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Made in us
[MOD]
Solahma






RVA

Publishers are smart.

The 'traditional' model, as I understand it, was to saddle developers with the lion's share of the risk while taking the lion's share of the profit via the milestones system.

One reason developers accepted this position, perhaps the biggest reason, is because publishers are the traditional gatekeepers to the people who buy games.

In 2012, Tim Schafer, Brian Fargo, and Jordan Weisman proved developers could use KS to cut out the publisher. This aspect was even one of the most prominent arguments of their project pitches.

Square Enix's Collective is an attempt by a publisher to step back in between developers and customers.

This message was edited 1 time. Last update was at 2014/08/28 18:58:03


   
Made in us
Veteran ORC







 Manchu wrote:
Publishers are smart.

The 'traditional' model, as I understand it, was to saddle developers with the lion's share of the risk while taking the lion's share of the profit via the milestones system.

One reason developers accepted this position, perhaps the biggest reason, is because publishers are the traditional gatekeepers to the people who buy games.

In 2012, Tim Schafer, Brian Fargo, and Jordan Weisman proved developers could use KS to cut out the publisher. This aspect was even one of the most prominent arguments of their project pitches.

Square Enix's Collective is an attempt by a publisher to step back in between developers and customers.


And it will fail, miserably. Double Fine opened the floodgates to where Developers don't NEED customers anymore; as long as the developers have recognition/the "Name".

However, a Publisher could very easily (Once publishers stop being stupid and want A TON OF MONEY! instead of ALL THE MONEY!) take a team straight out of college, tell them "If this idea raises X dollars in Y time on Z website, we will provide the rest of the funding and help you along with the game". and help them get that name going/out there. Naturally they would sign them into a contract if it works out, allowing the Publisher to keep the people/new brand.

Mind you, this will only happen when AAA starts making Horror Games, Square goes back to Final Fantasy games proper (When they were good), and EA hands out free puppies with their games.

I've never feared Death or Dying. I've only feared never Trying. 
   
Made in us
[MOD]
Solahma






RVA

 Slarg232 wrote:
Double Fine opened the floodgates to where Developers don't NEED customers anymore
Don't need customers you say?

I assume you meant publishers. But if that were really true, why would any developer sign up for Collective?

I think this shows KS has not completely marginalized publishers, as the video game "press" seemed to anticipate. Rather, publishers have themselves cultivated valuable brand power. Leveraging that brand into a crowdfunding platform is a smart way to undercut the KS model, which is already tough for developers that have not built up reputations and fanbases over the decades.

   
Made in us
Veteran ORC







Well.... Need not so much, but they definitely want them

Yes, typo.

I've never feared Death or Dying. I've only feared never Trying. 
   
Made in us
Gargantuan Gargant





New Bedford, MA USA

Crowdfunding video games is just a bad idea. There has been many a game that died in development hell, and many more that delivered but a year or more after their original release date. I avoid video game crowdfunding like a plague.

Ive been spoiled with Miniatures Games Crowdfunding by Zombicide, Dreadball, and Deadzone. CMON and MANTIC have turned it from a glorified pre-order mechanism to getting years worth of development into the span of a year, while giving the backers significant discounts, free stuff, and exclusive merchandise.

   
 
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