2093: Pondering Crowdfunding

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I’ve gone back and forth in my opinions on crowdfunding a little, but after seeing a number of people spilling a bunch of salt yesterday over nothing more than a rumour that Square Enix might be looking into the possibility of using it to bring more niche, “unlikely” titles over from Japan to the West, a bit of reflection has convinced me that, on the whole, I’m in favour of it.

It is important to accept, however, that there have been a number of crowdfunding fuckups over the years — and, more importantly, a number of high-profile projects that have so far failed to live up to their potential or deliver what was originally promised. Anita “I Hate Fun” Sarkeesian’s Tropes vs. Women YouTube series (which I seriously regret chipping in even $5 towards, feeling the way I do about the social justice crowd these days) is several years behind schedule; Keiji Inafune’s Mega Man successor Mighty No. 9 has been delayed several times and has had a number of setbacks along the way; Chris Robers’ Star Citizen is in a state where no-one seems to quite know what’s going on with it and if we’re ever going to see it at all, despite it being the most crowdfunded thing in history.

All of these projects still arguably have time to redeem themselves if the finished product comes out worthwhile (fuck Sarkeesian, mind, the joyless hoop-eared twat) but it’s understandable that issues like this have caused some people to view crowdfunding with a certain degree of trepidation.

But then at the other end of the spectrum — and here’s where my overall positive attitude towards it comes in — there are the success stories. Ambitious visual novels that people once believed would never see a Western release are being localised, for example — the Grisaia trilogy saw its first release a few months back, with the second installment’s translation nearing completion; Clannad is coming along soon; and Muv-Luv’s Kickstarter is a hair’s breadth away from its final stretch goal — and crowdfunding has proven to be an effective means for people to demonstrate that yes, they really want to see things like a new 2D Castlevania (in everything but name), a third installment in the Shenmue series, or the return of early ’00s-style isometric role-playing games. Without crowdfunding, none of these things would have happened, because the (understandably) risk-averse games industry as it exists in 2015 would have a tough time convincing shareholders and the like that yes, it really would be a good investment of time and budget to put together something along the same lines as a game released 15 years ago.

One of the most common arguments I see against someone like Square Enix dipping their toes into these waters is that “they have enough money already; why do they need us to give them our money up-front?” Well, for exactly the reasons just mentioned: game companies are, like it or not, a business first and foremost — though they may be staffed by artistic, creative types — and as such, they need to know that any project they undertake is going to be worthwhile for them. Crowdfunding is a means of not only gauging interest in a potential project — with little to no risk if the desired target isn’t reached — but also generating some initial operating funds to get it underway. Some projects run over budget, of course, while others are specifically designed with additional funding sources in mind — Shenmue III springs to mind in this instance, for example — and others still, like Star Citizen and Broken Age, end up with a whole lot more money than they originally expected and have to make some tough decisions on how that money is to be spent. The point stands, though; crowdfunding is an easy way to demonstrate that yes, there is an audience for this sort of thing, here’s a rough estimate of how big that audience is, here’s what we might be able to do for them.

Crowdfunding also taps into an important development in modern society: social media, and the effect this has had on the concept of “word of mouth”. I wrote a while back about how the Kickstarter for Muv-Luv comfortably achieved its initial funding goal entirely through word of “mouth” (with “mouth” in this instance also covering “keyboard fingers”), without a peep from the mainstream press — though Kotaku, to their credit (there’s something you won’t hear me say all that often) did eventually put up a story about it a few days later. We’re no longer in an age where new products are dependent on the press to get noticed and promoted; there are plenty of creative works out there across all media now that don’t have any column inches — be they print or virtual — devoted to them but are still regarded with love by their fans.

So I don’t necessarily think that Square Enix delving into crowdfunding is particularly greedy. They’re a business — and a big one, at that — who need to ensure that they’re going to be able to make money on any projects they undertake, particularly as they’ve become a bit more cautious in the last couple of years after a few big-budget failures. Something like RPG series that have traditionally sold quite poorly in the West (hello, Dragon Quest) don’t represent a particularly good return on investment for them to just do out of the goodness of their hearts, whereas if fans can show their support for such projects financially up-front, Square Enix is more likely to sell more copies and fans are more likely to get things that they previously thought they’d never be able to enjoy if they were leaving things entirely to the Men In Suits.

As such, if Square Enix decides to jump into the crowdfunding arena, I say good on them. If it means we get games that we wouldn’t get otherwise, I am all for it. The traditional model is no longer the only way of funding and buying games, and we should embrace new ways of showing our support for the things that we want to see rather than pissing and moaning about the inevitably drab nature of commercially “safe” products. There’s always going to be dull-as-dishwater commercially viable megahits; they’re never going to go away, not with the size of the industry as it is today. But what we do have some control over is the smaller end of the market: the niche interest titles that have the most passionate fans in the world; the games that have enthusiasts who will do anything to play a new installment in their favourite series; the games who have fans that are willing to put their money where their mouth is and show that little projects matter, too.

The end result is a more interesting, colourful and diverse games industry; the alternative is a situation where we’re subjected to nothing but Call of Duty, Assassin’s Creed and Forza Motorsport until the end of time. And while all of those games are good, if that’s all there was to play, I wouldn’t be nearly as interested in and excited by gaming as I am today. So if a way to support alternatives presents itself, I’m going to take it; you should think about it, too.


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