The Stars Reach Kickstarter has just over a week left to run. The total so far stands at $605k from a $200k ask. That target was smashed in the first hour of the campaign, which, as has been widely discussed, at least among the surprisingly few people in this part of the blogosphere who care enough to have offered an opinion, isn't necessarily the resounding victory it might appear.
Before the campaign began I had a minimum target of a million dollars in mind. Anything less seemed like it would be underselling a game that has been, from the start, promoted as a very major endeavor and a potential big leap forward for the MMORPG genre.
As a comparison, Noiramore Academy, the other Kickstarter game I backed this year, asked for $40k and got $50k. That game is a single-player Point&Click adventure, being made by a team of just four people, not counting the voice actors.
NA, then, asked for a fifth of the target of one of the most ambitious and technically advanced MMORPGs we've heard about for a long time, ending up with a quarter of what Stars Reach said they wanted. Noiramor also hit its first stretch goal, which was by far the most significant, then ran into the buffers, twenty-five per cent above the ask.
It suggests to me that Ink Rose Inc pitched their campaign perfectly. They asked for what they needed and got more but not so much more it looked as though they'd underestimated the demand. It's also notable that all their stretch goals after the first begin "More..." making it clear they were additions, not essentials. They didn't get close to most of those but they did hit the first at $60k and it was the only one likely to make a material difference to the success of the game: full voice acting.
Given the relative difference in size and scope of the two projects, it also suggests that Playable Worlds are being, at the very least, conservative in their choices. Not taking any risks. At all.
Of course, there's another, fundemental difference between the two projects, other than scale and scope. The developers of Noiramore Academy asked for the money they needed to finish the game; Raph Koster made it very clear the Kickstarter campaign was, first and foremost, a shop window designed to attract further investment from elsewhere.To that end it must have been crucial the campaign did not fail. A Kickstarter that fails to fund makes an exceptionally poor calling-card to hand to potential investors. It may even be that being able to wave that "Funded In An Hour!" banner will impress the people it needs to impress even if it rings hollow to me. I guess that depends how easily impressed they are.
It could be interpreted - as several bloggers and commenters around here have chosen to read it - as an indication of lack confidence in the market. Or it could imply they haven't read it as well as they might have done. Neither of those would be helpful in negotiations.
On the other hand, it could equally be seen as a refreshingly pragmatic and realistic view of the prospects for the game and the potential size of its audience. Clearly there's a hardcore willing to jump on board at the earliest opportunity as well as a respectable number of less ardent but still seriously interested customers, ready to buy in after due consideration.
As Wilhelm outlined in some detail, the campaign has followed the expected pattern of MMORPG Kickstarters, a heavily front-loaded "U" curve with a surge at the start followed by a decline into a very low rumble of interest through the middle of the campaign. As we enter the final stages that line should begin to curve back up as the fence-sitters and procrastinators finally realize they have to make a decision and, or so the developers hope, get out their wallets before it's too late.
I wonder, though, just how accurate that campaign model still is in 2025. I read an interesting piece on the topic, written only six months ago, that suggests the likely outcome these days is more like "a reverse J".
"Kickstarters are so front-loaded now that the tail spike is much, much smaller than the final burst of pledges. It used to be that Kickstarter's '48-hour warning' email as the last couple of days of a campaign were reached was a big factor in the funding. Nowadays, it's more a gentle bump at the end than a massive flurry of last-minute backers."
That's from a publisher responsible for more than fifty Kickstarters. There's a lot of data and graphs to support it in the article, although since it's all drawn from their own campaigns, I don't know if it's reasonable to spin up a universal rule.
Still, it does ring true. It's going to be very interesting to see how the final week - and particularly the final forty-eight hours - adds to the total Stars Reach has already accrued.My question is this: if, as the U-curve suggests, there's at least another $200k to come, who, exactly, are all these people, who haven't been able to make up their minds until the very end? And what's been stopping them?
It certainly can't be lack of information. The pre-alpha has been running for months with no NDA and there have been ample opportunities to join in. Since a pledge of $30 or more gets you access right away and you can cancel your pledge at any time before the campaign ends, anyone who really isn't sure could have taken a look for themselves by now and at no financial cost.
It also seems unlikely there are swathes of people out there who might be interested in the campaign, if only they knew about it. Playable Worlds have been promoting the hell out of both the game and the Kickstarter, including asking over and over again for anyone already interested to Tell Your Friends!!
They've also been deluging me with emails. I get one almost every day and have done for what seems like a very long time now. Certainly longer than the campaign has been going. The sheer volume of PR has actually had a negative impact on me, making me less interested in hearing about the game than I might have been, had information been harder to come by. Still, I very definitely couldn't claim not to have been kept in the loop.
So, I'm not quite sure who's left to pledge. Surely everyone with a real interest has stumped up at least that minimal $30 to stake their claim to the various versions of the game that will pass the time until launch? I guess we'll find out next week but from here a seven-figure final total doesn't look nailed on yet.
One thing I can't imagine making much of an impact are those Stretch Goals. It's good that Raph didn't hang out a lot of tempting bait there and even better that the team didn't have a rush of blood and promise a whole lot of stuff that they hadn't already planned and budgeted for. That kind of nonsense has done for plenty of projects in the past.
On the other hand, it seems very unlikely many people will have said to themselves "I wasn't at all sure about the science-fiction setting but now I can play a space-fairy... Take my money!". It could even be that a few potential backers got the email with the picture at the top of the post and thought "Oh, it's going to be that sort of game, is it? I'm out."
The stretch goals in general have been underwhelming, especially when you know they would all have been in the game anyway. And therefore presumably always will be, regardless of how well the campaign does, even the ones that haven't been announced yet. It does take away any sense of urgency, as does the knowledge that the campaign was effectively over an hour after the doors opened.
All that's left is to pick a pledge and wait for your card to be charged. I did that weeks ago, although I'm increasingly less sure why. The tests have been running non-stop and I have yet to patch the client, far less log in. Clearly I am not as interested in playing the game as I am in speculating about it. Or writing about it, either.
And that brings me back to something I mentioned in passing earlier. For a game of this significance, there does seem to have been a lot less interest among the usual suspects than I would have expected. Other unlaunched MMORPGs have had bloggers churning out posts by the dozen. Not this one.
In this segment of the 'sphere I think just about the only people to have posted regularly about the game itself - or the test program or the Kickstarter - have been myself and Wilhelm. I remember a few people mentioning they'd either applied for the test at an early stage and didn't get in or that they were thinking about it but as far as I know, none of those bloggers went on to write anything more about Stars Reach. Tipa might have posted something once...
Hardly anyone ever leaves comments on posts I write about it, either. I appreciate that comments on any posts here are about as common as dentures for chickens but even so the sheer lack of any reaction to anything said about the game seems almost passive-aggressive in its consistency.
Even Wilhelm, whose posts get far more comments than mine ever do, also seem to get less traction for Stars Reach than much he writes about. Across his posts and mine, it's mostly been a conversation in comments between the two of us. No-one else seems very interested at all.
If the game and the campaign aren't even getting the full attention of the MMORPG crowd, it's very certain little impact is being made outside. Have there been any articles or major news reports in the general gaming press? I'm pretty sure that if there had been, Playable Worlds would have wasted no time letting us all know about them. I'd have had an email the next day.
In just over a week all speculation will end and we'll know. That will be a relief. This whole thing seems to have been going on forever.
Of course, as soon as the Kickstarter ends, it'll be straight on to speculating about the game itself. With luck there's another year or two left in this story. I guess I can't complain. It gives me something to write about and that's without even having to play the damn thing...
I appreciate your coverage of the game, but it just seems pretty 'meh' to me at this point. Not to mention the Kickstarters I have participated in have turned into (essentially) nothing. In the end, when (if?) it comes out and looks decent I may be persuaded to try it. But it hardly seems worth the bother or money to spend on it years ahead of time, so I can forget about it by the time it ever shows up.
ReplyDeleteHonestly, for MMOs, kickstarter seems like a sign that it will never actually release. Has any major MMO ever released (successfully) after a kickstarter?
Hmm. Interesting question. I'm not sure there's been anything most people would call "major". Quite a few have limped out the door and then fallen over (Crowfall, Shroud of the Avatar) and several big names are supposedly still ongoing (Star Citizen, Ashes of Creation) but for the most part it's a string of complete failures that never even made it out of testing to damp squibs that fizzled a bit and then disappeared.
DeleteThe ones that come up most often in a search for "Successful Kickstarted MMOs" are probably Temtem and Zenith but the most genuinely successful I can come up with would be two I'd totally forgotten ever had Kickstarters: AdventureQuest 3D and Elite: Dangerous. Both of those turned into long-running, popular, successful games, although whether they're "major" is another question.
Don't forget Camelot Unchained (2015)! And Pantheon (2014), I'd count too... although they are selling EA now they started as a kickstarter. Kickstarter is not a way to launch an MMO in less than a decade :) Of course, everyone *Trusts* Koster a lot more to get something done, and some is already there. Anyway, I didn't fund (I don't fund KS out of history and preference) and I did get into Alpha, BUT, when it gets to an EA state I'll take another look and maybe "invest" then.
ReplyDeleteCamelot Unchained is more of a myth than King Arthur at this point. Pantheon, though, is verging on being a success story, I guess. I always forget it ever had a Kickstarter, though. All the funding stories I remember around it have been about the private investors and the very expensive alpha packages. It's another game that sounded like it was going to be more interesting than it turned out to be when i actually got the chance to try it. In some ways, not letting people see too much of your game might be a better way to go...
DeleteI really need to get my $25 back for that at some point. Not sure what I was thinking backing that one.
DeleteBest backs ever: Shadowrun Returns and Project Gorgon. Worst backs ever: pretty much everything else never saw the light of day (though to be fair I think I may have only ever backed like half a dozen projects).