Imagine presenting your business plan to a bank while asking for a loan and telling them "it's a surprise " when pressed for details
A bank is giving you money to make money. All they care about is how successful the game does (because that is what they gain for it).
As a pledger... you get the game. You don't care about the financials of the company, you are donating for me to make something cool for you to experience. That means, if I give away surprises, it is ruining what you are paying for.
While you might be fine with that, your fellow "investors" probably aren't (I know I wouldn't be). So, good try, but I'm not going to give away all the cool story aspects that happen in the game.
So in other words there is no actual list of computer games anyone in your team has ever worked on and there is no team. You talk about hiring more people, when there are no people.
I understand where you are coming from. But, you are looking at things a little off. I know you probably don't have much experience in the industry, so I'll try to explain.
Basically. I'm an artist (actually, in the industry, I'm referred to as a generalist, even though my focus in concept art). That is my job, I make stuff cool. I am the one that comes up with the art style, the one that designs armor, the one that basically builds the world. This job is actually the same in both games and movies, we are the ones who dream up the characters...who can design from short blurbs about a character... the ones who visualize the world (that we create ourselves, or that others give us).
On top of that, I'm also the designer (in the games industry, the person who programs and the person who designs / conceptualizes and the person who codes are not the same person). When I speak with programmers, I need to explain a lot to them... and get them to understand the CONCEPT, because without that, they can't even start to code. Basically, I "see" the game before it even made...and have the skill-sets that let me communicate that to others.
These two skills mean I'm kind of unique in the industry (you see people like me sometimes, we especially shine when we set out on our own and are given full control. You see games that look stunning, but also play kind of different. Because, well, we think about both the art and the game design together).
But, you are right, I can't code (I know a little bit, but I'm definitely not going to try and code Bloom lol).
This is kind of how the industry works though. In games (and movies), the larger the company the more specialized people become. Designers ONLY design, concept artists ONLY concept, coders ONLY code. When you ask about experience, which area of development are you speaking about? Being on a game project doesn't give you magical powers over all aspects of development...
You talk about hiring more people, when there are no people.
So, you know that reality show I posted about yesterday? Well, I'm going ahead with it. I chatted with some friends from Blizzard, then Lucas Arts, then I hit up some people at Bioware....and found a senior technical artist friend who is up to do it with me (that is the name we use for people who do the programming type stuff and are more...well..technical).
Tada, in a couple hours I found a person with 10+ years of experience at Bioware (and a bunch of other companies) ...to work for free...playing around with me .
You see, I'm a professional. While you may think my skills are "nothing", they are actually a huge portion of what makes a game (and I can produce at a high level with an unusually high range... most concept artists don't do 3d...most 3d artists don't do concepts). This also means finding people to join me isn't really that difficult.
So, why haven't I grabbed a programmer with a ton of experience before the kickstarter?
Well, again, I need to explain a little bit about the industry (well, the indie game industry and business).
You see, if you bring on professionals onto a project for free...they expect a percentage of the business in return. Basically, to get a person BEFORE kickstarter would mean I would need to give away 50 percent of my business. Now, I know you probably aren't thinking about the business side of things...but...well, it is kind of important. I would MUCH rather hire friends to work for me (or have some money to offer to reduce the amount they would take from the overall business). That is why I don't have a demo, I need resources to make it happen (because, well, I'm not ready to toss away such a huge portion of the business. Again, the reasons for this are beyond just this game...it gets into issues of control over the IP, buyout options down the road...issues involving creative differences....).
I know this is all kind of complicated. But, you seem to be just focusing on some wild idea that "games is impossible to makes!" . Really, no. Games aren't that complicated to make. Yea you need to know what you are doing and be able to do your job...but this isn't some genius science that takes 50 years of careful study to do. I could program the entire thing myself in a year or two of catching up (like my friend who made dust... he made ALL the art assets... and actually, taught himself to program as he made it....doing the entire game in 2 years ).
You see, we aren't highschool kids with random dreams who have never touched even photoshop. In this industry, you are CONSTANTLY challenged with stuff you have never done before. Every job is different. That is why we are professionals....we figure out how to do it. We have resources (know where to look or who to ask) to figure it out.
Is Bloom going to have things I don't know how to do? Yup! Definitely! But...well.... I know whatever the problem is, I can figure it out (because, well, that is my job, and I have had to do it countless times before). We don't just get stuck and go "~sniffles~ this is hard, i give up" .... we figure it out...because it is our jobs.
I know your experience with the industry is just playing games and awing at the impossibility of it all. But, hopefully this helps you understand that things aren't as scary as you think. People generally have a strange idea of the creative fields. No matter what job you are doing, it is always done in pretty simple steps (you just need to know what steps to take).
Self promoting developers and their smiles