Crowdfunding and the Gaming Industry
No matter how different one game is from another, they all have one thing in common: they’re expensive to make. Crowdfunding has changed how the world innovates, and the video game industry is no exception.
Before organized crowdfunding platforms like Kickstarter and Indiegogo came onto the scene, indie studios and individual developers without a publisher had to raise the funds themselves if they did not have support from a publisher. This was not only tricky for someone without experience, it demanded an incredible amount of time and persistence to get your game out there and stir up excitement from the community, all without funds that had been secured in advance.
The massive $3.45+ million success of Double Fine Adventure (later renamed Broken Age) that surpassed its initial goal of $400,000 in 2012 proved that gamers still wanted to support indies. Wasteland 2 also launched on Kickstarter in 2012 and quickly surpassed expectations. The $1 million dollar goal was quickly reached and in less than two days it earned a total of over $2.9 million. In 2014 audiences enthusiastically backed the Kickstarter for Darkest Dungeon raising $313,337. After the game’s release in 2014 the developers, Red Hook Studio, have earned a loyal and active community that has supported every new DLC addition that they have released.
Crowdfunding sites don’t just provide developers with cash and marketing, but they help connect them with the community. This connection can be great for bouncing off ideas, getting input, and updating your community but it can also be a double-edged sword as communities that have spent their money to support your vision do expect it to come to fruition. In 2012 a popular gaming YouTube channel called Yogscast set out to create a video game called Yogventures which raised over $567,000 from more than 13,000 backers. However, despite the initial excitement and support, the development of the game was plagued by delays and setbacks. The team struggled with technical issues and mismanagement, and Winterkewl Games eventually went bankrupt in 2014. This cautionary tale reminds us that not everything that gets funded will be a success.
Not even every crowdfunding platform has seen success. Gamesplanet Lab was a “crowd-creating” platform that burst onto the scene in 2012 that focused exclusively on video game projects. They boasted a strict vetting and follow-through contract, which was a better peace of mind than Kickstarter offers. While these goals were ambitious and seemed to be a worthy opponent to Kickstarter, the “Lab” to Gamesplanet was shut down in 2016 citing a lack of resources. With an abandoned YouTube Channel in its wake, the company continues to be a licensed games reseller.
Crowdfunded projects may end up being a roaring success and some an epic failure, but in the end, it’s a creative tool to find and support new games and ideas. No risk, no reward, right?
Do you have any favorite games that were crowdfunded? Let me know!