not-so-secretly planning to search for the bulk of their actual funding elsewhere or hoping to be massively overfunded
Makes complaint unconvincing. Though probably I’m just confirming my biases, which is to say: crowdfunding is being treated as just another revenue source for proprietary stuff, keeping all existing ones, in stark contrast with how crowdfunding was imagined to fund the commons.
Production costs probably are part of the disconnect. Crowdfunding the amount spent on making and marketing an AAA game or Hollywood movie or even the next level down probably isn’t going to happen for awhile. For anyone wedded to those cost structures, crowdfunding only will seem like a race to the bottom, while I see entertainment with those cost structures (top pro and college sports of course must be thrown in with games, movies, and TV) as our Arirang spectacle. Throw them out, choose freedom, equality, and security.
Of course there’s lots of room for better coordinated street patrons to demand and get more crowdfunded stuff into the commons, mostly produced with lower cost structures, in part due to taking a long time and not including marketing. I suspect the gaming industry hasn’t figured out how to extract huge tax and direct subsidies as the movie industry has, so ironically there might be one fewer potential public policy lever (funding mandate) to get medium to high cost games into the commons, relative to movies.
I happened to also see today another article complaining about game economics, though in this case blaming capitalism rather than crowdfunding: Capitalism killing games and the world - Lanning. But that doesn’t stop Lanning “who’s rekindling gamers’ love for his IP through high-definition digital remakes” from being all about IP and wanting to do new development with high cost structures requiring investment and marketing:
“The expensive part of making a new game is the new creative stuff. Now, if I try to do a new game with Oddworld, I don’t have the money - I’d have to bet it all - to do a new IP, meaning a new title in Oddworld, not just ‘we’re going to use the Unity engine and build another side scroller.’ That was 20 years ago. I want to do new stuff. But I think the audience expectation for what a new Oddworld product would be is one we can’t afford yet,” Lanning said.
“When I have the confidence to see a new Oddworld title come out, I think we’re in several million dollars to do that. And at that point, I think I need some type of promotional partner at another level because right now we don’t spend on advertising. We’re really running on brand awareness. So we’re doing more social marketing,” he added.
Found through a repost of commentary on Lanning’s article, Are Markets Ruining Video Games? Or is intellectual property the real culprit?.