes that we could at least achieve the same $100k level we got before."
That would show they have an amazing sense of humor. Do it! They'll make it up in a day!
So here's the twist: the dev is glad the funding failed, as it would have barely covered any costs:
http://www.gamasutra.com/view/news/...ony_Kickstarter_misses_funding_goal_by_28.php
They couldn't get a friend or family to throw a $50 their way at the end?
So here's the twist: the dev is glad the funding failed, as it would have barely covered any costs:
http://www.gamasutra.com/view/news/...ony_Kickstarter_misses_funding_goal_by_28.php
Some bits:
So here's the twist: the dev is glad the funding failed, as it would have barely covered any costs:
http://www.gamasutra.com/view/news/...ony_Kickstarter_misses_funding_goal_by_28.php
Some bits:
You know what would be a bigger dick move? If they reached their funding goal and at the last second someone pulled out causing them to drop below?
Damn. They probably can't even contest it since it ins't there money.
That might have happened here.
They supposedly have protections in place so that once a project meets its funding goal, the site will not allow it to fail. If someone's cancellation will bring the project below the funding goal, the cancellation won't be allowed.
edit: I know I read this a few days ago but I can't find proof yet.
Backers may increase, decrease, or cancel their pledge at any time during the fundraising campaign, except that they may not cancel or reduce their pledge if the campaign is in its final 24 hours and the cancellation or reduction would drop the campaign below its goal.
Wow, so not one of those dudes thought to call up a friend of family member just to put them over the goal?
It is in their terms of service:
This, right here, is somethingnovery few Kickstarting dev puts into account. All the "items" they provide that is not the actual product is a waste of time, money and management. Indie developers who have experience is making software have no experience in distribution. They have no experience in getting shirts printed or shipped or making boxarts or posters or whatnot. People praise how much money 'Double Fine Adventure' project made but they don't realize that they spend so much money in posters, documentary production, T-shirts, and many many more they delivered or promised to deliver.
For future sake, get the calculation right, know how much it'll be, set certain items as "Limited" to pull in impulse buyers and collectors, and make sure you have enough money to make and distribute the software without begging people over at Steam Greenlight to vote. "Minimum goal" means Minimum that you need to complete the entire game with all the distributions. A lot of them assume that they will meet minimum and people are just tossing money left and right, and that stretch goals are where they decide how much they'll need for the game.
Also, Kickstarter are not dicks for not letting the project continue. It does not make sense to allow project to continue if they are 1% away from the limit, because you got the same scenario with projects that would end up with 1.01% away from the limit. You have got to draw the line.
Good post. The Banner Saga is a good example of what you're talking about. The game looks amazing, and I'll buy it when/if it comes out. But producing, packaging and distributing all of those bonuses is going to be a major headache. And I don't believe they have enough funds to outsource that sort of thing to a third-party.
I feel like most indie type developers would be benefited by not offering any physical rewards. Or at least by limiting physical rewards to really high pledge levels.
It has happened since Kickstarter is a "promise" of paying the money when pledge ends, and it doesn't charge directly like Paypal donations would. I can "promise" $1 million to a pledge and the project will still fail to be successful as I don't have that kinda money lol.
This, right here, is somethingnovery few Kickstarting dev puts into account. All the "items" they provide that is not the actual product is a waste of time, money and management. Indie developers who have experience is making software have no experience in distribution. They have no experience in getting shirts printed or shipped or making boxarts or posters or whatnot. People praise how much money 'Double Fine Adventure' project made but they don't realize that they spend so much money in posters, documentary production, T-shirts, and many many more they delivered or promised to deliver.
They'll do another one, and will probably get funded this time. All of this will boost their publicity, they'll be 'the kickstarter that missed out by $28 is BACK' etc. etc.
What a bunch of cunts. I like how after failing he says a big hail Mary thanking the benevolent universe for killing his project.
IF YOUR GAME IS GOING TO BE SHIT WITH THE FUNDING GOAL YOU SET, YOU SHOULD REMOVE THE KICKSTARTER YOURSELF.
this is why I will never, EVER support kickstarter, no accountability whatsoever.
IF YOUR GAME IS GOING TO BE SHIT WITH THE FUNDING GOAL YOU SET, YOU SHOULD REMOVE THE KICKSTARTER YOURSELF.
The devs themselves should've put in $28 to secure the Kickstarter.