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Author Topic: Yogscast Yogventures successful Kickstarter ($570k) game cancelled  (Read 300 times)
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EngineNo9
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« on: July 17, 2014, 08:40:14 PM »

Another somewhat high profile Kickstarter project for Yogscast Yogventures from 2012 has apparently cancelled development despite getting 227% of goal.  Here's an article on Eurogamer with all the details.

It seems like they wanted to make their own game that was in some ways just another version of Minecraft.  Or the Yogscast guys lent their likenesses to a company that was going to do that, and that company can't finish the game.  I didn't back this one and haven't really been following it, but looking at their Kickstarter updates it seems like the last update was from August of 2013 when they went into closed beta.  Apparently the game never reached a level of quality the Yogscast guys were wanting. 

Here's a lenghty post on Reddit from the developer, which includes these wise words:

Quote
However, if you promise the world and don't take into account the amount of time and resources you really need to make good on those promises you find yourself in a position where you can't move forward without more funds but you can't generate more funds without moving forward.

Seems like an overly ambitious new team, which is always something to be wary of on Kickstarter.
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Lee
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« Reply #1 on: July 17, 2014, 09:14:33 PM »

Not surprised. I know kickstarter has produced some great games, but for me it's just not worth it. I backed Godus, which is slowly getting there, but the fact they decided to make it F2P makes me wish I wouldn't have bothered. The other game I don't even remember what it was. In the year since I backed it I think I have gotten one or two updates. In the future I will just buy finished games, I don't have the money to be messing with Kickstarter or early access.
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Lordnine
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« Reply #2 on: July 17, 2014, 09:47:37 PM »

I tend to stand by the rule that if a company is trying to make a game through kickstarter and are asking for less than a million dollars, they probably donít know what they are doing and itís not going to end well.  I know there are success stories for far less than that but I would consider them an anomaly instead of the norm.  Game development is expensive and most people donít consider the real cost of just keeping a handful of programmers employed for a year.
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TiLT
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« Reply #3 on: July 17, 2014, 10:03:09 PM »

Quote from: Lordnine on July 17, 2014, 09:47:37 PM

I tend to stand by the rule that if a company is trying to make a game through kickstarter and are asking for less than a million dollars, they probably donít know what they are doing and itís not going to end well.

I guess that's a decent enough rule of thumb for casual backers who only go after the big projects (the AAA kickstarters, if you will), but it's a bit too simplified of a method for my taste. I'd put it like this:

- Ambitious (ie. tries to pull off multiple features rarely seen in games)
- Total required funding is less than 7 digits (pay attention to any alternate sources of funding listed in the Kickstarter and add to this total. This includes funds supplied by the developer or investors/publishers. Low total required funding is OK if the team has funds coming in from other places.).
- Technically impressive (mostly in terms of graphics, but it could be just about anything technical that makes you raise your eyebrows in approval).
- Has an unproven group of developers behind it.

If the project you're looking at contains more than two of the features listed above, do some research before backing. If it contains more than three, stay away.

Please note that some of the oldest Kickstarter campaigns sometimes break these principles, mostly because everything was still highly experimental back then.
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EngineNo9
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« Reply #4 on: July 17, 2014, 11:01:50 PM »

Quote from: Lordnine on July 17, 2014, 09:47:37 PM

I tend to stand by the rule that if a company is trying to make a game through kickstarter and are asking for less than a million dollars, they probably donít know what they are doing and itís not going to end well.  I know there are success stories for far less than that but I would consider them an anomaly instead of the norm.  Game development is expensive and most people donít consider the real cost of just keeping a handful of programmers employed for a year.

Yeah, the problem is that if every videogame Kickstarter actually asked for the "real" budget of what those people would be paid at a salaried job none of them would ever get funded because nobody understands or believes how much it actually takes to make a game, even a small one.

However, you also have to take into account that an experienced programmer that could garner a salary of more than $100k per year is likely willing to cut that in a third or less to just cover rent and expenses for a personal passion project.  And similar goes for the rest of most indie teams.

Either way, always be wary.  I would probably also add "has nothing to show other than concept art" to Tilt's list of rules.
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Teggy
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« Reply #5 on: July 17, 2014, 11:17:21 PM »

Read about this earlier. Favorite quote: "Although we're under no obligation to do anything, instead we're going to do our best to make this right, and make you really glad you backed the project!"

Amazing.
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« Reply #6 on: July 19, 2014, 02:32:57 PM »

I look at Kickstarter as gambling.  I only play with as much as I'm willing to lose.   There are some awesome things that I've backed that came to fruition, but at the end of the day I always knew that it could be something that bore no fruit. 
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Zinfan
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« Reply #7 on: July 20, 2014, 09:06:44 AM »

Just waiting for Star Citizen and it's $48 mil to cancel and walk away.  Star Citizen is the only kick starter I've put money in.
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