I'm yet to play Mighty No. 9, but I've been following the chatter around it with a sense of weary resignation. It's been getting a lukewarm response in PS4 reviews, and the publisher hasn't exactly been rushing to get Wii U code out to anyone other than those who have paid for it already as Kickstarter backers. What was at one point a crowdfunding phenomenon has endured multiple delays, a saddening visual downgrade, and has managed to squander hype over the course of nearly three years.
I'll likely buy it when it arrives out of curiosity, and because I was looking forward to it for quite some time until delays started to push it off the radar. It seems to be a project that's been handled poorly, frankly; a game that aims to provide a spiritual successor to Mega Man shouldn't have fallen into so many complications, especially with Keiji Inafune leading the project.
Yet Inafune-san has perhaps been the crux of the problem. He has an enviable reputation and legacy, which helped drive the incredible buzz that saw the campaign raise $3.8 million in 2013, which was far beyond its modest initial goals. Fans were still waiting for good news on Mighty No. 9 when RED ASH: The Indelible Legend sought funding in 2015, and then ReCore popped up later and featured at E3 this year. Frankly, Inafune-san can't seem to keep his focus on one project at a time.
In any case, it's a surprisingly messy history for Mighty No. 9 - I'll leave the detailed dissection to others - culminating in disappointment that the much-hyped, delayed and over-funded game has come out as rather underwhelming. That's understandable and fair, people can feel how they want about it, but what isn't fair is to hold it up as an example of the supposed sins of crowdfunding platforms like Kickstarter. Despite creators letting backers down in high profile cases, I feel the need to defend crowdfunding as a concept, and to remind us all that some wonderful games only exist because they had that initial funding.
I followed Kickstarter closely for a while in 2013, even producing regular articles summarising projects targeting Nintendo hardware. I stopped doing these for multiple reasons - less projects were targeting Nintendo systems realistically, tracking them was troublesome, and it just wasn't interesting to enough people. There was also a spell where much-publicised flops, scams and other circumstances battered Kickstarter's reputation, though it's settled down and the platform is still ticking along and funding a lot of projects.
For starters, there are always fundamental issues with crowdfunding, or perhaps risks is a better description. The problem was that Kickstarter (and some smaller rivals) rose to prominence so quickly, and the flood of projects was so sudden, that backers didn't understand what they were actually doing. I would probably count myself among that number back then, but the key is this - when you fund a project it is not a pre-order, and it is not an investment. You're a 'backer', which means you provide money with the non-contractual agreement that your funding amount will eventually yield the promised rewards. You don't have any equity or shares, you're handing over money as a matter of faith.
In principle there's nothing wrong with that - in theory everyone with a credit card is a grown up and can spend their money as they please. Yet confusion isn't helped by Kickstarter, even to this day. Look at this line from its current FAQ.
Backers that support a project on Kickstarter get an inside look at the creative process, and help that project come to life. They also get to choose from a variety of unique rewards offered by the project creator. Rewards vary from project to project, but often include a copy of what is being produced (CD, DVD, book, etc.) or an experience unique to the project.
Project creators keep 100% ownership of their work, and Kickstarter cannot be used to offer equity, financial returns, or to solicit loans.
The first paragraph is part of the problem, making backers feel like they're inside the process. In some cases rewards offer that level of insight and participation, but even when it's promised it's at the discretion of the creator. By giving a developer $20 you don't then have the right to know everything about development. The real clarity is further down the FAQ.
It's the project creator's responsibility to complete their project. Kickstarter is not involved in the development of the projects themselves.
Kickstarter does not guarantee projects or investigate a creator's ability to complete their project. On Kickstarter, backers (you!) ultimately decide the validity and worthiness of a project by whether they decide to fund it.
When that is clear and understood, crowdfunding can be an incredible thing. But more issues arguably arise when bigger companies, established in the industry, get involved. If lucrative and respected developers make a mess of a Kickstarter campaign it goes public in a notable way, and all you mostly see is the bad news. It's not often headline-worthy if a creator meets their targets and delivers a good game, but if someone with a reputation messes up it's held up as a critique of crowdfunding as a whole. Of course it's a bad thing when backers lose out or are disappointed, as has happened in some cases, but there are a lot of Kickstarted games that have been delivered, or are still being given full commitment by their creators.
Let's just remember how the likes of Kickstarter has made some smaller games possible, primarily through providing vital initial funding to start-up businesses. A shining beacon in this is Yacht Club Games with Shovel Knight. A new business of former WayForward employees, it sought funding to make its first game, with the evident business plan being to then sustain itself through sales and expand accordingly.
Shovel Knight wasn't even a perfect Kickstarter project in terms of hitting its original deadlines (localisation to Europe took quite some time), yet the intent was pure from Yacht Club Games. Notably, the team is still working to meet its stretch goal obligations, some of which it may quietly regret. We spoke to them as part of our 'Year in Development' series in late 2015, and there's still a sense of appreciation for the start the team had from the original 14,749 backers (disclosure, I was one of them). The team is finishing off the game with features that it promised.
So the things we still have lined up – Specter Knight campaign, King Knight campaign, Battle mode on consoles (not portables), and Gender Swap. Those are the stretch goal unlocks we're still working on. That's fine that some backers are ok and moving on, not keeping a hot eye on it, but there are people still following it closely.
Have these modes taken longer to arrive than perhaps expected? Yes. Has Yacht Club Games hit all its targets? No. Has it completed other projects that weren't crowdfunded before meeting its stretch goals? Yes. It's released an amiibo and physical retail editions of the game, business opportunities that have helped make the studio money.
In my opinion, that's fine. Products don't just happen, and they can't appear in no time with no cost attached. The $311,502 raised by Yacht Club Games on Kickstarter will have been wiped out long ago, but it allowed the game to be made, it's become a success and the company is still in business. Importantly, it's still working on those stretch goals - the intent is there to keep its promises. I backed it because I loved the pitch and thought 'why not?'. On paper it's not been fully completed, but it feels finished to me - I gave money hoping to help a game happen, it arrived and it was brilliant. Yet it was still a risk, if I'd chosen poorly my $20 could have been for nothing. That's the deal, yet there's a noble principle at play - enthusiasts can help talented creators get started and make a project happen. That's a positive.
There have been other projects that have delivered quality products, and the likes of Shantae: Half-Genie Hero are still to come. Hyper Light Drifter has been critically acclaimed on PC and its creator has delivered the game under tough circumstances. It's an interesting case - Wii U owners might miss out (it's still up in the air) due to GameMaker Studio support for the system not arriving as was expected when the campaign was adding its stretch goals two years ago. Yet the creator has been finishing the game and will offer alternative platform codes to all affected backers if the Wii U version doesn't make it; that's the risk factor at play.
As another example, Yooka-Laylee now has extra porting help from Team17, though it's the PS4 and Xbox One versions being handled outside of Playtonic's walls. That's just how projects evolve, but we suspect most will trust the developers involved to deliver that particular platformer-adventure title. Playtonic Games is expanding and working with Team17 as a publishing partner, but before all of that, when the company was a small group of ex Rare staff in a tiny office, that Kickstarter money was likely the difference between merely having an idea for the game, and actually making it happen.
Ultimately, disappointing games happen outside of crowdfunding, it's the nature of business. As is the case with delays and cancellations. The difference, of course, is that backers pay early to support crowdfunded games, making the downsides more acute. That's the deal, though, and when considering projects that reflect poorly on crowdfunding, we should also consider that triumphs that - without backers and that risk - might never have happened.
Comments 69
For every Inafune, there's also a Shovel Knight, a Bloodstained, a Yooka-Laylee, and a Shantae.
Crowd-Funded projects are still a beautiful way to give games a chance to exist.
Kickstarter is risky for backers. Sometimes the game ends up being great like Shovel Knight, but sometimes it ends up being full of complaints like Mighty No 9.
Despite MN9, I'll probably still back games on Kickstarter. However, I'm now much more hesitant and careful than before.
I think this is something that is true of all hyped games and nothing to do with kickstarter. I blame everyone but me for what has happened to this game and can honestly say that I never thought anything other than Meh
That concept art.... What could have been!
Only game I've backed is EarthLock and it should be here in a few months....about a year past original target but I expected that when funding it. It isn't much different to me then preordering though. Sometimes you buy good games....once in a while you get crap
Out of all the projects I have help fund on Kickstarter, the ONLY one that disappointed me was Mighty No. 9. Every other project was worth it, and I am proud to be a backer of those games/albums/films/books.
Shovel Knight is one of my favorite games ever, and I expect to enjoy Hollow Knight even more.
Kickstarter is risky for sure, but that's why it's important to judge whether you think a developer can be trusted. I never felt that Mighty No 9 looked like a promising or trustworthy project, even at the very beginning.
How disrespectful to call him san, when he is at least sama for you, although Inafune-dono is more appropriate with all the shilling news and how awesome it will be. Only after it hit the fan you started to jump on it like every other site.
I love how that one screenshot is brought up, even though the guy himself said the game won't look like this.
This kickstarter had all the warning signs, but nobody wanted to listen, because suddenly Inafune was DA BOSS, and now his brown nosed backers got what they wanted.
Let's just remember that Kickstarter can be risky, but that doesn't mean that it is inheritently bad. It's the developers job to make sure they get everything squared away, and I can guarantee you that in the years to come, Mighty No. 9 will be remembered as a perfect example of how NOT to manage a Kickstarter game. And there have been great games to come out of it, and games that look great coming out of it in the future.
@sketchturner Agreed. Shovel Knight is just amazing.
@Dave24 Just leave the backers alone. They just wanted a new Megaman game, and they had no idea that Inafune would **** this up on such a gigantic scale. So sue them.
It comes down to "know the risks, and live with the results". No one put a gun to anyone's head. We have a right to voice our opinions of pleasure or disgust, however, eventually we have to come to terms with the simple fact that we bet and we win with the developer, or we all lose. Simple as that. No crying will change that. It's just gambling.
@NintendoFan64 "Mighty No. 9 will be remembered as a perfect example of how NOT to manage a Kickstarter game."
I would place it in top5, but not the first place. First place would be that guy who wanted to make that viking game, got 200k, twice the budget he needed, and after a year said "sry guise, money run out and I won't make the game. Thx for money, though, smell ya".
And they had no idea, because they followed the hype instead of sitting down and look up everything kickstarter said, just threw the money away. Now you have mentioning screenshots that were never meant to be final game and people dissapointed.
It is sad that they got pretty much scammed, but on the other hand serves them right and most important thing is if will they learn their lesson from that one.
Once I saw the first actual screenshots and gameplay, I lost all interest in the game. While it technically is a 2D side-scroller, the level design screams nothing of a platformer. Plus, the visuals and animation looked eh. I feel bad for those who funded it before seeing any gameplay, but I guess that's just the risk of putting money into Kickstarter.
Heh, couldn't ask much more on the matter. What a wild and crazy ride that mighty No.9 campaign rode.
I never back anything on Kickstarter, only time I will throw money at them is when they actually finish the game and sell it on the market. No way am I throwing money at something that hasn't exist.
@Dave24
I think the big disaster with Mighty no. 9 compared to others though is the pedigree. Pedigree wise it's probably still the biggest Kickstarter disappointment thus far.
I've never backed a Kickstarter project but it would feel more comfortable backing a game like yooka laylee where I known the developers previous experience of making quality games. While it wasn't a guarantee, I wasn't surprised by the success of that project.
I'm not even sure why I backed MN9 in the first place - I never really was a fan on Mega Man, but I have to admit the concept art looked really appealing, and I was willing to give it a shot.
It was my second biggest pledge at $40 - after a game called Starlight Inception at $45 - and this will likely be the second game I discard, having backed it on Kickstarter.
If I've learned anything personally, it's to think very carefully before I back anything on that site. Most of what I've backed so far has been underwhelming, but I've got La Mulana 2 & Shantae to look forward too, at least.
@brandonbwii but is it really, now?
It's the same guy that grinlit Mega Man 10, which was pretty meh.
Also there is that weird thing of Inafune pretty much dissapearing and I would say to sam extent he could be considered to be bigger name/household than say Kojima.
And yet nobody was knocking on his doors other than the backers from KS.
Overall his trackrecord is not that good like some people pointed out in other topics.
I really do think the problem with Mighty No. 9 was the lack of openness with the community of supporters. Half-Genie Hero has missed, but Wayforward has been forthright with information. The same came be said for Yooka-laylee.
The team behind Mighty No. 9 claims that the hold up was online leaderboards. Then, they try to find another game. Not to mention, the stark contrast between final game graphics and concept art that so many here have pointed out.
I supported Mighty No. 9 and Half-Genie Hero, but I have been reluctant to find anything since. I understand these games are labor of love, but I have to think in some situations these problems could have been avoided.
I backed 1 Kickstarter project, and it was a total let down.
I started following the project while it was still just a crazy dream on a forum.After like 5 years of waiting, it was finally finished and it was a broken mess, so many features they said would be in it was cut, was nothing like they said it would be. . .
1st and last,I will never back a project ever again.
@DiscoGentleman good enough. You got one heart for dat
It shouldn't. But people should take backing projects seriously like actual business investors do. Think of your $40 this time as something that is as good as it gets for an investment. If you are willing to back a product that you think is high quality, then better to read between the lines before forking over your money.
People are mad that this came out mediocre, they have had multiple chances to retract their investments for as far as 2 years with a year as a honeymoon period. I do not know why it took them 3 years to realize the production value problems placed by Comcept and the ambitious goals that it set borderline to unrealistic.
This is why I never supported Mighty Number 9 and why I placed my money elsewhere like Bloodstained, Shantae, etc. Hell, I would have donated to Shenmue III too seeing as that has more substance presented than Mighty Number 9 had.
@link422007 exactly
Personally, I haven't backed a kickstarter since that Super Famicom Box Art book (which was subsequently cancelled) two years ago. I can't say I've heard of many interesting projects lately
I was made aware of most of my backed projects through Destructoid - and boy, were these games hyped up. But through a lack of hearing about any interesting games on kickstarter, having backed a few underwhelming games, and even a cursory look at what's currently running on Kickstarter at the moment, I can't say I'm too upset about not backing anything on Kickstarter for the last few years.
I might have liked to have been a backer for Bloodstained though.
@CharlieSmile
And our favorite cutie puts it better than I ever could. That's exactly what I was going to write!
It seems like a lot of the problems here are technical problems. That falls on, not only Inafune, but the development team at Comcept as well. That should worry everyone who backed Bloodstained as well.
It's just part of the risk of Kickstarters. Some turn out duds and some end up great. Most of the Kickstarters I've backed over the past 5 years haven't even come out yet or not on the platforms they promised to support (Hat in Time, ANNE, Hyper Light Drifter, Soul Saga, C-Wars and Cyramore! I'm looking at you!)
I don't think they invalidate crowdfunding so much as they act as a reminder that crowdfunding is very risky. Not only is there a chance that a Kickstarted game never actually gets made, there's also a chance that it simply isn't good. It's not that different from pre-ordering a game without knowing if it will be good or bad, perhaps for a pre-order bonus, but with the added risk of possible cancellation without a refund.
I think it's also worth mentioning Project Cars here. Many Nintendo fans, myself included, may be a bit sore over the game not coming to the Wii U, but the way the game was crowdfunded should be applauded, in that the people who funded it (as I understand) actually got money back based on the game's success, in addition to getting the game. This style of crowdfunding is more like investing than pre-ordering, and therefore makes the risks involved more palatable. You're risking your money both for a game you want and for a return on that money.
I'm pretty skeptical and somewhat stingy, so I usually shy away from Kickstarter. It took Yooka-Laylee to get me to even visit the site. Once I found out who was behind Yooka-Laylee, I pledged right away, though.
For the most part, Kickstarter is just an investment. If you don't get anything worthwhile out of it, you learn from your mistakes and move on. Other times you score big and end up helping fund a great project.
The article is lousy and simply defends kickstarters simply because of games that are somehow considered classics.
First of all, Kickstarter isn't a safe place to get projects or to get money simply because the project itself has to be worth giving money.
Half Genie Hero failed to reach the Kickstarter goals simply because its not the Shantae we know of but rather, its a new Shantae that we have to get used to. Yet despite that failure, Wayforward decided to continue the development of the game because they have faith in it......um, are they dumb here?
Why the hell would they want money from consumers who didn't like what they saw and yet still decided to make the game whatsoever? I love Pirates Curse but then again, Wayforward isn't known for a lot of games outside of Shantae.
Second of all, Kickstarter games will only work if the ones making a project have some history behind them or if they are well experienced into the game industry.
There's a reason why many indie devs tend to rather use their own budget instead of praying to the people who have to be stupid enough to see the spark of the projects that they like to give money on.
The way that Koji Igarashi just made a movie out of himself and slapping pieces of paper art as a way to show the project. Yet somehow, there's no footage of the game, people had no idea what the hell they're investing money on but they did it anyway because of Igarashi-San's presence and finally, that the game wasn't even starting development.
How the hell can you do pitch a project if what you've shown is not even a project to begin with?!?!?
And lastly, no matter how you put it, its a niche market like TRPG games. It only serves for specific targets and only for specific targets. If you can't please those targets, then what's the point of even having those projects in the first place?
All the successful games that have been kickstarted so far are the ones that were aimed at a specific audience and nothing else. It doesn't matter how much money is made out of kickstarter, in the end, it comes to reaching expectations to those targets. That's that.
Kickstarter can never work on wider audiences just it just isn't meant to.
Its for these reasons that I'm against kickstarter. Sure, you get games out of it but at what cost? Would you flush out 1,000$ just to get a game poster along with the game?!?!?
Oh well....its always a gamble
I still really want MN9, but I want the 3DS version. Wish it had a release date.
Thank you for writing this, very well written. I had felt it needed to be said with all the talk going on about MN9, seems almost like most people can't separate the kickstarted product from kickstarter itself and it's merits.
I personally haven't backed anything in Kick-started, though I may in the future. From my view, I think it's safest to back projects that actually have demos of the game, like Undertale and Freedom Planet.
Btw, it seems odd that there's no mention at all of Broken Age, one of the first games that got really huge funding, and the only one I ever backed. While most people at the time also complained about the game, the developer and the funding platform, I personally got way more than I expected from my investment, specially the excellent documentary that came with it.
@Socar "All the successful games that have been kickstarted so far are the ones that were aimed at a specific audience and nothing else" kinda redutant, don't you think? Genres are aimed at specific audiences, that's why there is genres and not only games.
The biggest sin of kickstarter is that there is no guarantee or anything to save the backer from being scammed. When the project doesn't come to life, you are the one losing money by funding some a-hole welfare.
The best kickstarters in my opinion are those from Larian Studios - they have the money to make the game, but use kickstarter to make additional content, not like many other kickstarter, when it's pretty much about welfare.
Clear goals and where the money goes, constant updates and reasonable budget are the key for KS success and good things coming out.
When the guy wanted 900k for simple 8 stage platformer, people should call him out on sh#tty budget planning or at least question it, but instead they were all kissing butt about their salary or white knighting the whole thing.
So in conclusion, as always, white knights and blind fanboism led to this kickstarter failing and being successful.
@Dave24 Its still the same thing whether you say the audience or specific genres, what's your point?
@Socar what you basically said is "rts are succesfull because of rts fans", but that's not the success, that's the point of making the game in some genre.
The success of KS is the promise of making awesome games without those evul corporate shill that get in the way and ruin all games.
Inafune obviously has poor management skills. Having had access to money way above what he wanted should have given him the luxury to call in extra staff to get the game done at the level he pitched. But it obviously turned out the way it has, and has cost him serious credability.
I really wonder how much worse things would have been if Inafune had only reached the goals that he set. I really doubt MN9 would have even been finished.
Also, I just want to open a few wounds and mention 3 games. 90's Arcade Racer, Road Redemption, Project C.A.R.S.
@Royalblues Yooka-Laylee looks really good too, I'm hopeful that will turn out well.
Well the only reason I supported hyper light drifter was because of a promise of a Wii U version, however by this point in life I have a ps4, and from what I've heard from PC users it's awesome so, yeah my purchase is probably worth the wait
Some games do not deserves bad reviews.
@Dave24 You bring up a good point about unrealistic goals and budgets. I don't like when these campaigns are promising the moon and the stars with the goals they have set.
While crowdfunding can still have success, what happened with Mighty No. 9 will be sure to hurt other developers who wish to use the likes of Kickstarter, as now a lot of people will be less trusting of the concept in general.
About that concept art. It reminds me of something. While it does look like the wanted game we expected, I think it would have needed more than 4 million to look that good at a decent pace of development. Either that, or it was going to look like the concept, but he f'ed up and it cost tons.
2D animation is cheaper, but over the longer courses of time, it gets expensive, and I mean EXPENSIVE.
Like really, I would really like to hear backstory on development.
@IceClimbers not really. People didn't learn from Yogventures, a game that got double the budget guy wanted (he wanted 250k, got 560k) and he got away with wasting all the money leading to spectacular fail, nor did they learn from Clang, a game that got 530k and the guys making it were silent for entire year, only to say after that time "sry guise, we only made prototype and it was no fun. Thx for monies".
People will never learn and I can see Inafune still making more KS games.
@crimsontadpoles I think with some games like Mighty no 9, expectations are built up so high (based on Mega Man creator's involvement) that anything short of perfection is going to be picked at. It does raise the concern of Kickstarter as a platform for crowdfunding games (or really anything). Developers receive all or most of their funding up front and then can fall into delivering a sub-par product. But then again their are many good products that come from Kickstarter that take extra time to develop like Shantae and Yooka-Laylee as examples above. Personally, I have yet to receive anything I've backed on Kickstarter but I am looking forward to this one myself that should ship as soon as next month.
https://www.kickstarter.com/projects/softcomplex/garadget-garage-door-futurizer?ref=user_menu
I helped fund one game. It was supposed to come out years ago and now appears abandoned. Never again.
As I've said before, investing is always a risk. Unfortunately for myself and many other backers, this investment probably hasn't paid off.
Anyway, this game will get better with updates and DLC right guys? Right?!
@Dave24
See, that's why mighty no 9 doesn't do well review wise, because the general public looks at mega man 10 as "meh".
To actual mega man fans, mega man 10 is the best of the best In the series. Very challenging, difficulty options, useful weapons, extra characters, challenge level, and bonus stages! But most people would rather play generic 3D adventure game with mega man skins.
We wanted a mega man game, that's what mighty no 9 is. You jump around, shoot things, fight 8 robot masters and get their weapons. Is it on par with mega man 10? Probably not, but at least as good as mega man 4.
@Dave24
It'd also be interesting to see the actual budget for mega man 10
@khaosklub MM9 is suprerior in every way to 10. 10 was not only safe as hell, but robot masters downright sucked, so did most of the stages, and most of their powers were downright useless.
9 felt like godsend and brought some fresh air/new blood in overall old formula, what 10 did was quickly slapped together to follow up on sales.
No, but it's an obvious sign that people gotta be more careful what they back. It's like dealing with stocks, you can't just throw a ton of money at an unproven team who have nothing except concept art and charisma on offer at the start. There's a lot of lessons to be learned here - are they responsible and openly communicating with their fans? How honest and level headed do they sound? Are they getting in over their heads and promising things that could be unrealistic? How big is the team at the start? Who are they? Do the art and sound guys have portfolios you can access? Has the programmer worked on anything before? Are any key members currently working on other projects simultaneously? If the project is the mastermind of a few or even one individual, does it sound like the rest of the team understands what that vision is, and what they're role in bringing it to fruition is?
What about their pitch? Obviously there's a lot of naunce - an artsy, abstract, and/or introspective game might not benefit from a plan that's too structured, the way a mechanics-intensive game (certain RPGs, Strategy, platformer, etc.) would, and yet it obviously can't sound too vague, either.
That's not even getting started on obvious failures, like the ones that just throw around buzzwords, or even blatantly knock-off other games in order to cash in on the lastest trends (usually nostalgia) without showing any understanding of what made them work, nor much interest in providing their personal take on them (let alone actually expanding upon themes and mechanics, or adding ideas of your own in order to turn the game into its own thing).
Obviously no one can predict the future, and crowdfunding will always be a gamble. That's why I compared it to stocks - it's basically just extremely complicated gambling that also happens to have a direct impact on the success of entire companies. There's a lot you can do to minimize the risk, however. All this crowdfunding business is fairly knew. Hopefully we'll be seeing far more successes than failures once everyone learns the tricks to the game...
A lot of those good games seem to be exceptions to the rule. So many scams and dissapointments come out of Kickstarter, so many people like me don't fund them.
I've never backed a game before. And while examples like Shovel Knight and Yooka Laylee are great ones, instances like MN9 continue to keep me from ever risking it, especially considering how MN9 was the closest I ever got to funding something.
the only games i've kick started are yooka laylee and bloodstained ritual of the night. maybe now megaman fans know why capcom kept canceling the games though?
i'm looking forwards to the Yooka-Laylee Toybox to fool around in soon
Only ever backed one game: Yooka-Laylee. And that was an easy decision; they are essentially Rare, not to mention they already had a short demo of the game put together, and it looked amazing, unlike a certain other famous developer... it was extremely obvious that it would end up becoming what it is now. Or it was to me, at least. I owe most of the best games of my childhood to those guys, so there was no doubt in my mind it would turn out amazing. It's like if Nintendo itself asked for help funding a project.
I'm actually enjoying the game. It's not perfect, but in my estimation it doesn't deserve the abuse it's getting.
Tip: Buy the t-shirts now. In 10 years it'll be the holy grail of ironic nerd fashion.
@Barbiegurl777
There is still no further trailer about Kuma-Tomo er.. i mean Teddy Together 3DS with English voice. Near of 1 July 2016, kinda curious.
Damage Control - The Article.
Kickstarter hasn't changed, you're giving your money to someone who at the time, can't offer you anything in return other than a promise.
They are in no way obligated to uphold that promise, and the only thing you can do if they don't is complain about it and not give them money anymore.
Sometimes it allows for amazing things that otherwise would never have been, and other times the Kickstarter owner eats up all the money and delivers a failed product, or no product at all.
The stand out thing about Mighty No. 9 for its' backers is probably that the final product absolutely does not look like it took 4 million to make, and despite all the money, the game didn't turn out well. It makes you wonder if all that money was actually even used to make Mighty No. 9, or if Inafune used it to expand his company and work on other projects.
I'll just copy something I posted at Push Square...
"It's absolutely ridiculous that so many people on the internet are suddenly acting like Kickstarter projects are doomed to fail because of Mighty No 9, when many, many genuinely great games like Pillars of Eternity, Wasteland 2, Divinity: Original Sin, FTL, Shovel Knight, Undertale, etc. were kickstarted themselves.
Some projects don't go well, just like some traditionally funded games don't develop well and cause the companies backing them to lose money. It happens. This is the risk of being an investor.
With regard to this game, while it certainly didn't help matters, I'm not sure the high amount of extra work due to the stretch goals can really be fingered as the culprit behind this game's failure. Even if it was only releasing on PC and had no extra content/multiplayer/etc., the way the game is designed just fundamentally isn't very fun to play for a lot of people."
@Barbiegurl777 The purity of your persistence on this front is, if not admirable, at the very least impressive.
I don't fund more than 1 kickstarter at a time, until the project is completed that's it, and of the 5 I've given too 2 were completed games that just needed a translation, I'm waiting on regalia now.
I feel like I just commented on this issue so another way to put it:
Don't back it just because you want a copy.
Glad I didn't put money towards this one.
While not connected to Nintendo Consoles (yet?), Undertale was another roaring KS success story.
I think the biggest problem with MN9 was that they kicked off the Kickstarter too early. It was barely a concept, with, apparently, nothing solid to it. They should have perhaps waited until they had more of it pinned down, like the art style, though maybe that was the plan. It just feels that there is little reason, especially considering the money raised, why they couldn't manage to match the concept art a little better.
Like Bloodstained is managing, which also had 2D concept art but is in 3D. But there they are taking every step possible to match expectations.
With Half Genie Hero, they already had an artist, and their art style, lined up ready. What we saw is looking to be what we'll get.
Shovel Knight and HLD had the art as their sellings points, and did not let down visually.
Of course games are not just about the art, but the problem here has been what feels like Purposeful misdirection. They wanted to sell the idea, but seemingly had no intention of matching the expectations set.
It's a risk but some quality games have came out of kickstarter projects.
Do people really expect concept art to be actual game quality? Ever seen a Ubisoft presentation at E3? All AAA titles that look quite different when first shown to the public.
I agree. Most games, and indeed, projects in this world, fail. The fact that many fail, does not mean it's the platforms fault. I do personally think it's weird that backers accept not getting shares for commercial projects, and then continue to complain when they don't have a say.
Never donating to anything on kickstarter again...
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