keeveek: I wouldn't be suprrised, if we saw some "we need more money" kickstarters later. And if not, we will see unfinished projects.
It's amazing how people have explained time and time again how Kickstarter works and what the idea behind it is, and you still don't get it.
The funding received from Kickstarter is supposed to support the
initial work done on a project - NOT the project in its entirety. You keep nagging about prototypes, but do you think they just appear out of thin air? You do realize that someone has to work on a prototype in order to create one? And you do realize that these people need to be paid?
That's where Kickstarter enters the picture.
Of course, some people use Kickstarter to fund an entire project, and it is definitely possible, but the name Kickstarter wasn't picked because it sounded cool - Kickstarter is meant for kickstarting projects.
Also, Kickstarter is not a site used by people who couldn't get funding any other way. Kickstarter is actually a very clever way to receive funding to create
your idea, and not your idea augmented by a greedy publisher who changes things based on what it thinks will earn it the most money. Then, by the time you go to a publisher to ask for funding to finish your project, if they try to change anything, you can say "well, I have 30 000 people backing the project in its current form and I'm sure they wouldn't appreciate it if they were given a different product from the one they pledged to." Kickstarter numbers secures both initial and continued creative freedom, something that the gaming business has not seen in years.
However, if you hadn't received the initial funding to create the prototype and gain leverage through number of backers, you would have had to go to the publisher to begin with, and they would have changed your ideas from whatever they were to just another WoW or CoD clone.
You can criticize Kickstarter if you want, but your criticism would hold a lot more weight if it were based on what Kickstarter really is instead of what you perceive it to be.
EDIT:
I'm going to retract my statement about how the gaming business hasn't seen creativity in years. (I'll leave it so that people reading this edit knows what I'm referring to.)
What I really meant was that many publishers limit the creative freedom of their employees because they are more concerned with keeping their revenue safe by creating clones of games they know have sold and are selling well, than they are with creating truly original games.