but the current KS model is pretty fucking awful.
What do you mean by "current model"? How could it be different and should it? What does it need to stop being fucking awful?
Enforcing penalities for failed kickstarter projects? Lol, imagine how subjective this would be.
No, it's not about penalties or guarantees. It's not about the end product, but the process itself.
Right now the process is this:
- stay vague, sell the dream
- ask for the min, which may or may not be enough (see the Wildman fiasco and what BN hinted at), hope to triple it; basically, ask for the third of what you really need and hope for the best. Partly, because gamers are clueless and think that 1 mil is a lot, so asking for more will be seen as greedy, partly to generate the excitement of hitting the goal early and getting the built-in coverage which generates more excitement.
- offer loot bags, can't sell the game on details alone, gotta do the party favors shit - a novella! a leather bag! an itam! Obsidian went all out with their loot bag: an AMD processor and "a random assortment of Obsidian loot such as pens, coasters, t-shirts, game patches, doodles, etc." Jesus fucking Christ! How long until companies start hiring hookers? Throw us extra $50 bucks and you can spend 10 min with our temporary hired intern named Crystal.
- drive people into donating frenzy with "goals" - for extra 500k Majestic Chis Avellone himself will design a location and visit our office for a month or two. Getting MCA involved is a great idea, but did it have to be a goal? And if it did (his time is valuable and it's business), did it have to cost that much? Or 300k for a new race, class, and companion? Sure, we all understand that the goal is nothing but a reward for raising X amount of dollars, but I'd prefer to see a straight forward 'cost to implement' system.
So, what I would like to see is:
- a detailed pitch (see the PST pitch, for example); sure, the game turned out to be a bit different, but that's not the point. Details, even if things will get changed later, are better than "it's gonna be awesome, bro!"
- ask for what's needed not for the min and explain why you need that much. It's not about regulating, it's about transparency and educating people why things cost that much. It's sort of a necessary measure if developers start asking for realistic budgets.
- 'cost to implement' upgrade system
Unless you have already started making something and got something to show for it, you can make absolutely no estimates regarding what you need to do what and for how much. You can't even account for your grocery shopping down to a dime for the next week FFS. Shit doesn't work like that. You can make some guesses and hope to do better if you gather more money than you aimed for.
If you're right, it only highlights the problem - developers are asking for random amounts of money, money they think they can get vs money they actually need. However, I'm pretty sure that proper studios like Obsidian have a pretty good idea of what it would cost them to make a game, plus-minus 10%.
You can't even account for your grocery shopping down to a dime for the next week FFS. Shit doesn't work like that.
You don't need to account your grocery shopping down to a dime, but you can to a ballpark (say 80 bucks or 120 or 200, based on your budget and what you're planning to buy; you can end up spending 78 or 84, but that's an acceptable fluctuation). Pretty sure every family on a budget does that. You can just go to a store and buy a bunch of random shit and spend twice as much you should have, just because you couldn't account down to a dime.
All this desire to regulate and babysit people is sickening. The only thing Kickstarter needs is people to get a fucking clue and start making informed and responsible decisions and good fucking riddance for those who cannot think for themselves.
And world peace, bro. Don't forget the world peace.