Monday, December 1, 2014
Trees don't Grow on Money
The reasons projects fail are numerous and often discussed around the internet. Perhaps the most common is an unexciting pitch, either because it's yet another entry in an oversaturated area of gaming. Case in point; Impact Winter, a failed project that had a cool (pun!) isometric prospective and art style, but was awfully similar to a number of other wilderness survival games that had come out not long before. Alternatively, sequels/remakes of a title that wasn't particularly well received the first time around also typically flop. Case in point Night Trap Remastered, Nexus 2 and Shadow of the Eternals. On rare occasions there are (now finished) projects that were, in a manner of speaking, too successful. Dive Kick got all the money it wanted on Kickstarter and then some, but before the halfway point in its campaign the project was cancelled and all the money refunded to backers because the developer secured an alternate source of funding. On the other hand, Alpha Colonies' second attempt at a 30 day fund raising campaign ended a demoralizing $28 short of the $50,000 goal. Due to Kickstarter's all-or-nothing system this meant no money, which in turn led to the abandonment of the project entirely. In my opinion though the most intriguing Kickstarter failures are the ones that have a cool idea, but are hamstrung by poor planning.
Anyway, those are just a few Kickstarter failures I thought were worth mentioning. I should also say that I've never actually backed a Kickstarter project (although I have bought some crowd funded games after they were completed). My reasoning being pretty much any Kickstarter video game project that looks interesting to me has no trouble securing the necessary cash, and all the most exciting stretch goals, long before the end of its fund raiser. A bit selfish of me, I know, but I trust the prudence of more experienced Kickstarter backers when it comes to these matters.