Not that I disagree with having better pitches, but I truly fail to see which of the successful Kickstarters provided substantially more information. Actually, a lot of them had less. If you look at successful pitch videos, they're composed of namedropping, some pandering, comedic "Take that!" zingers about the traditional publisher model to appeal to the bitter hardcore gamer, and then maybe some really vague descriptions of which games (often quite dissimilar) the game is meant to resemble. Gameplay footage? Mockups? Concept art? Design documents? You don't get any of that, you get people who talk to you to tug at your heartstrings, and subsequently your purse strings.
I'm starting to suspect that it's actually deliberate. It's not like these people, who are industry veterans, are ignorant of how to make technical demos and concepts that actually explain what the game is like. They just don't want to. There are some good reasons - one of which that it's probably a good idea not to paint yourself into a corner with the game design until you know how much money you're getting - but, really, why waste the time and effort if you don't have to? You need a demo and a design doc when you go before publishers because you're asking them for tens of millions of dollars. With Kickstarter, people are asked to part with twenty bucks.
You could say that a demo would still be a bonus, that it would prove that they are actually for real, and make people pledge more. But actually it's probably the opposite. It's much like the reason
why game demoes are on their way out. The more information you have about the game, the more likely you are to decide that it's not worth your time and money after all. Remember how people freaked out about the ugly, bland mock-ups and concept art for Project Eternity? For a while there, people at Obsidian may have actually thought that the public actually wanted to see what the early development process of the game was like, but all it really did was shatter people's illusions that games emerged full-formed out of a magical development engine running on unicorn farts.
You're better off not shattering such illusions. If you look at the DoubleFine forums, it's full of people suggesting all kinds of pie-in-the-sky ideas - not just the same-sex marriage thing, but every sort of ludicrously fiddly narrative or micromanagement element, most of which actually work contrary even to the few scraps of information there are about the design goals of the game. As long as the pitch is sufficiently broad and vague, people will fill in the blanks with whatever they like, and be happy. I know when Project Eternity was pitched, from their video I thought it was going to be more like Planescape: Torment and less like Icewind Dale. I suspect it's because I
wanted it to be more like Planescape: Torment. That doesn't mean they said it was going to be like Torment, just that they had the good sense not to be clear about it.
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