Sir, You Are Being Hunted Kickstarter Chat #3
Gaming has quickly found itself to be Kickstarter’s most popular category by quite some margin.
We have already seen it impact the gaming community and as more and more developers look to crowd funding as a viable means of financing their games, removing the publisher entirely, its success seems assured.
But, what do the studios working with Kickstarter think of the process? In a series of exclusive interviews, we ask the studios turning to Kickstarter and crowd funding what means to gaming and why it’s proving to be such a success…
Sir, You Are Being Hunted
Big-Robot and Rock, Paper, Shotgun‘s Jim Rossignol talks us through the Kickstarter process and the totally unique Sir, You Are Being Hunted…
What stage is your game at?
Rossignol: We’ve built a prototype that basically does the larger part of what makes the game interesting and fun – procedural generation of the levels, AI hunting you and so on. The task now is to flesh that out. We’re adding UI, animations, more NPCs and so on. We’ve got about six months of that to go before we start tuning the game for closed beta test with Kickstarter folk.
Would your game exist if it wasn’t on Kickstarter?
Rossignol: Yes, it existed for months before we knew we were doing Kickstarter. However, I doubt we would have had the money to make it into the larger and more polished project it is now going to be. Without Kickstarter we would have had to release something far less accomplished, because we’d have had fewer resources to see the vision through.
Have you made or anticipated any changes to the original pitch? If so, how did the community react?
Rossignol: In the process of the KS we decided to make a multiplayer add-on after the single-player was finished. This was the most-requested feature by contributors, and so far they seem positive. We’ve a long way to go.
Will Kickstarter grow or diminish in importance during 2013?
Rossignol: I think it will grow. Audiences will have learned how it works, and will be more discerning, too. It’s going to remain important, I think.
Are you concerned the next generation of consoles will distract from Kickstarter?
Rossignol: Not particularly. Consoles always seem like a sideshow to the PC world, even if they seem like the main event to console devs and big publishers.
How has Kickstarter funding changed the development process?
Rossignol: It has given developers more options. I think that’s the most significant thing: it’s not a perfect solution, by any means, but it expands what’s possible, and gives us other avenues for funding. It doesn’t make development any easier, it just means that there are more possibilities for getting the cash you need to do the work.
How did you work out your original goal total?
Rossignol: We looked at how long we thought it would take our two full time guys to complete a rudimentary version of the game, and added a bit for art costs. We’d already spent a fortune of our own money by that stage, so we were committed to finishing it anyway.
How does the pressure of working to a crowd compare to working for a publisher?
Rossignol: I’ll get back to you on that. For us the pressure is certainly greater now – our only publisher experience was with Channel 4, who were very chilled indeed.
Would you use Kickstarter again?
Rossignol: Oh, probably. But it might not be a game that we get funded.
Kickstarter Chat Series
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