If you say so. I mean, it's true that there is a direct sequential relationship: the games didn't exist and Kickstarter didn't either, Kickstarter happened, the Kickstarter campaigns got funded, and the games got made. But you can't simultaneously think (1) that these games were entirely paid by KS funds; (2) that the main thing they got out of KS was money; and (3) that they needed KS to happen. Money doesn't grow on trees, but I'm pretty sure that the $900k ask for Wasteland 2 could've been gotten through other channels. What Kickstarter provided was a way for fandom to express its enthusiasm, but I think the money was really secondary to that.
I'm not saying it was necessarily true, only that it's how it was sold to the fans. These games had a similar pitch, as in: "a sequel/spiritual sequel to a beloved RPG that no publisher would ever fund, so here's your chance to make it happen!".
We do know PoE and WL2 weren't funded with KS money alone, for instance. And maybe these mysterious investors could've funded these CRPGs back then already, who knows. I'm just saying it was a different time, different context, difference attitude from both sides, etc.
But there has never been any rational relationship between the money needed and the game's creation. People gave more money than was asked for. If people were only funding the necessary amount, you wouldn't have seen so much craziness.
I don't think people are rational in the slightest about these things, to be honest. The whole premise was based on an idealized game that would make fans feel the same way they do about classic games they know and love. In cases where the fan played the classic at a much younger age it gets even more irrational, as it's definitely impossible to replicate that experience.
That didn't stop fans from putting up a lot of money (myself included), though.
The way I see it, there are several factors behind the huge amounts raised by the biggest Kickstarters:
1) Fans feel like they're responsible for making it happen. So even if it was way ahead of the "necessary amount", people still wanted to be a part of it. This wasn't so irrational because...
2) Stretch goals. They have a huge impact, and this is backed by actual data. I think I've mentioned this before, but MCA in particular was statistically the most effective stretch goal in any of the Kickstarter CRPG campaigns.
3) The pledges had great value in the ~$20-$50, so even if there was nothing meaningful to be added and the game had more than enough money to be developed, the deal itself may be appealing.
In WL3's case, I'd say 1) doesn't exist. Even though one may argue it was an illusion for KS CRPGs, with Fig it's not even that. It's a glorified pre-order 3 years in advance, and that's why you see InXile making the basic pledges cheap and giving Statis/Underrail as a bonus. Not that it's a bad thing.
It's actually
more rational in many ways, so there's less room for disappointment (except for the bullshots).
However, it was the irrational part that made so many people open their wallets and get all pumped up for something that was impossible to deliver.
I mean, look at the introduction to the Project Eternity page:
Obsidian Entertainment and our legendary game designers Chris Avellone, Tim Cain, and Josh Sawyer are excited to bring you a new role-playing game for the PC. Project Eternity (working title) pays homage to the great Infinity Engine games of years past: Baldur’s Gate, Icewind Dale, and Planescape: Torment.
Project Eternity aims to recapture the magic, imagination, depth, and nostalgia of classic RPG's that we enjoyed making - and playing. At Obsidian, we have the people responsible for many of those classic games and we want to bring those games back… and that’s why we’re here - we need your help to make it a reality!
It's a vague, extremely ambitious promise that's banking on nostalgia. We fill in the blanks with our imagination, and that's why it's impossible to meet people's expectations.
A sequel to a recent game that was also crowdfunded has fewer gaps to be filled, and is a lot more predictable.
"To travel hopefully is better than to arrive", after all.
I am 100% sure if there were a Kickstarter by, say, the Chrono Trigger team to make a 16-bit "spiritual successor to Chrono Trigger" or a Kickstarter by the Freespace team to make a space sim -- in other words, if other extinct charismatic megafauna were offered up -- the money would be there. The problem is just that there aren't so many IPs like that, or the teams to make them. The money would flow in even if Peter Thiel were the one asking for it.
Agreed, but that's what I meant: very few "dream projects" like that exist. And even in those cases, the number of backers has dropped compared to the 2012-2013 projects. It doesn't help that a lot of people have been burned by KS games, many are still waiting for projects to come out, and there's a lot more competition across the board.