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Shadowrun Returns Funded; Mac Threshold Reached

The Kickstarter Page for Shadowrun Returns announces this project achieved its $400,000 funding goal in a bit over 24 hours. Their update indicates that if they hit $425K a Mac version would be added, and they are closer to the $500K mark now, so presumably that's a go too.

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20. Re: Shadowrun Returns Funded; Mac Threshold Reached Apr 6, 2012, 08:32 Beamer
 
nin wrote on Apr 5, 2012, 22:52:
The Half Elf wrote on Apr 5, 2012, 22:41:
I have a question. The road to hell is paved with good intentions, but what happens when developers can't deliver? Are we going to have another dot com bust?

I would shrill like a happy kid if these all come to fruition, but at the same time, I'm a bit leery.

Basically, those funding it are screwed. It's not a happy thought, but it's certainly a possibility.

My worry is similar: What happens when a game that's made for 500K or a million doesn't meet the peoples standards (when people are accustomed to games that usually cost millions to make)? I hope that people are realistic in their expectations, and don't expect something with uber graphics or 100 hours of gameplay. (Thankfully Shadowrun and Wasteland are portrayed as 2d semi-top down.)

It's easy to get swept up in the excitement, but it's also important to keep perspective, and realize these games, if they DO even succeed, are being done on a budget. And we as gamers have to accept that.


Also, how much of this excitement is leading to sales. People are already saying idiotic things like "see, these would sell a ton if they'd been made by a major publisher!" ignoring a few things we do not yet know:

1) How much will these ultimately sell beyond what is kickstarted? If they're capping out under 5 million then it isn't a huge surprise major publishers aren't putting resources into it
2) How many of these sales are due to the excitement of kickstarting and the rewards people are getting for it (keep in mind some are spending thousands for single games)?


What's most interesting is that these guys are guaranteeing they break even before they make the game, so there is 0 risk for the developer for the individual project.
0 risk.

All risk is instead shifted to the consumer. That's right, the publisher gets to make a free game, and if it does well he gets to take his cut. But the consumer does not get a cut of profits, at best he gets a game he wants, which he would probably get without risking $10 on something not yet made and loosely sketched out in something designed to take his money.

And it's become a great way to fight piracy. Who cares how many people pirate it later when any sale is gravy? And how many people that would have pirated Wasteland 2 are now funding it?
 
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