Or that DoubleFine are poor at managing time and money, to the point of failure.Agayek said:So, anyone else immediately think that this is anecdotal evidence that maybe it's not actually the publishers that are artificially inflating game development costs?
Is it really that hard to work within a given budget? Especially when said budget was 800% the size of what you originally expected to get?
For comparison, Shadowrun Returns is due out this month. It's a bit late (as are virtually all Kickstarters), but otherwise seems to be coming along swimmingly.
So far, I've had mostly good experiences with Kickstarter, aside from everything always being late and a couple of projects that utterly fail at shipping and logistics (still don't have my Ouya, Kanzume Goddess was pretty terrible about shipping too).
They can't per KS TOS. They have to provide the pledge promises listed, or if they cannot or will not provide refunds to any backer that requests one. Note the important distinction between pledge promises and estimated delivery dates and what the KS TOS says about them (specifically that one must be met or refunds offered, the other is just an estimate).RyQ_TMC said:On the other hand, I think the way they handled it is quite good. They didn't try to back out of their commitment to the backers
KS TOS specifically disallows doing exactly that, mostly because KS doesn't want to get involved with the SEC in any fashion. Also, $1M limit on crowd funding via sale of shares.CatBus said:I think that if established companies are going to start asking for Kickstarter cash then they need to offer shares or pieces of the profit.
Mostly, but not entirely. If they failed to meet pledge promises (which are quite vague in this case), refunds can be demanded. But aside from that and generating bad PR, yeah, backers don't have a lot of influence.CatBus said:The truth is that the fans are powerless once the donation period is over.