Will Community Funded Games Work?

July 31, 2009

Valve’s Gabe Newell was on Good Game recently and brought up a topic close to my heart; community funded games.  This is where the community (gamers) all chip in small amounts of money to fund a game, rather than a single large publisher.  The question is, will it work?

Overview

Like movies, many games are now costing tens of millions of dollars to develop.  Gone are the days were a small team (or even one person) could sit in their basement and bring out a hit title.  There are exceptions to this, but even an indie title like Braid costs hundreds of thousands to develop (not counting lost income had its creator “got a real job”).

With big money comes big risk.  When a single entity (usually a publisher) puts millions of dollars down, they expect a lot of money in return.  For this reason the developer often seems to “get screwed” in the relationship, making a seemingly insignificant amount given the popularity of the game.  Unfortunately though, until now, there hasn’t been much choice.  Community funded games offers the chance to take the power out of the publisher’s hands and into gamers.

One point I’d like to make that Gabe didn’t really touch on is the indie scene.  There are some games out there that could be made on a few hundred thousand dollars, or less.  Community funding would work even better in this case as the required investment is far lower.  The only issue is convincing people your indie project is worth their hard earned dollars.

The Good

More sources of funding for creating games.  For indie developers, this may mean there finally IS a source of funding.  With more money will come more games, now we just have to make sure they are good.

More freedom in game design.  Currently, publishers “play it safe” as shown by all the sequels and clones of existing games coming out.  By “spreading the risk” across a lot of gamers, the individual investment drops significantly (from millions to hundreds or thousands of dollars).

Encourages agile development.  It’s in the developer’s best interest to keep their latest playable demo as up-to-date as possible to show off to potential investors.  Developers can get feedback early when they go out for a round of funding.  Ultimately this will encourage small teams focussing on making good games right out of the gate; rather than spending years and hoping to find the fun parts at the end.

How Should It Work?

Gabe didn’t go into great detail about how the investment system would work, so I’ll just throw my thoughts in to give a foundation for discussions.

What is the typical gamer actually getting for their money? I see the gamer getting a % of the game, rather than a % of the company.  They should get direct access to the milestone builds as well as a free copy (or multiple copies) of the game upon release.  All profits from the game should then be distributed to the investors based on their % stake in the game.

When can gamers invest? I would break the investments up into rounds of funding.  The earlier a gamer buys in, the more of a share of the company they should receive.  Going by regular investments in a start-up company, there could be a round of seed funding (the initial investment) followed by a number of further rounds to bring the game to completion.  Here is a simple example:

To simplify, 10% of the company will be sold off at each round, for an increasing price each time.  The reason for this is that the earlier the investment, the higher the risk.

Note: These are the total investments for each phase of the game.  So the $10,000 in Seed might be 100 people each investing $100 each.

- Seed – (10% of company for $10,000)
- Series A – (10% for $40,000)
- Series B – (10% for $100,000)
- Series C – (10% for $250,000)
- Total – 40% of company for $400,000

Should gamers get voting rights? This is best left to the individual studios to decide, however I’d be leaning towards only high-level input on major decisions for the company, rather than any specific decisions relating to day to day running of the company.  There is a risk of watering down the original idea and goals if too much control is relinquished, and if there are a large number of investors (the whole idea of the model) it will be impossible to keep everyone happy.  Here are some examples of decisions that could be put to voting by investors:

- Which platform to run on – yes
- Is the product ready to ship – yes
- Should we allow double jumping – maybe
- What graphic style should we use – maybe
- Should the rocket launcher have 6 or 8 rockets – no
- How much UI should we have – no

Give gamers a feedback loop. Gamers need to be able to play the game early to both initially invest and to keep an eye on their investment (with the possibility of further investment).  Steam is perfect for this.  The game can easily be distributed and control can be kept on who has access.  I envisage a new tab “Funded” which has all the games you are currently funding, their status and a link to the latest playable.

The Bad

Things could go wrong. How well the first few games using this system go will make or break it.  If the studio runs out of money or the game just doesn’t sell, people won’t trust the system.  The best way to get around this is for Valve to make the first game something big like Half-life 3.

Conclusion

As I said, I’m a big fan of community funded games.  Valve is the perfect company to launch community games, both for the respect the community has for it, and with the perfect delivery platform, steam.  What I would like to see is Microsoft look into this model for their Xbox LIVE community Indie Games.

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  • http://www.r2.com.au Cliff

    There are actually a couple of Indie games that are already doing this, long before Valve decided to.

    Check out http://www.wolfire.com/

    I’ve been following their progress and it seems they’re adding new Blog content almost daily, keeping their fans informed. Anyone who pre-purchases the game, gets immediate access to their Alpha builds to see how the game is going. (essentially funding their development).

    In fact I wonder if Valve got the idea from these guys, because they’ve been in contact with Steam in order to see if anyone who pre-purchases their game can get it from Steam after its been released, Steam essentially acknowledging the previous purchase.

    As they’re not a commercial games company they don’t need to worry so much about keeping everything secret from anyone so it also builds hype and interest in their game while they’re still making it.

    Of course it helps that they released a previous game and have built a community for themselves. If you were attempting to get funding for an unknown game with your unknown company you’re going to have to conquer several more hurdles than they did. Obviously loads of marketing will help but that can cost money.

    Cliff :)

  • http://www.doolwind.com Doolwind

    Awesome, thanks for the link and info Cliff. I had not heard of these guys before. I’ll check them out and might even pre-order :)

    You’re completely right about the importance of having a previous game and community. Even with Valve/Steam support I think it will be hard for a studios first game to get much funding.

    This could see a good move to game companies and even individual developers becoming “famous” and having people invest simply because they love their games so much. Someone like Jonathan Blow (Braid) could easily do this.

  • James

    Another one along the same lines as Cliff’s example was ‘Mount & Blade’. This is a game that has been released for some time now. Available through any form of digital distribution service you can imagine. I don’t think these guys had any previous games.

    http://www.taleworlds.com/index.html

    The model they used was purchase during any stage of development and you immediately got access to the latest stable build and any subsequent builds. The earlier in development you purchase, the cheaper it is, and you are never required to pay any more.

    Not only would this help to fund development, but it provides a more accurate ‘cost vs. quality’ for anything the customer sees. If they pay fairly early in development, they may only pay $5, so when they get their hands on the build, they aren’t inclined to notice the rough spots (as much).
    It would also help to generate, and more importantly maintain, a community for the game.

    They did make their game quite mod-friendly, so in the end the developers were getting even more help from the community than just financing…

  • Greg

    Years ago I discussed community (customer) funded games with my work colleagues. I was truly disappointed to find that most did not believe such a system was workable, or would not participate in such a system themselves. Looking at the comments on SlashDot and Digg, I see the same lack of appreciation.

    I guess if such a system of development were possible the world would be a different place. If you take this a few steps backward, you just return to share holdings in development and/or publishing corporations. Perhaps the mind set of trust, cooperation, accountability, shared risk and vision are not common.

    I personally think the idea of plonking $5-10 toward a game concept I really like, and a company with good track record is a no-brain-er. Now to convince 2 million others to do likewise…