I feel like crowdfunding sites ought to force each campaign to have a 'maximum funding' value they have to choose. That would both force the people building whatever it is they want to build to consider just how much money is too much, and also signal to those funding the project the kind of ambition the builder has.
Star Citizen Raised $148M from Fans, and Now It’s Raising Concerns
61–70 of 185 posts
Re: Star Citizen Raised $148M from Fans, and Now It’s Raising Concerns
#62I'm not sure why they didn't just "Build the $10m game" and release that, then spend the rest on expansions to that game. Would have been a much more predictable approach (assuming the original game is setup to be appropriately expandable.
Or build the $10M game and return the remaining $130M to the backers, proportionally? My question is: What would he do if he got an extra $300M? Increase the scope even more? At what point do you stop increasing scope and concentrate on shipping a product?
Re: Star Citizen Raised $148M from Fans, and Now It’s Raising Concerns
#63Oh dear. Reminds me of: https://twitter.com/mcgd/status/850347746452099072 "When the kleenex box is full, you take two. When it's almost empty, you might use one twice. That's why oversized financings are bad." It seems like the better route would be for them to make the $10 million game, and then to ramp up from there.
For example, given the task of building a complex system under a time constraint, it's easy to exhaust the time granted, be it a week, a month, or a year. A complex system can always be more perfect, so you can always spend more time on making it better. A limited resource (e.g. a week) can force you to focus on the essential solution whereas an abundance (e.g. a month) can lead to frivolous design and overengineering.
The antidote seems to be organizational restraint, concrete milestones, and constant readjustment to keep in line with greater goals. Scope creep, perfect-as-enemy-of-good, and bike shedding are all aspects of this behavior.
Re: Star Citizen Raised $148M from Fans, and Now It’s Raising Concerns
#64Re: Star Citizen Raised $148M from Fans, and Now It’s Raising Concerns
#65Re: Star Citizen Raised $148M from Fans, and Now It’s Raising Concerns
#66It seems like a safer use of extra funding is for free expansions. It may seem unfair to take $140 million and build a $10 million game, but people funded you with your $10 million game, deadlines included, in mind.
It may seem unfair to take $140 million and build a $10 million game If a film spent $10M, and turned $140M at the box office, it would be seen as a success, rather than a con. Should a game be any different?
If a film spent $140M and turned $10M at the box office, it would be seen as an utter failure. Should a game be any different?Re: Star Citizen Raised $148M from Fans, and Now It’s Raising Concerns
#67"Space exploration" games have strange tendency for hyper-hype and scams, for example recently released No Man's Sky.
Any other examples? On the contrary, Elite Dangerous was received quite well. There is hype and scams all around in crowdfunded games, not just space ones, like Yogscast and Godus.
There's a litany of bugs and brokenness that have been around for months, even years, but in the meantime, development effort is expended on Shiny Stuff to sell in the cash shop, and half-baked Shiny Stuff to release in expansions. Game-breaking bugs are fixed in weeks and months, rather than the traditional hours and days of any other MMO.
Communication with the devs is spotty and increasingly infrequent.
Sadly, it has no real competition either. And Frontier Developments knows this. E:D is a phenomenal and unique game, but it could be so much more if the devs would actually act like they gave a toss.
Re: Star Citizen Raised $148M from Fans, and Now It’s Raising Concerns
#68It seems like a safer use of extra funding is for free expansions. It may seem unfair to take $140 million and build a $10 million game, but people funded you with your $10 million game, deadlines included, in mind.
It may seem unfair to take $140 million and build a $10 million game If a film spent $10M, and turned $140M at the box office, it would be seen as a success, rather than a con. Should a game be any different?
Re: Star Citizen Raised $148M from Fans, and Now It’s Raising Concerns
#69Re: Star Citizen Raised $148M from Fans, and Now It’s Raising Concerns
#70I'm not sure why they didn't just "Build the $10m game" and release that, then spend the rest on expansions to that game. Would have been a much more predictable approach (assuming the original game is setup to be appropriately expandable.
Or build the $10M game and return the remaining $130M to the backers, proportionally? My question is: What would he do if he got an extra $300M? Increase the scope even more? At what point do you stop increasing scope and concentrate on shipping a product?