The Internet has given rise to a number of social things. Social networks such as Facebook, crowd sourced loans through sites like Lending Club, and crowd sourced venture capital through sites like Kickstarter.
Sites like Kickstarter and Indiegogo offer entrepreneurs opportunities to get seed funding for their projects. Participants put a pitch up on the site, and anyone interested can contribute toward getting the project off the ground. To encourage donations, rewards are often offered such as t-shirts, a donor’s name listed in the credits, or other innovative ways of making contributors feel rewarded and part of the process.
Several independent game companies have used Kickstarter to launch various titles. Funding requests can be all over the place in terms of amounts. For instance, Mindblown Labs asked for $60,000 to start up a financial literacy game called Mindblown Life. Currently they list more than 650 contributors who have pledged $1 to $3,000. Contributors at the $3,000 level get a virtual statue programmed in the game that looks like them, along with an in-game achievement named after them.
As with videogames developed commercially, there are fewer educational titles than entertainment titles. Mindblown labs notes theirs is one of the few specifically educational offerings on Kickstarter. Also, the dollar amounts for entertainment titles can be significantly higher, something also seen in traditional development circles. Project Eternity, a title from Obsidian, has almost $4 million pledged through Kickstarter. Top donors of $10,000 are invited to the developers’ launch party and receive all benefits of lower tiered donors, including the design of an epic weapon, designing and naming an NPC, etc.
Along with the rise of historically accurate popular games, such as those in the Assassin’s Creed series, there is a corresponding pitch for historical accuracy in some Kickstarter-funded games. Science fiction author Neal Stephenson started a gaming company called Subutai, seeking to bring historically accurate sword fighting to videogames. For CLANG (think of the sound steel swords make), Stephenson received pledges of over $500,000 from about 9,000 backers. Donors of $10,000 received replica real world swords used in the game. Lower level backers received concept art and their faces digitized onto characters.
But even for small game developers, who may or may not wish to go digital, Kickstarter provides a means of obtaining modest funding. INversionGames, for instance, offers a word game playing card set developed by Scrabble enthusiasts. To produce the cards, they asked for $1,000, which was easily funded by 61 backers.
Crowd funding is becoming so popular for gaming, a new site specifically for game titles has opened, Gambitious, although for the moment it is more European-centric and operates in Euros rather than dollars. Crowd funding through sites like Gambitious and Kickstarter hold the potential for removing lack of funding as a barrier to new game development. It’s possible professors and students may turn to crowd funding in the future when designing educational games for research purposes.