If you would have pitched a space sim at game producers a year ago, you
      would have been fighting a seriously up-hill battle. There was a feeling
      in the industry that the simulators of old had passed their time and that
      there would be no current market for them. In walked Chris Roberts and his
      team over at Cloud Imperium Games, a group of folks who arent asking
      permission to make a game; theyre doing it, and theyve asked us, the
      gamers, to help. They set a goal of $2 million, and told the community
      that if theyd like to see what kind of game Star Citizen could
      be, then that was the number they needed to get started. Eager gamers
      didnt just give them what they thought they needed, we exploded past it
      with furious intent. Star Citizen has managed to raise $8.5 million at
      this point, completely obliterating even the stretch goals no one ever
      expected to reach. It was like dropping an atom bomb on the industrys
      perception of the standard production route, and the shock wave is still
      spreading.
    
Lord British taught us to weaponize Virtues, and now
        hes back to continue the fight. 
    
Immediately following the fantastic success of the new Chris Roberts
      title, we started to see other major names in the industry step forward.
      Chris Taylor announced an idea for a new RTS and took it to Kickstarter.
      Richard Garriott announced with 3rd person flair that Lord British would
      be taking the field with a new playground for the old Avatar. Most
      recently, the studio inXile Entertainment funded their attempt at creating
      Torment: Tides of Numenera, the spiritual successor to the classic
      Planescape: Torment. Like Star Citizen, Torment managed to collect
      quadruple their stated Kickstarter goal and while they were at it, set the
      record for fastest project to have a million dollars pledged. Getting to a
      million only took them seven hours after starting the campaign. So yes, I
      think you can pretty well say at this point that Star Citizen has managed
      to terraform the face of the industry. They havent just opened a second
      trail as an alternative for funding games, theyve basted through the
      canyon wall and laid down a four-lane highway. Theyve completely reshaped
      the standard for development as well, but more on that in another article.
      The question before us is whether this reshaping is a good thing or a bad
      one. Has CR led us to the land of milk and honey, or have we found the
      undiscovered country of which Hamlet spoke so sadly?
    
Who wouldnt play another Torment game? No RPG has ever
        managed to capture the raw emotion of that game
 until now, perhaps?
The Golden Age Before Us
Theres a lot of win to be had in the crowd funding phenomenon and
      finding reasons to cheer it on are hardly uncommon. The immediately
      obvious reason to cheer is that it allows indie developers to go all out
      on efforts that before they would have only been able to develop nights
      and weekends. In the age of large publishing companies playing it safe to
      avoid flops, games like movies get their most insanely innovative ideas
      from the independent developers.
The Devil Dogs of the UEE in Star Citizen stand tall
        knowing that theyll be serving an adoring fan-base.
Indie developers are poor, hungry, and most importantly, not afraid of
      risk. Its a fundamental point of the human existence that were at our
      best when we should be closest to giving up. Crowd funding allows those
      hungry young developers to pitch their ideas to the masses, and those who
      do it best get a supercharged shot of funding to make their dreams into
      reality. This means the concept is proven more quickly, larger developers
      take notice more quickly, and we the gamers see those fascinating ideas
      sooner.
In the traditional game funding model, a publisher would dictate several
      aspects of the game to the developer based on economic models. Publishers
      can value making money at the expense of making an awesome game. With the
      crowd funding model, where a large chunk of development costs are funded
      by fans,  developers are free to build the game they think their
      potential users want. Roberts and his team believe that if you make an
      awesome game, it will make money. Crowd funding has allowed them to
      attempt to prove that.
 If nothing else, taking this route allows the developer to tune the
      title to the niche market theyre attempting to hit more directly, without
      having to bow to the need to make it accessible to other demographics. If
      youve ever flown the IL-2 flight simulators, you know what Im talking
      about. Theres a segment of games out there that are great primarily
      because theyre complex and hard to approach. The reward is in the
      complexity, and thats why people are still playing the game 12 years
      after release. 
Winter of Discontent
    
But its not all roses on the crowd funding front. I do have some pretty
      serious concerns. Chief among those concerns is that the massive success
      of crowd sourced campaigns recently has got to be attracting the attention
      of the larger publishers, and that means theyre starting to wonder how
      they can take advantage of all this free money. What happens when Blizzard
      announces that theyre looking at making their new World of Starcraft, but
      they need to know people are behind it before they can begin development?
      "Here, come fund our development and well make you an okay game, charge
      you $60 to buy it and another $15 a month to play!" Dont snicker, because
      if I were a large publisher, thats exactly what Id want to do. You get a
      market test, starting capital, and publicity all in one easy step. Theyre
      not far from it now, because crowd funding is just a few steps from the
      "pre-order to get into beta" concept thats already here. In fact, its
      the current pre-ordering process that has primed us all to be okay with
      the concept of crowd funding in the first place.
One way to separate legitimate games from potential
        rip-offs is to look at the detail and how far the game has come before
        going to Kickstarter.
The next big concern I have is, what happens when we contribute to
      something that doesnt meet our expectations? We know thats bound to
      happen at some point, and as developers become more educated on crowd
      funding, and begin to develop marketing strategies for it, eventually,
      were going to fall prey to an awesome trailer and FAQ that completely
      misrepresents the game. Theres the threat that the concept could destroy
      itself from within by rolling out junk games for a quick buck.
 Worse than destroying itself from within would be the cry out for some
      sort of enforcement, though. Weve gotten into a bad habit of expecting
      someone else to take care of us these days, and that bleeds over into
      gaming. We have a good record of self-regulation with ratings and we need
      to apply some of that to the representation of games, especially with
      crowd funding. The last thing we need is a government agency that doesnt
      understand the industry trying to regulate it, but as soon as people lose
      money on a bad game, its something were going to be faced with. Having
      that conversation now could mean the difference between a crowd funding
      system thats only slightly dangerous and one thats so regulated that
      its useless.
    
Into the Breach Dear Friends
    
Star Citizen has led the charge into completely new territory. Others
      have been using crowd funding for some time, but none have captured the
      eye of the media quite like Star Citizen. Nor have any captured the hearts
      of their fans. The guys in Austin are bombarded by packages with goods,
      gifts, and letters of encouragement from their fans constantly. Ive never
      heard of anything remotely like this in the gaming industry, and I have to
      admit, I like it.
    
Oh, brave new world that has such people in it!
Getting the gamers closer to the developers looks to be an incredibly
      rewarding experience for both, and Im truly hopeful that the crowd
      funding phenomenon continues to grow. Its an opportunity for more people
      to succeed who would have never had a chance before. Its a chance to see
      games that would have never made it to market before. Perhaps even more
      importantly, its an opportunity for developers to start work on a game
      knowing that there are people who care and who are cheering for them. 
There is some danger in treading on this new ground, but with a frank
      conversation about it and by educating ourselves on what those dangers
      are, I think we can avoid most of them. There are pitfalls any time you
      take a risk, but thats what makes them worth taking. The movie industry
      has a strong indie tradition and is all the better for it. Maybe weve
      chosen a different way of doing it than they have, but hey
 were gamers.
      Weve been building our own roads for decades and theres no reason to
      stop now.
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