Spectacle
Arcane
- Joined
- May 25, 2006
- Messages
- 8,363
So with your system they'd have to ask for 10 times what they think they need, to account for both cost overruns and not getting paid after completion?So a kickstarter project will have to ask for at least twice as much as they need for development, since they only get 50% while they're actually working on the game? 25% while for the biggest part of the development cycle...Or stage the payments like a big commercial project: 25% up front, 25% after beta complete, and since the incentives are skewed, 50% upon final delivery.
And backers have to individually send their share of each payment, if they approve, so developers better keep their promises if they want all the money.
Quite possibly the dumbest idea so far this century.
Exactly. Ask for twice what you think you need. Or quadruple. Because it always costs a lot more than you think.
EDIT: Citation - Fred Brooks, The Mythical Man Month.
I'll tell you what's dumb: giving developers all the money up front and expecting them to finish the project as agreed.
I don't think many kickstarters will get funded that way, but at least the ones that do will give massive profits to the devs.