i think i just hit a mental wall with early access/crowdfunded games. until the ten or so i have are done, hell move to beta, i really don't feel like searching out new games to back. speaking of i jumped back into dayz just see how far its got in over 4 years of "early access" and their zombies are still no clipping through everything a prob they've had since day 1.. but you can grow veggies now... so...
Paying up front for games removes incentive for developers to deliver quality games. DayZ is one of the best selling games in history, but it will only generate that much revenue. If a game has generated 100% of it's revenue when it's 50% finished, every hour you work on the game after that point is just lost profit. And pride only goes so far once money is involved. At that point it's just working on the game for as long as you need to avoid PR disaster, but it'll never become a 100% finished game.
Divinity: OS did it the right way, they had their core game worked out and asked for kickstarter money so they would be able to add extra things to elevate the quality of their project, that's the only way early access or kickstarter can work in my opinion, despite the few exceptions that actually did work on the classic early access/kickstarter model.
You mean like how the Yooka-Laylee devs said they they'd already invested their own money and were going to develop the game anyway, but wanted to ask for money to hire some more people to speed up the development?
It seems to me you have a simultaneously cynical and idealized view of game development and crowdfunding. There's a difference between some randos in their bedroom who's never made a real game making a kickstarter vs an actual studio made up of senior developers. The randos can bail without much repercussion, but established developers have a reputation to uphold. Doublefine/Schafer will be hearing about Broken Age and DF-9 until the day they die, and it will come up whichever way they try and fund their next project.
I doubt everyone who would be interested in buying a game would back a kickstarter even in the best of cases, so there is still money to be made (nobody should crowdfund anything if they aren't prepared to see that money just go away). If a studio is going to commit the time and resources to make a game anyway, why not try an make it good enough that it generates sales once it's been released? Why just make money when you can make more money?
I think the problem what they talked a bit about on Glitch Please 0.2; nostalgia. Most successful kickstarters have in one way or another tapped in to nostalgia to build hype, but the ones that are successful after release are the ones that didn't get too hung up on it.
EDIT: @RiverRunning because Yooka-Laylee was the example starting of the discussion in the video.
@Bhraal Slightly confused by the Yooka-Laylee reference since @Quizzical_Quark made no mention of it at all.
What it all comes down to is that however you fund games; through sales after it is complete or having people chip in before the game is finished or even started, some games are failures and some are successes and the majority are mediocre.
Edit: One exception is open course games... they don't tend to get finished if they are not good because people are not willing to give their time towards making it... but then again most open source games are never "finished" in the traditional sense - some think this is a good thing (more "DLC" is always on the way) but others think it is bad (how can you possibly ever 100% it?)
Nah. Despite all the negative feedback, I'm still excited to play Yooka-Laylee, and I never even played Banjo-Kazooie until like a month ago.
Not gonna lie, the Final Fantasy nerd in me heard "Some L'Cie" at 3:05
I do tend to think crowdfunded games are not typically good for the industry. I love and enjoy Hyper Light Drifter, The Banner Saga, and Yooka-Laylee seems to be exactly what I'm expecting out of it. But a problem I do see with crowdfunded games is that you "can" hold on to a game for as long as you want, i.e. Star Citizen. Other games failed epically, like Mighty No. 9, yet I still look forward to Bloodstained. My big concern with crowdfunding games is what it could be doing to Triple-A games. I have nothing to back it up, but it feels like more games come less finished and polished than others, while others hinge their bets on "DLC" which feels more like they obviously should have released the "DLC" with the vanilla games, i.e. Destiny.
I think you, The Know, are right where the crowdfunding is more for the backers than the critics, though games are free to be criticized fairly. So when a game is broken, unfinished, or unplayable it's not the fault of the people who backed it, it's to the developers who know they can get away with releasing something that will make money and they won't have to worry about.
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