And I'd also add that "an adventure game by Schaeffer" etc, or a "game by MCA/Sawyer" is
not enough. Yes, they have a proven record. But it is not enough for them to ask for a few million and say "hey it's us, trust us". It maintains the same closed system that has spiralled into the closed games industry of today.
Kickstarter is the game-ification of funding as much as anything. Stretch goals are like internet trophs or badges you earn by spending more
real money on
concepts which may or may not
ever end up coming into existence depending on the development cycle. The system is highly flawed, and while I'm willing to give Obsidian, nXile, etc. the benefit of the doubt
until they prove themselves untrustworthy, that does not change that the structure of the kickstarter system
is flawed.
We, the funders, are the publishers. We are paying for the game's development and release. Plain and simple, it's
our money that is providing for this game's existence and the work of the team. I can happily give them my money, small as the amount may have been, on the basis of it being an RPG by Josh Sawyer, but when I did it, it was because I want it to be
his work. Not his work as negotiated with ten thousand fans who pull in different directions. I want Sawyer to show me what he can do without interference, and then if he pulls off something great, I'll give him more money next time.
Roguey
There's a difference between making a game for your audience because it's your vision, or making one for your audience because it's what they want.
In the first case, Sawyer
is his own audience. We're all probably educated 20-30 something men who have had some experience of pen and paper roleplaying and who enjoy the kind of games we all grew up with in the golden age of rpgs. That's an audience.
In the second case, if ten thousand fans want anal sex with dwarves in the game. That's making a game that your audience wants. That might be shit in practice.