Games often over-sell and under-perform.
Yet the bigger the sale the more money gamers are willing to invest, and I use the term "invest" loosely, because often they are gifting money for a company to profiteer off their optimism. Why is this a problem? Because it is idiocy, you are removing all risk from a developer; all profit is theirs and all risk is yours.
It is the most fantastic of situations for a company. They pretend a product would not exist without you gifting money, because you want it. And if the product fails they have lost nothing. But if the product succeeds they pocket vast profits on the basis of morons who took all the risk for them.
Why does funding these mercenary cash-grabs make you a moron? Well, it is explained above. You have little legal recourse as a funder.
If a product can prove its worth it attracts traditional funding. So why would a crowd funders ask you for funding if their concept is profitable? Why? Because they can get idiots to pay for them and everything they make from there on in is pure profit.
Why do Youytube loud-mouth idiots, who mistake noise for personality, tell you to pay for this scam? Because it grants them benefits; which might be free products or the promise of an interview. These shouty twats are to journalism what shit is to a shoe.
So stupid gamers, please continue destroying the industry.
Comments
If it fails, what? You're out $20? My heart goes out to you.
You just described EVERY market on this planet.
"going into arguments with idiots is a lost cause, it requires you to stoop down to their level and you can't win"
Investors don't like to take risks. They don't like unproven game companies. They often don't like the small dollar amounts found in your typical crowdfunded game.
The crowdfunders know this. They also know that they don't have to due the upfront work of design documents, business plans and such before doing crowdfunding. That is a major advantage over seeking an investor.
There are other factors that make it better or easier on the crowdfunder. Investors expect a pay. Gamers expect a game. Investors have some legal protections. Gamers have less.
Epic Music: https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1
https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
In the early infancy of gaming, most companies were small and nimble and the larger companies produced lots of games, rather than bigger games.
As the market matured, the bigger companies produced bigger games, the mid-range companies did their thing and were the ones who experimented and the smaller companies produced small / tacky games.
Where we are at now is the mid-range development companies are almost non-existent. Most of them have either been swallowed up by bigger companies (e.g. EA devouring Westwood, Maxis, Bullfrog, Mythic, Bioware) or gone out of business. We're left with giant developers with game budgets in the 10s of millions, and indie devs with £50k to spend.
We're almost completely lacking in that mid-range which is typically where the innovation comes from. Mid range companies have the capability to produce good games, but not AAA quality. Due to reduced cost of development, it means there is slightly less risk, less investors to appease, which means they can experiment much more easily.
With those companies gone, the market is crying out for innovation. Indie devs, whilst capable of innovating, don't have the budget or the exposure for their ideas to get funding or take root in the community. So, we have crowd funding. An opportunity for the community to "democratically" decide what games should get built.
Is the process flawed? Yes, of course it is, crowd-funding is in it's infancy so there a loads of problems, loads of scammers but mostly, just a lot of people underestimating the costs of the projects they're developing. However, until some of those indie devs get successful and start building mid-range games, crowd-funding is needed.
Chris Roberts PROMISED a great game with 6 million,3 years later 100 million in,does ANYONE with half a mind think he could have pulled if off with 6 million?I mean he hasn't even got some of the ships working after 3 years and most of that work he has was already done 2-3 years ago.
I don't even know how to categorize it,i think there are several aspects that come into play.They somehow feel a connection knowing it is their money,only it is NOT their money anymore and they have ZERO say in what is going on.
Some are VERY naive and some are just foolish spenders,want my money doh ok here you go....want my car and wife too?Some are just wild spenders that like to spend/shop if even for non material virtual goods.Just look at how long the shopping network has been around,many people just like to spend money like an addiction.
EVOLUTION ???lmao you mean to say ....Evolution in MARKETING and NOT gaming.MONEY has nothing to do with gaming it is only the product that drives it,funds it.
Never forget 3 mile Island and never trust a government official or company spokesman.
But if you need additional data points, read the comments on various YouTube gaming videos...
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