When you look at the gaming industry the first thing you see is a real "us vs them" mentality, 'us' being the consumer and 'them' being evil big-money corporations who will always deserve our antipathy. Don't try to deny it, the gaming community is bound together by a fundamental distrust of big business, who are portrayed as corporate fatcats who don't understand, and certainly don't care about what we want but are only interested in lining their own wallets with our hard earned cash.
Every discussion, debate, and discourse revolves around this relationship, whether it's about DRM, Piracy, or how evil publishers are skewering our childhood memories, the dynamic never changes. Why do indie games garner so much support? It's certainly not because they're quality works of art, most of them are rubbish, but we still like the idea we're buying into. The little guy, doing it on his own, trying to scrape together cash to survive in a market dominated by Modern Battlefield Warfare 6. There's something there that's missing between ourselves and EA, or Activision, or anyone else. It's called empathy, we can relate to the indie game developer, we're in the same boat, up shit creek without a paddle but we'll share the rum anyway.
Now what does empathy have to do with Kickstarter, Double Fine, and 'investing'? More importantly, why is it a bad thing? The purpose of this short piece is to show how the Kickstarter method of game development is a fine way of screwing over consumers.
For those unaware, Double Fine, headed by the enigmatic Tim Schafer (who is a seriously cool dude, don't get me wrong) have started up a project on Kickstarter, which allows individuals to collect money for their project through donations from other individuals. At the time of writing, Schafer and Co. have collected some $2 million and have 23 days left to collect as much money as they can for an as yet unannounced game (but it could be Psychonauts 2 right?).
I totally get the weltanschauung behind projects like this, rely on the charity of gamers to fulfil your hopes and dreams of giving gamers what they want, it's just an exchange of benefits right? In a way it is, but in reality you're just screwing over good-hearted gamers.
This isn't meant to be an attack on Tim Schafer and his studio, but an outline of the serious flaws behind this idea. There's a reason we have a distinction between customers and investors, there's a reason we have laws protecting consumers, and different laws protecting investors, and when you spend the majority of your time on a gaming forum it's easy to forget that there's a real world out there while you eagerly await that long overdue game release.
Nostalgia is an excellent business tool, no matter what gaming community on the internet you frequent you'll see threads like "Remember X game and how awesome it was?" and "We need a sequel to Y game!". Why is Nintendo able to churn out the same titles on a yearly basis with different cover art and still able to remain incredibly profitable? Why do we still get excited over Sonic games? Why are reboots so appealing? Developers and publishers understand the advantages of pedigree, and have no problem leading you on if they can guarantee a sale before the game is announced.
With that in mind, as I've already shown we're more likely to be empathetic towards a small studio, or an individual than a large corporation, and that would explain why Tim Schafer's project has been such a startling success when he hasn't even announced what he intends to do.
Every business project needs investors, it needs capital to start up, and on the surface using people who have a genuine interest in what you're going to do, and not just how profitable it is, seems like a great idea. Schafer is about to make a game the fans want, something he couldn't do otherwise. The problem is that he, and every other developer on Kickstarter, is capitalising on the goodwill of fans rather than the money of actual business partners.
When you invest in something, you're entitled to certain things, such as a share of the profits, a say in how the product is being made, and the accountability of the developer. This is but a handful of rights and protections investors have, depending on your jurisdiction etc. Now when you use your customer as your investor, you strip them of any such entitlements or protections.
Ladies and Gentlemen, when you use Kickstarter, you lose your rights, you're 'investing' in these projects, but legally you're being treated as a charitable individual. If I told someone outside of our community that we've just given $2 million dollars to a man for no obligations but to produce a game, they'd think we were all mad.
Objections to this would be "But Sevre! You do get something in return! You get X reward!" and to that I would say the very thought of someone paying, and I quote, $30'000 for a picture of Ron Gilbert smiling, makes me lose faith in humanity. "But it's my money Sevre, and I can do what I want with it."
Wake up, by allowing developers to treat you in such a way you're not just losing a serious amount of money, you're producing a negative effect on the whole industry. We constantly complain about publishers and corporations treating us like shit, but if we're so willing to give up our hard earned cash on the basis of nostalgia and empathy, we deserve to be treated like shit. Kickstarter is a game changer, it changes the balance of power from the publisher to the developer, and we, the consumer, still get the shit end of the bargain.
I want Half Life 3, Psychonauts 2 and a Timesplitters sequel as much as anyone else, but if developers want to raise capital for these games, then why don't they treat us the same as they would treat any other business partner? Why are we seen as just giant walking wallets of cash by every other actor in this relationship?
Before you part with your money, you may want to stop and think about the consequences, rather than the rewards.
Every discussion, debate, and discourse revolves around this relationship, whether it's about DRM, Piracy, or how evil publishers are skewering our childhood memories, the dynamic never changes. Why do indie games garner so much support? It's certainly not because they're quality works of art, most of them are rubbish, but we still like the idea we're buying into. The little guy, doing it on his own, trying to scrape together cash to survive in a market dominated by Modern Battlefield Warfare 6. There's something there that's missing between ourselves and EA, or Activision, or anyone else. It's called empathy, we can relate to the indie game developer, we're in the same boat, up shit creek without a paddle but we'll share the rum anyway.
Now what does empathy have to do with Kickstarter, Double Fine, and 'investing'? More importantly, why is it a bad thing? The purpose of this short piece is to show how the Kickstarter method of game development is a fine way of screwing over consumers.
For those unaware, Double Fine, headed by the enigmatic Tim Schafer (who is a seriously cool dude, don't get me wrong) have started up a project on Kickstarter, which allows individuals to collect money for their project through donations from other individuals. At the time of writing, Schafer and Co. have collected some $2 million and have 23 days left to collect as much money as they can for an as yet unannounced game (but it could be Psychonauts 2 right?).
I totally get the weltanschauung behind projects like this, rely on the charity of gamers to fulfil your hopes and dreams of giving gamers what they want, it's just an exchange of benefits right? In a way it is, but in reality you're just screwing over good-hearted gamers.
This isn't meant to be an attack on Tim Schafer and his studio, but an outline of the serious flaws behind this idea. There's a reason we have a distinction between customers and investors, there's a reason we have laws protecting consumers, and different laws protecting investors, and when you spend the majority of your time on a gaming forum it's easy to forget that there's a real world out there while you eagerly await that long overdue game release.
Nostalgia is an excellent business tool, no matter what gaming community on the internet you frequent you'll see threads like "Remember X game and how awesome it was?" and "We need a sequel to Y game!". Why is Nintendo able to churn out the same titles on a yearly basis with different cover art and still able to remain incredibly profitable? Why do we still get excited over Sonic games? Why are reboots so appealing? Developers and publishers understand the advantages of pedigree, and have no problem leading you on if they can guarantee a sale before the game is announced.
With that in mind, as I've already shown we're more likely to be empathetic towards a small studio, or an individual than a large corporation, and that would explain why Tim Schafer's project has been such a startling success when he hasn't even announced what he intends to do.
Every business project needs investors, it needs capital to start up, and on the surface using people who have a genuine interest in what you're going to do, and not just how profitable it is, seems like a great idea. Schafer is about to make a game the fans want, something he couldn't do otherwise. The problem is that he, and every other developer on Kickstarter, is capitalising on the goodwill of fans rather than the money of actual business partners.
When you invest in something, you're entitled to certain things, such as a share of the profits, a say in how the product is being made, and the accountability of the developer. This is but a handful of rights and protections investors have, depending on your jurisdiction etc. Now when you use your customer as your investor, you strip them of any such entitlements or protections.
Ladies and Gentlemen, when you use Kickstarter, you lose your rights, you're 'investing' in these projects, but legally you're being treated as a charitable individual. If I told someone outside of our community that we've just given $2 million dollars to a man for no obligations but to produce a game, they'd think we were all mad.
Objections to this would be "But Sevre! You do get something in return! You get X reward!" and to that I would say the very thought of someone paying, and I quote, $30'000 for a picture of Ron Gilbert smiling, makes me lose faith in humanity. "But it's my money Sevre, and I can do what I want with it."
Wake up, by allowing developers to treat you in such a way you're not just losing a serious amount of money, you're producing a negative effect on the whole industry. We constantly complain about publishers and corporations treating us like shit, but if we're so willing to give up our hard earned cash on the basis of nostalgia and empathy, we deserve to be treated like shit. Kickstarter is a game changer, it changes the balance of power from the publisher to the developer, and we, the consumer, still get the shit end of the bargain.
I want Half Life 3, Psychonauts 2 and a Timesplitters sequel as much as anyone else, but if developers want to raise capital for these games, then why don't they treat us the same as they would treat any other business partner? Why are we seen as just giant walking wallets of cash by every other actor in this relationship?
Before you part with your money, you may want to stop and think about the consequences, rather than the rewards.