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Chris Roberts' interview about crowdfunding, with numbers


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One of the first guys who made it in a Kickstarter.

Very interesting numbers out there, especially about resource allocation in crowdfunding projects compared to traditional retail and kickstarter survey about backers. Personally, I would like to see the same video from Obsidian and see RPG backers statistics. I was surprised to see that 81% built their own PC(like me) and  69% of backers are over 25 years old.

Numbers part starts at ~15:00

Edited by Cultist

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69% of backers are over 25

 

89% of backers game on a desktop

 

66% of backers wanted to support a game made specifically for the PC

 

Translation = stop making games for kids. The future is a healthy niche, cottage PC gaming industry free from the dead hand of 'triple A.'

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"69% of backers are over 25

 

89% of backers game on a desktop

 

66% of backers wanted to support a game made specifically for the PC

 

Translation = stop making games for kids. The future is a healthy niche, cottage PC gaming industry free from the dead hand of 'triple A.'"
 

That doesn't prove what you think it proves at all. L0LZ

DWARVES IN PROJECT ETERNITY = VOLOURN HAS PLEDGED $250.

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"69% of backers are over 25

 

89% of backers game on a desktop

 

66% of backers wanted to support a game made specifically for the PC

 

Translation = stop making games for kids. The future is a healthy niche, cottage PC gaming industry free from the dead hand of 'triple A.'"

 

That doesn't prove what you think it proves at all. L0LZ

 

What i see is that there's a demographic, a market segment if you may, to capitalize from. That doesn't exclude AAA-games at all really.

"Some men see things as they are and say why?"
"I dream things that never were and say why not?"
- George Bernard Shaw

"Hope in reality is the worst of all evils because it prolongs the torments of man."
- Friedrich Nietzsche

 

"The amount of energy necessary to refute bull**** is an order of magnitude bigger than to produce it."

- Some guy 

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I didn't mean that Triple A games would cease to exist. There will always be market for them. What I mean is that games developers will be able to make a healthy profit from more focussed titles that *don't need* to be Triple A and can tell publishers where to get off.

 

@ Volourn: I've had you on ignore for three years, poppet. Don't bother.

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