Monaco Creator: Kickstarter Stretch Goals are "Bullsh*t"

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Timothy Tucker

Aspiring Journalist
Jan 25, 2012
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My opinion on stretch goals are a little different to Mr. Schatz. Now, I have no idea on whether I may be completely and totally wrong, I am not an indie developer and I have nothing of worth or interest to put on Kickstarter. However, I see the idea of stretch goals as not only a fund for extra content, but a fund for the improvement of original content.

Say I ask a publisher for £200,000 in order to create my game. They really like the idea but understand that at £200,000, the game will be a full release. It will be playable and fun but unpolished. So, instead of giving me the £200,000, they instead give me £250,000 in order to add a bit more panache to my game. Let's just assume unlike actual publishers, they let me choose what I can do with the extra £50,000. Now, I have a few choices. I could use the money to hire some more animators and graphic designers to add a bit more polish OR I could use the money to hire game designers and bug testers to tighten up the gameplay OR I could use the money to add new features that I think players will really appreciate and enjoy. I could even split the money multiple ways so players get a little bit of each and a nicely rounded experience. What I'd like to stress is that the game itself was complete at £200,000, a Version 1.0 if you will, and was completely playable and enjoyable. The extra £50,000 was only used to improve what was originally there within the creators own vision, effectively creating a Version 1.1 before release to public. I see Kickstarter as essentially the same except with asking the audience to fund the project instead of a publisher.

One potential problem previously mention is the appearance of bloated unnecessary gameplay but that can be solved as long as the creator actually has the confidence in his conviction to tell his fans and the audience, "No". I know, I know, shock and horror. No-one wants to be told "No", particularly by a person you are personally giving money to. It's natural, it's a sense of ownership. The idea that "This person is creating a game for me/us and therefore should implement every idea I/we have". And, you are correct, to an extent. Whenever possible, anyone taking your money should listen to you and implement the ideas that will make you happy. However, noticing that I said whenever possible, this should not conflict with the creators original vision of a game. Say that my game is a tactical strategy game that, as of original vision and release, does not contain a multiplayer element. Several people investing in my game, have expressed an interest in, and interesting ideas for, a multiplayer element of my game. If I think these ideas are great and can be easily implemented into the game, ruining nothing for anyone and in fact making those that invest in the game very happy, then its a no-brainer that I should go ahead with it. However, if I don't think the ideas will work and don't think they will fit in with the idea for the game, I effectively have two choices. 1) Shoehorn in a completely out of place multiplayer aspect that in fact devalues the rest of the game in order to appease fans or 2) Explain the situation to the fanbase and effectively tell them "No" in order to stick to your guns and your game. It all depends on the relationship between the person/people creating the game and those buying/investing in the game. You should never completely disregard fans but if those fans are constraining you to a design choice through a feeling of obligation, you as the creator are completely entitled to tell the fans that the idea is not going in. Conversely, if you put in a gameplay element fans didn't want or ask for and end up ruining the experience for them, you do have an obligation to own up to that mistake and try and make the game better by listening to the fans.

So contrary to Mr. Schatz, I do not see the problems of Kickstarter as a Kickstarter related problem. In my eyes Kickstarter, as an entity, offers a framework for designers to use as they see fit. The misuse or misunderstanding on how to use Kickstarter effectively should be placed solely on the shoulders of those who misuse or misunderstand it. Similar to the instance of some of the userbase of XBox Live, the problem lies not with the actual system but with those that are making it a wholly unpleasant experience by mistreating the system. You can effectively use Kickstarter to your advantage as long as you stick to what should be some of the Isaac Asimov style cardinal rules of game creating. 1) Make a complete playable and fun game. 2) Stick to your creative vision, as long as this does not interfere with the first rule. And 3) Listen to the fans and implement their ideas as long as this does not interfere with the first or second rule. And on that particularly nerdy note, I will wait for responses.
 

JarinArenos

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Jan 31, 2012
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I wasn't even aware that stretch goals tended to be based on fanbase suggestions. Is this really that common?

Admittedly, I've only really paid attention to some of the big name kickstarters, like Star Citizen, Planetary Annihilation and Wasteland 2....
 

LordMonty

Badgerlord
Jul 2, 2008
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Simply his point is fair and I like the logic to a dgree, lets just hope strech goals don't harm games as maybe some will strech too far.
 

1337mokro

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Dec 24, 2008
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He actually has a very good point.

A stretch goal is basically an extra, something taped onto the game. After all without the stretch goal the game you made would still be intact right? After all that is what you originally asked money for. A self contained game that would function and be playable.

Now I do disagree on the matter of stretch goals never being a good thing.

Shadowrun Returns adding a second city if the game reaches X amount of money is simply a promise to enlarge and widen the scope and story of the game to encompass a world bigger than it was before. Here the stretchgoal adds more value to the game, a story that spans multiple continents, has the possibility to offer new interesting gameplay mechanics and a bigger scope of a story. The same can be said for Planetary Annihilation where adding more planets just takes more time and so more money is needed. The core game can exist without the scope but the stretch goal enlarges the game offering more gameplay on an even bigger scale.

Now on the other hand we have stretch goals like... I am actually drawing a blank on Bad stretch goals here... most of the time stretch goals involve either widening the scope, offering expansion of the core gameplay or adding support for other platforms.

The only bad stretch goal I can think of is the documentary stretchgoal, though even here it has value to the people that donated to reach that stretch goal because they are interested in the development of the project they backed.

I guess you can say that the stretch goals have yet to become ludicrous and pointless and are for now just an extra addition on top of the vision for the core game.
 

oldtaku

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Jan 7, 2011
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Content stretch goals are one thing - I can completely see what he's saying about '$10K gets you an extra game location or new race.'

However stretch goals like 'Port the game to Mac and Linux' seem totally reasonable and should in no way compromise your game. It's also something that does require some extra money for time involved with porting and QA. This seems like the perfect example of an optimal stretch goal that benefits everyone, really.
 

Zakarath

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Mar 23, 2009
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I kinda disagree with him there. I've been a part of a number of (student) game development teams, and we almost always have a grand vision of a game that has to get harshly cut down in features, scope, etc. in order to be able to provide a somewhat finished project by a deadline. I would expect that these 'real' projects are somewhat similar in that they have to set their goals based on the limiting factor of how long they can keep sending out the paychecks.

If they bring in more funding, then they can keep their team on longer and possibly get to put in some of the features or content they would've liked to have in the core game but couldn't really afford. So I see nothing wrong with having features and content as stretch goals.
 

jpoon

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Mar 26, 2009
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This guys is a fucking moron. If he doesn't want stretch goals...don't fucking use them, dipshit. Fuck this guy though, I'm damn happy that games like Star Citizen absolutely smashed that shit out of the ballpark. Stretch goals for the WIIIIIIIINNNNN!
 

aelreth

Senior Member
Dec 26, 2012
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lacktheknack said:
When you use Kickstarter, you're making a product for the masses. End of story. If it happens to be your dream project, then that's great.

If you're terrified of handing over creative control to the people that you're selling to, then you shouldn't be using Kickstarter in the first place.
I disagree, I was under the impression that you appeal to a niche audience. If they wanted to appeal to the masses you would use a publisher with all the chains attached.

In the games I've donated to as well as the games I wish I did, the amount of people taking an active role in development is fairly low.

I'm sure that this is being tracked (not as well as if they had a giant publisher compiling this data). However the number activity on the forums of these games is minimal to the number of backers keep in mind that these big projects attract Johnny come laters.

In Project Eternity's case, they honestly had no idea they would get the support they did. As a major developer to get more people on the project they would have to pay their publisher to let certain employees get redeployed from their previous assignment to the new one.
 

aelreth

Senior Member
Dec 26, 2012
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JarinArenos said:
Azuaron said:
Right. Because working with a publisher, the developer always gets to decide the exact budget and features.

OH WAIT
QFT.

Seriously, this goes beyond idealism. I almost suspect "taking cheap shots for publicity". At the very least, I'd say it highlights inexperience in the field. He's developed one game on an indie grant.

Edit: Okay, on re-read, I sound rather arrogant, considering that he's developing one more game than I am/have. Still, looking at how other developers are handling it, I really think he's missing the point entirely.
I share your sentiments, I do hope that he will be eating crow in the fall when Planetary Annihilation, Wasteland 2 and Shadowrun Returns hits the scene.
 

Strazdas

Robots will replace your job
May 28, 2011
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On one hand he makes sense.
on another one im always the guy that thinks "What? there's only 30 weapons? there should be at least 300 in a game like this"
 

Caffiene

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Jul 21, 2010
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Mr.Tea said:
And when they're added as the Kickstarter progresses:
"We had an original budget and feature set, but you guys just keep giving us money! Here's what we're thinking we could add with that extra cash..."
Yeah, I think this is the key point. Even if the goals are planned before hand rather than as the KS progresses.

The thing is, as far as Im aware you cant stop people from donating money to the KS. If this guy were to make his super great game design, with everything 100% accounted for and budgeted, and then the KS was successful and people give him more money than the goal... what is his plan? To turn around and say "thanks for the extra money... Im not going to use it for anything relevant, Im just going to take it. Yoink"?

If people keep giving you money on Kickstarter, you need a plan to deal with that extra money. Anything else is just ignoring reality.
 

likalaruku

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Nov 29, 2008
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Well it seems to work fine for funding animated series.

Emily Carmichael got an extra $3,000 with her 2ed or 3ed stretch goal, which offered nothing more than adding temporary tattoos. Now she is only $1000 under double her original asking funding, she has enough to make TWO seasons of Ledo & Ix for PATV.
 

Pedro The Hutt

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Apr 1, 2009
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He pretends to know what goes on in the heads of devs going to Kickstarter.
For all we know, any given dev on Kickstarter could've had a fully fledged feature list that they wanted for their game, but they decided to cut some out to lower the costs to have a feasible Kickstarter goal. So if they reach their goal with time to spare, it wouldn't be a foolish idea to try and get some of the scrapped features back in through stretch goals.

Unless you go and ask each team on Kickstarter, you can't know for sure.
 

tahrey

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Sep 18, 2009
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UNHchabo said:
It depends. If a stretch goal involves something that would directly cost money, instead of time, then I think it's perfectly justified.
Are you independently wealthy, UNHchabo? Because I have to work for a living and I'm therefore pretty well acquainted with the idea that time = money.

Especially when the project is basically the creator's full time job. OK, they make money off wider sales at the end of it, but the pre-order cash is what literally kick-starts them... allowing them (and anyone they may employ) to pay the bills (rent, food, utilities, taxes, transport... as well as collecting any materials that may be needed to make the thing) whilst working on the thing prior to its eventual release. Extra features need more working time that may otherwise have been spent at a "real world" part-time job flipping burgers, or more pay for additional lackeys to make extra things happen without delaying the release.

This was actually made fairly clear in one project I have backed - a theatrical version of Princess Mononoke. The minimum essential funding level was simply to rent out the space to put on the play, to pay for licensing of the script/screenplay/etc, hire lights, print posters, and to build all the sets, props and costumes. Or at least, to bolster the troupe's own funds so they didn't hit their credit card and overdraft limits, the rest of the payoff coming in ticket sales (with a limited number of "free" advance tickets available at the higher tier I chose). Everyone working on it was either volunteering or calling in favours.
The stretch goal for that KS project? Getting enough in the bank that all of the people from whom favours had been begged could be given a little thank-you payment or gift for their time, effort, and donated materials, with a couple of minimal extras (like colour inserts in the programmes and such) for the donators themselves. It wasn't the most high-value affair; minimum funds were about £5000, and the stretch was about £7000, which it barely cleared. But a good reminder that actual people with actual living costs to cover and multiple demands on their limited time are involved in putting a serious creative endeavour together, and that warm fuzzy feelings can only go so far.

(OTOH, a couple others I backed put a reasonable wedge of the overspill money into providing additional tchotkes for backers, like custom keyrings and stickers coming alongside a printed collection of webcomics once enough had originally been raised to ensure the print run could go ahead...)
 

MetalMagpie

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Jun 13, 2011
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DVS BSTrD said:
He does realize that the developer is the one who decides what those stretch goals are.
Zachary Amaranth said:
What he said. Where is the control loss, exactly?
Control is lost because they have to develop the game to the scope dictated by the amount of funding they get. They pick the scope levels, but not which one they actually have to do.

It's not a massive amount of control lost, but a lot of designers get uneasy about the slightest hint of chance encroaching on their design process.

I also get what he means about the incomplete vs bloated problem. Whilst I'm personally of the opinion that it's almost always possible to think up plenty of sensible optional content for a video game, there's a lot to be said for the argument that a perfectly designed product includes exactly what it needs and nothing that it doesn't.

So if your game needs an extra character class, then you should just give it an extra character class. If you have the perfect balance of classes already, then you shouldn't offer an optional one that might mess everything up.

But translating into more languages, offering additional maps for multiplayer, etc. all seems pretty uncontroversial. Video games don't tend to be designed to the same level of precision as a physical product, so they can usually afford a bit of extra padding anyway.
 

Rastien

Pro Misinformationalist
Jun 22, 2011
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This guy sounds like another Phil Fish to me... not everyone is lucky enough to recieve funding and so using kick starter is the only line of support for them and by offering features inside their scope it's the best way to go about getting funding.

All i could think of when reading what this guy has said is this image:
 

UNHchabo

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Dec 24, 2008
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I didn't say that you couldn't have time-cost stretch goals, just that you need to be careful about promising features you can't deliver on-schedule. Feature-creep has bankrupted more than its share of software companies.

My main point is that unlike Andy Schatz, I don't think that all stretch goals have this problem; anything that can be easily commissioned from people outside your organization, like localization and music, are perfectly justified, because you can get a written quote beforehand, and you can know exactly how much it will cost.
 

Something Amyss

Aswyng and Amyss
Dec 3, 2008
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MetalMagpie said:
Control is lost because they have to develop the game to the scope dictated by the amount of funding they get. They pick the scope levels, but not which one they actually have to do.
Something they themselves still choose.

Might as well complain that selling a game is "bullshit" because the consumer has ultimate control over whether or not it's purchased.
 

MetalMagpie

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Jun 13, 2011
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Zachary Amaranth said:
MetalMagpie said:
Control is lost because they have to develop the game to the scope dictated by the amount of funding they get. They pick the scope levels, but not which one they actually have to do.
Something they themselves still choose.

Might as well complain that selling a game is "bullshit" because the consumer has ultimate control over whether or not it's purchased.
Selling or not selling doesn't make a difference to making a game. Making 12 character classes instead of 10 does. How big a difference it makes depends on how finicky you are about game design. Engineers like to know the exact scope of what they're going to make before they start, rather than "it'll have three wheels if we achieve basic funding and four if we hit a stretch goal".

Of course, designing video game is inherently more flexible than designing a car. There isn't a "perfect" number of multiplayer maps. (Although I'm sure some indie game designers would disagree with me!)