This may belong in D&D, but it's more game related so I'm posting here for starters. Also, please don't shoot me if this thread has already been started. I would prefer to be bullet less.
Gabe Newell - obviously best known as managing director and co-founder of Valve Software - recently suggested in an interview that fans should be invited to invest in a game project to provide funding, Effectively cutting out the publisher.
From
Kotaku
One of the areas that I am super interested in right now is how we can do financing from the community. So right now, what typically happens is you have this budget - it needs to be huge, it has to be $10m - $30m, and it has to be all available at the beginning of the project. There's a huge amount of risk associated with those dollars and decisions have to be incredibly conservative.
What I think would be much better would be if the community could finance the games. In other words, ‘Hey, I really like this idea you have. I'll be an early investor in that and, as a result, at a later point I may make a return on that product, but I'll also get a copy of that game.'
So move financing from something that occurs between a publisher and a developer… Instead have it be something where funding is coming out of community for games and game concepts they really like.
The idea has generated a lot of internet commentator dialog, in only the form of extremes as is normally the case.
The common talking points in support -
- Gamers want to be a part of a project, and will invest to have their say heard. (This is potentially fraught with problems, see below.)
Uhm... I think that's it. The internet is not very positive in the Digg and random blog comment areas.
Here are some common talking points against -
- Gamers are cheap, and only want to pay for a released game.
- Supposedly 2/3 games never see release, so it's a very risky investment. I'm not sure this is an issue in this kind of fan funding.
- As above, Gamers want to be a part of the project and will invest to have their say heard. However, said gamers may also have unrealistic expectations and may not be happy when their stupid game ideas are denied.
- This would only work for indie games. Which, honestly, I don't see as a real problem. I honestly think that this would be an immensely great opportunity for indie development. There are lots of
Pat Reynolds types out there who would just support anything indie to be indie and feel superior to the Halo-loving plebeians.
So, I think those are pretty much givens. I would like to ask that if you are going to make a similar argument listed above, please expand on it in a bit of detail.
EDIT: OTHER GIVENS - "They could do pre-orders, or I would invest for X company to make X game/sequel"
My take --
I would like to see a system similar to kickstarter. However, instead of people just pledging arbitrary amounts of cash they pledge their stake in percentage of the required budget. So, say your game needs about $80K USD. People come to you site, hear your story and decide to pledge X percent. So if you only had two people pledge 50% each, you'd be set. Once the budget has been reached, you send out contracts, and collect investment dough.
There are definitely some legal issues with this, so paper work would probably have to be physically mailed and etc. Now, IANAL but the main things these investors need to realize are
A) This is an investment, investments come with risks. There is a chance that they could lose their investments. (This does not protect you from investment fraud however.)
and
They can have their say heard, but they cannot withdraw their investment if you say No to whatever stupid idea they have. You are offering an investment in your product, not a custom game.
The game goes gold, the programmers sleep, the game goes to replication and all is merry, what happens now? You start dispensing monthly cuts of your sweet, sweet game money. Or... avoiding calls and changing you identity if your game flops.
That's just a basic jist of it all. If people want to come in post release I guess that could be hairy, but if the investors can work it out among themselves amicably it should be fine.
The above system is inspired by a co-worker of mine who plays poker. The guy has it down to such a science that he makes good deals of money off of it. I know for a fact he's not a bullshitter. Basically, some summers he goes down to Vegas with a wad of cash, some of which is staked by his buddies. They know that he generates a return on a certain percentage so it's a win win for everybody.
I don't see how such a system couldn't work here, it might take a bit of networking to do but it sure seems feasible.
ANYway.. TL;DR - Gabe Newell says - HEEY, Got an idea, let's have the fans pay for our game! Wait, is this feasible or is he just talking out of his ass?
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Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
There's no reason studios HAVE to have a really high budget. Shit, their entire budget doesn't have to come entirely from the community I guess. I think the main thing is that if you want to release a game and have it fan funded, you would have to spend a lot of your own time first networking and promoting. Get a real demo, game design and market research available.
It's silly to think that people would invest if a site was like "We are making a game, It will be like all your favorite JRPGs. Give us $100k to make it please. We know this game will succeed because people talk about it on forums like, all the time dude!"
EDIT: Possibly even toss people cool stuff for investing. Stuff that is desirable but not super expensive. That way people might say, "hey, i've given this company $20 bucks and I have a T-shirt and mouse pad. Probably less than I'd spend at the mall and I have a potential income source in 6-months to a year's time!"
EDITEDIT: changed "There's no reason studios have to have a minimum budget." to "There's no reason studios HAVE to have a really high budget" as the former statement directly contradicts my proposal. :oops:
Oh, hey I'm making a game! Check it out: Dr. Weirdo!
Ah, yes, a la World of Goo. The issue I have with this is that if shit happens, you're obligated to refund money you may have almost entirely spent already.
Oh, hey I'm making a game! Check it out: Dr. Weirdo!
I dunno, I've been in plenty of situations where potential games have come up and forum-goers have said "I will pay money to see that made" or something similar. Now we can put our money where our text is.
I really get the impression that this is what Gabe was talking about. The indie developers that struggle to get their neat idea out there, not Valve's latest guaranteed best seller.
Yeah, exactly.. the real trick for an investor is to be able to spot a person with a Big Idea! or somebody who has really done their homework.
Oh, hey I'm making a game! Check it out: Dr. Weirdo!
They wouldn't. If the pre-order would signify a share of the total product (as newell says), they wouldn't be obligated to return anything because it would be an investment with its risks. The pre-order cost would be fairly high then, an indie game that would cost 20 at release would cost 60 or more to invest in.
I would like to point out what Mount&Blade did, though. Once they had a playable version of the game that they could show and say "Hey, this is a real thing we have here and it could possibly work" they started offering pre-orders for like $5* , with guaranteed beta access and a copy of the game once it came out, no matter what the price becomes. As time went on, they gradually upped the pre-order price by like $5 increments. Sure enough, once the game came out at retail (for what, $40?) those who had pre-ordered didn't have to pay a cent.
I think this was a genius move for an indie dev. He got to work on his game(if I recall he went full-time while it was still pretty early in development), still put food on his table, fans were happy with early access, early access inspired a tremendous mod community(which is good for any game), AND he got a retail product out on the shelves.
I think this is a fantastic method for indies that are serious about what they want to do. Hopefully it wouldn't lead to idiots burning out once they realize how hard making a game is and leaving their customers hanging.
*Some of my prices may be off, that was a long time ago, all I know is I paid a lot less for M&B than I should have.
Then how is that any different from what we're talking about? Gabe originally said investors receive a full copy of the game on top of their returns.
Oh, hey I'm making a game! Check it out: Dr. Weirdo!
I missed out on that. I remember reading about this model on the guys webpage, when the cost to get in was still fairly cheap. I thought about it for a few moments, then decided against it. Now I'm probably going to jump on the current Steam deal while I can, because everything I read about this game now makes me want it hard. If given a similar opportunity now, with an equally interesting game, I'd probably jump on it.
Yeah who here can honestly say they have more then like 100 dollars to spend on a single game. Games cost a lot more then like 10k to make and if you were going to make it for that cheap anyway you wouldn't have much of a problem finding a publisher and whatnot.
I mean it works in theory but if you have no fans then no one will invest in your game anyway and if you already have fans you probably don't need them to invest because you have a big enough market to get normal investing.
This all seems pretty silly to me. All this boils down to is super pre-ordering..
I never asked for this!
Right now, the total amount spent will be $720, plus tax. Reviews pending on a couple other games, it jumps to $880 plus tax.
As much as video games are a passion of mine and something I'd love to support, well, I'm already spending an obscene amount of cash on them as is. I cannot subsist on electronic entertainment alone, and I'm fairly sure that most of the general population is the same way.
The first major company that tries this will cause a shitstorm in the financial world. Every broker, accountant, or chucklefuck with a TV show will say it's too risky of an investment for the numbers involved, put your money where it belongs in a stable diverse portfolio, the developers themselves (even the most reliable names in the industry don't hit a home run every time - investing in an individual game is high risk, investing in the developer is likely far less risky, as they'll have other games in the pipe), or in a venture capital firm that funds the developer (in doing so gaining the protection from that project failing that comes with the firm's diverse investment in many projects).
A lot of people will take that for what it is, and probably not invest. A lot more will take it entirely wrong and say OMG OMG OMG STOP BUYING THEIR GAEMS TV SED SO. And the moment a game gets player funding and then underperforms, or worse yet fails entirely, it'll effectively doom the concept, a lot of the people who lose money as a result will be completely blindsided and not see it coming, or understand why they just paid for a game that'll never come out now.
It basically says that even investing $50 in a project pays for perhaps 20 minutes of a developer's time (though possibly a lot more for an indie dev). This does not bode well for the investor's great opinions on how the game should work.
If I'm hearing about a small upstart game that sounds like something I'd really like to play, I'd pay $5 for the initial cost. Once it gets a playable super-pre-alpha, 10 or 15 would be nice to see where it is and get the final for free. Then when it gets to alpha, 25. Beta, 40. Release, 50.
It would be an interesting thing to see, depending on what they're looking for. I would've paid $50 for Prince of Persia after the reveal. I don't know if I would've paid much more, if any more.
I'd be pissed if I paid for a game that never came out. I'd be ok with paying for a game that didn't do too well financially, since I would still have the game. I'd be a little off-put paying for a game that I ended up not liking that didn't make much money.
Either way, it's not completely horrible as a idea.
Honestly this idea just sounds like venture capitalism but instead of coming from a few sources with large amount of funds it comes from many sources with smaller amounts of funds. Yes, it would be risky.. but that's just the nature of it.
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
Mount & Blade is what I thought of when I first read the thread title, or perhaps Cortex Command or Minecraft.
Yeah, I agree. I'd be more than happy to put money towards supporting people like Toady than attempting to make money back by investing in a business. For that reason, indie devs can and should try business models other than relying on donations or only making money once the game is fully finished.
So basically, any game that seeks investment from an uneducated, inexperienced public is most probably doing so because they've been turned-down by the experts. Sure, you might end up investing in a game that you yourself would enjoy and like to see get made, but the odds are high that there is no way in hell that you'll make back your investment, never mind a profit and in the end the most you can hope for is to have paid an extremely high price tag for a very niche game.
If I want to invest in the games industry, my money is most likely going to work the hardest by buying shares in a publisher with a proven track record in backing chart topping games.
And I agree with people who say that 10 dollars is the right amount. Millions would have to buy this game, and if I have to contribute 100 dollars because of some sick rule then I'd rather let the company have the trouble and restrictions that apply when signing up with a publisher.
Really, I wouldn't even get my 10 bucks back from Duke Nukem Forever, I just see major scandals when it comes to this idea. It really just seems like a "get rich quick" scheme that people would try to exploit.
Video gamers love to whine and so do investors. Now put those two together and how much whining can lead to somekind of maybe legal matter? Kids be suing up the ying yang cause their investment is shit.
I'm not a lawyer but I play one on mexcian public tv.
I think what you mean is "har har har gabe newell is dumb and likes cake!"
Actually I think this could be a good idea, and people are reading this the wrong way.
(Come to think of it, didn't the AC fanbase also do a print ad for AC years ago?)
Edit: I guess what I'm trying to say is Turbine sucks at advertising. :P
Keep in mind that a game publisher is weighing risk of whether a game might be marketable to an audience of X consumers that probably will exist at the time of release, such as to justify Y expenditure that a game developer needs to pursue nutty, whimsical idea Z. Newell is talking about a system where a bunch of people go "I am your audience, have some money." For huge, AAA, 3-6 year dev cycle blockbuster retail games, this isn't the most practical solution. For smaller niche titles that Executive VP of Sales Initiative Elroy Boondoggle is unaware there is minor, reliable, quality-starved audience? This is potentially a great system.
I really don't see any reason this wouldn't work outside of
All right, people. It is not a gerbil. It is not a hamster. It is not a guinea pig. It is a death rabbit. Death. Rabbit. Say it with me, now.
In Mount & Blade's case it helped that modders were able to add in a ass load of stuff right off the bat. Still I bought M&B for $5. Best five bucks I ever spent.
edit- I think for this to actually work the game would have to be a niche title. I can't at this moment think of a specific game, but I know there are some awesome niche titles out there that people would gladly pay to see a sequel made.
Okay, clearly no one is going to understand what that means.
A Valve fund raiser could be something simple like 2 dollars for extra commentary in the Left 4 Dead campaigns, or something like that. Or can you not do that without having publisher interference? I can't help but feel like most of this would fit into micro-transactions.
I still want to know why Gabe isn't reaching into his money bin and funding games himself instead of asking people to throw their money down a hole.
Also, not enough gamers will be passionate about game X for this to work at all. Few enough of us "vote with our dollars" as it stands now. Won't work.