Eurogamer: Yogscast Kickstarter-Funded Game Folds (Oh Boy..)

yogscast is the same youtube channel that just announced yogsdiscovery

ie they cover your game on youtube, then they get a percentage of their sales when the game starts selling more

smh
lmao fuck that. Reminds me of the minecraft situation. Not only is it ridiculous, but how can anyone trust what yogscast says if they're hoping for money on the back end when showing off a title.
 
They're apparently legally obligated to refund people at this point (according to Kickstarter TOS) since they can't follow through with the initial promise.

The Yogscast aren't obliged because the game was made by Winterkewl (who no longer exist).
 
The money was spent developing the game.

There was more than one person developing the game.

reddit discussion I read yesterday claimed one person, which is why I said 1 person. Still crazy either way because the game seems like it was dead after 1 year.
 
I feel like Yogscast isn't getting enough shit for this. They endorse a game developed by incompetent amateurs, then when it fails to deliver, they're all "we're under no obligation to do anything." Screw you, assholes. You're the reason the project was funded in the first place. Your "celebrity endorsement" and lending of your IPs is the sole reason this was even a thing.

Well from what I understand (I called out the developers on Reddit, and learned a lot from there), around half of the money raised (which ended up being a bit less than $500K, after Kickstarter/Amazon fees and high paying backers not coming through), around HALF (yes half) went to the Yogscast folks, because they used their name.
yogscast is the same youtube channel that just announced yogsdiscovery

ie they cover your game on youtube, then they get a percentage of their sales when the game starts selling more

smh

Scumbags.
 
Why would they need to, if they're making that kind of money being hands-off? It's worth it to them to say they're not to blame and not get involved in any possible legal battles.

Because it might bite them in the ass in the end, when after a few high-profile debacles people chose to rather stop using Kickstarter. Of course, it's their business and they can run it however they want, but that doesn't mean I have to like. And I personally think that Kickstarter's customer service is without a doubt terrible.

I'm not even talking about legal assistance, though. Kickstarter could do a lot of things to prevent such things from happening in the first place or in order to take action before it's too late. They could require creators to submit their progress regularly for example and take action when it's apparent that a project is going to miss its goal terribly. It would be best for both the creator and the backers if a failing creator isn't trying to make things right until he's personally ruined and the backers left behind with nothing at all.
 
I once donated to a Kickstarter project thst I was certain would fail, just so that I could lord it over the creator for the rest of time. Cheapest, easiest moral superiority I've ever achieved, and it felt so good when it came to fruition. He can't even look at me now. I am sort of a terrible human, though.
 
I once donated to a Kickstarter project thst I was certain would fail, just so that I could lord it over the creator for the rest of time. Cheapest, easiest moral superiority I've ever achieved, and it felt so good when it came to fruition. I am sort of a terrible human, though.

I'm sorry but that sounds really stupid.
 
I feel like Yogscast isn't getting enough shit for this. They endorse a game developed by incompetent amateurs, then when it fails to deliver, they're all "we're under no obligation to do anything." Screw you, assholes. You're the reason the project was funded in the first place. Your "celebrity endorsement" and lending of your IPs is the sole reason this was even a thing.

I am very curious how the original deal was put together and whether they ever actually misrepresented the product, because in *that* regard there's perhaps an argument for criticism.

I'm very surprised at the statement that Yogscast got half the funded money for licensing; I'd expect that to be a fixed value set before the start. Was it half by pure coincidence, or was the deal actually to give them half of what was generated by the Kickstarter? It seems counter to how I'd expect such a licensing deal to take place.
 
I once donated to a Kickstarter project thst I was certain would fail, just so that I could lord it over the creator for the rest of time. Cheapest, easiest moral superiority I've ever achieved, and it felt so good when it came to fruition. He can't even look at me now. I am sort of a terrible human, though.

wtf is this
 
Winterkewl games' biography on Kickstarter:
Biography

Yogscast LTD.

YouTube sensation, featuring comedy gaming with a drunken dwarf and a handsome spaceman! Currently working on open world sandbox / co-op adventure game with called "Yogventures!"

Websites

yogscast.com
Seem pretty associated with Yogscast to me.
 
Well from what I understand (I called out the developers on Reddit, and learned a lot from there), around half of the money raised (which ended up being a bit less than $500K, after Kickstarter/Amazon fees and high paying backers not coming through), around HALF (yes half) went to the Yogscast folks, because they used their name.

The rest was split among around 6-8 people to work on the game. So all of the money is now used, Winterkewl is bankrupt, and the morons at Yogscast (yes they deserve to be called that) can't follow through on their project. What pisses me off is they never updated their KS page for nearly a year, leaving fans in the dark. I never watched Yogscast, but I will never support them now.


that would mean that the original goal was just enough to pay the Yogscast folks, a bit unlikely.
 
I am very curious how the original deal was put together and whether they ever actually misrepresented the product, because in *that* regard there's perhaps an argument for criticism.

I'm very surprised at the statement that Yogscast got half the funded money for licensing; I'd expect that to be a fixed value set before the start. Was it half by pure coincidence, or was the deal actually to give them half of what was generated by the Kickstarter? It seems counter to how I'd expect such a licensing deal to take place.

Well, it couldn't have been half by pure coincidence, since they more than doubled their initial goal. If Yogcast asked fpr $250.000 in the first place, nothing would have been left to develop the game.
 
This is why you stay away from Kickstarter.

No obligation to complete it? FUCK YOU.

Edit: I'll rephrase. This is why you stay away from Kickstarter projects where a complete amateur tries to outdo professionals with little or no experience in that particular industry.

Well, they don't have any obligation. You can take the money and run if you really want to. More likely it just won't be managed well, or the project becomes a victim of its own success. Why would this be surprising to anyone, especially given how many professionally-run projects fall apart?
 
Surely Yogscast could have just used some of that sweet corporate publisher shill money to make up the difference?

Seriously though, this is shady as fuck, and kind of hilarious when we literally just had a thread about the dubious legality of a lot of Youtube gaming channels right now. The impression I'm forming, having never actually seen their show, is that the fine people of Yogscast aren't just corporate shills, they're incompetent corporate shills. Which, really, is the worst kind of shill there is. But I don't understand how, as the most subscribed UK Youtube channel and with all sorts of marketing deals in place, they are unable to finish this product. They already raised half a million. Let's be generous, and say it would take another half a mill to get the game finished. Are they saying there's no possible way they could take some of their Youtube/marketing money, and divert it into development of the game? Say, every month, take a small portion of their ad revenue, and give it to the developers as that month's salary? Portion out half a mill over the course of 12 monthly payments or something? That would get the game finished, give them a product to make money from, and wouldn't make them look like gaping arseholes.

Which they really do look like right now. Huge, turd encrusted, gaping arseholes.

It's a sunk cost now, and they certainly won't be paying any of their own money to complete the game.

Because it might bite them in the ass in the end, when after a few high-profile debacles people chose to rather stop using Kickstarter. Of course, it's their business and they can run it however they want, but that doesn't mean I have to like. And I personally think that Kickstarter's customer service is without a doubt terrible.

I'm not even talking about legal assistance, though. Kickstarter could do a lot of things to prevent such things from happening in the first place or in order to take action before it's too late. They could require creators to submit their progress regularly for example and take action when it's apparent that a project is going to miss its goal terribly. It would be best for both the creator and the backers if a failing creator isn't trying to make things right until he's personally ruined and the backers left behind with nothing at all.

True, but considering the high profile successes outweigh the high profile failures by quite a fair margin, I doubt Kickstarter are too worried about it.
 
Because it might bite them in the ass in the end, when after a few high-profile debacles people chose to rather stop using Kickstarter. Of course, it's their business and they can run it however they want, but that doesn't mean I have to like. And I personally think that Kickstarter's customer service is without a doubt terrible.

I'm not even talking about legal assistance, though. Kickstarter could do a lot of things to prevent such things from happening in the first place or in order to take action before it's too late. They could require creators to submit their progress regularly for example and take action when it's apparent that a project is going to miss its goal terribly. It would be best for both the creator and the backers if a failing creator isn't trying to make things right until he's personally ruined and the backers left behind with nothing at all.

Trouble is, those suggestions *don't* achieve the desired goal of spreading out the risk, which is counter to the fundamental point of crowdfunding. How do you solve that issue?

You can't really say "We'll spread the risk if you're successful, but if you screw up, you get all the risk on you" - that completely defeats the whole point of spreading risk!

(Besides which, I don't regard Kickstarter as competent to determine whether the vast gamut of projects are actually meeting their required targets)
 
Backer beware needs to be a thing. When you give money to a project, make sure the project looks like something that can be achieved. Do they have a working proof of concept that you can actually play? Have they shipped products before? Have they worked with a team or budget of this size before?

If not, give an amount of money you can afford to lose.

I've started development on a game. The last thing I'm doing is running right to kickstarter with it once I get a working prototype. I'm in the design stage, and the one thing I've made sure is that it isn't is overly ambitious. It's something that I know I can pull off.

Oh, we'll make some crazy ass thing just the four of us. How much money might we need to make it? Oh, who knows. Let's just ask for what sounds like a lot! Do we have a schedule? Anything like that?

So, yeah. Backer beware.

All the things I've kickstarted that are still in progress are clearly making progress: Catlateral Damage, which had a solid playable prototype), Carmageddon (a team that have shipped games. they've already delivered fun playable alpha versions of the game), and The Gallery (they've put out a demo and playable training module, the game seems to be progressing nicely). Everything else became a real thing, be they pieces of hardware, games, music albums.... whatever.

Give money to people who know what they're doing, but need it to finish their product. Don't give money to people who think with enough of it, that they can pull off something ambitious.
 
Well, it couldn't have been half by pure coincidence, since they more than doubled their initial goal. If Yogcast asked fpr $250.000 in the first place, nothing would have been left to develop the game.

You're not taking into account the fact that Kickstarter and Amazon fees reduced that >$500,000 sum. Not that I disagree with you - I suspect you're right, and it was indeed tied to the overall level of success for the funding drive - but it's mathematically feasible that they would still have had some money left over. A ridiculously low amount, but nevertheless...

(IOW: I accept that the licensing deal is dumb, but I'm curious *how* dumb it was)
 
You're not taking into account the fact that Kickstarter and Amazon fees reduced that >$500,000 sum. Not that I disagree with you - I suspect you're right, and it was indeed tied to the overall level of success for the funding drive - but it's mathematically feasible that they would still have had some money left over. A ridiculously low amount, but nevertheless...

(IOW: I accept that the licensing deal is dumb, but I'm curious *how* dumb it was)

They got 550k Total. Amazon takes 5%, so thats just over 500k. Then they also got people buying into it later, so it probably reached 550k anyway.
 
You're not taking into account the fact that Kickstarter and Amazon fees reduced that >$500,000 sum. Not that I disagree with you - I suspect you're right, and it was indeed tied to the overall level of success for the funding drive - but it's mathematically feasible that they would still have had some money left over. A ridiculously low amount, but nevertheless...

(IOW: I accept that the licensing deal is dumb, but I'm curious *how* dumb it was)

or it is just not true ...
 
It's pretty clear that the creators are required to refund the backers if they can't deliver the project. That said, the Kickstarter project was by Winterkewl Games LLC and not Yogscast, so I'm guessing Yogscast can argue that if you want your money back you'll have to get it from Winterkewl (even though we all know why people funded the project). And Winterkewl Games LLC probably has no money, so going after them would be futile.

Still, a shitty situation, and I hope there's a huge backlash against Yogscast because of this. They clearly didn't plan this at all.
 
Bah aha under no obligation to do so. What stand up guys.


Eh, I don't feel bad for anyone. You should never donate what you can't lose. There is an inherent risk with kickstarter. The risk is higher with amateur devs, of course.
 
7AqMvPj.gif


$570k
 
It's a sunk cost now, and they certainly won't be paying any of their own money to complete the game.

Why the hell not? People backed this thing, and Yogscast have the means to make sure that their backers get the game they gave money for.

If they don't address it somehow, it's going to cause a massive stink over their entire operation. Putting their own money into the project at least keeps it on the rails, gives them a product to sell at the end of it, and doesn't piss off the most loyal members of their fanbase who gave money to them. The alternative is trying to ride out what has the potential to be a huge shitstorm, especially given all the recent scrutiny on gaming YouTube channels.
 
Do they have to show where the money went or do we have to trust them?

Should i kickstart a bullshit project and run with the money?
 
I was hoping to see some meltdowns and drama on the official forum.
What I find instead are people who are supportive and apologetic.
Confused Jackie Chan.jpg

Odd tidbit;
one guy took all the $10,000 pledges, bar one, and then claimed he'd had his credit card info stolen the day the project was funded. was a very upsetting time.
 
It does feel rather shady that there can't be legal recourse when (apparently?) half of that Kickstarter money from backers went directly towards Yogscast (simply because their name was used and their endorsement was key to the project's promotion, even if they weren't developing the game themselves). Not to mention that Winterkewl was in close partnership with Yogscast, and all rights are owned by Yogscast.

It's not too likely that anyone will actually sue them though, because the cost of doing so would probably outweigh the gain. It's a fairly crappy situation.

I do feel sorry for the guy who has lost his marriage and almost his job over this though. :<
 
Well from what I understand (I called out the developers on Reddit, and learned a lot from there), around half of the money raised (which ended up being a bit less than $500K, after Kickstarter/Amazon fees and high paying backers not coming through), around HALF (yes half) went to the Yogscast folks, because they used their name.

The rest was split among around 6-8 people to work on the game. So all of the money is now used, Winterkewl is bankrupt, and the morons at Yogscast (yes they deserve to be called that) can't follow through on their project. What pisses me off is they never updated their KS page for nearly a year, leaving fans in the dark. I never watched Yogscast, but I will never support them now.

Got a reference for the money going to Yogscast? That's a pretty big claim to post without backing up.
 
Backer beware needs to be a thing. When you give money to a project, make sure the project looks like something that can be achieved. Do they have a working proof of concept that you can actually play? Have they shipped products before? Have they worked with a team or budget of this size before?

If not, give an amount of money you can afford to lose.

I've started development on a game. The last thing I'm doing is running right to kickstarter with it once I get a working prototype. I'm in the design stage, and the one thing I've made sure is that it isn't is overly ambitious. It's something that I know I can pull off.

Oh, we'll make some crazy ass thing just the four of us. How much money might we need to make it? Oh, who knows. Let's just ask for what sounds like a lot! Do we have a schedule? Anything like that?

So, yeah. Backer beware.

All the things I've kickstarted that are still in progress are clearly making progress: Catlateral Damage, which had a solid playable prototype), Carmageddon (a team that have shipped games. they've already delivered fun playable alpha versions of the game), and The Gallery (they've put out a demo and playable training module, the game seems to be progressing nicely). Everything else became a real thing, be they pieces of hardware, games, music albums.... whatever.

Give money to people who know what they're doing, but need it to finish their product. Don't give money to people who think with enough of it, that they can pull off something ambitious.

The thing is, you can still get screwed over by the developers even if you consider the decision and take your time to see if they have a demo, gameplay videos, a proper schedule and realistic timeframe etc.

For example, I backed Confederate Express on Kickstarter for $10 - just yesterday, I got an email telling me that development on Confederate Express has been postponed because they'd been working on another project:

Greetings, everyone!

After a long wait, we are very excited to finally reveal the sister project we've been working on: Knuckle Club!

Knuckle Club is a real-time brawler with RPG elements set in cyberpunk era. With this game, we are featuring a brand new graphical API called FALSE 2D, which is a special toolset that simulates 3D conditions in 2D environments. With this API we are finally able to precisely adjust the lighting conditions of our scenes, giving us full control of the final product.

Unfortunately due to recent restructuring of Kilobite, the development of Confederate Express have been postponed, but as an upside it has received a graphical overhaul and now it fully supports FALSE 2D API. As an apology for the delays, we are offering every backer of Confederate Express a free reward pack from Knuckle Club! The reward pack chosen will be the closest to backer's pledge. We will be sending a separate email for every backer with specific details about the reward, so keep an eye on your inbox.

We have also prepared a series of exciting technical updates on Confederate Express to share with our backers, so please stay tuned! We are planning on unrolling the updates shortly after Knuckle Club campaign ends.

For more information about Knuckle Club, please visit our official website, kilobite.com!

And as always, if you have an opinion or wanted to ask a question, please stop by our kickstarter page and leave a comment! All feedback is greatly appreciated.

There was no mention of Knuckle Club at all when I backed Confederate Express, and yet here I am reading that the thing I backed has been postponed in favour of something else.
 
Why the hell not? People backed this thing, and Yogscast have the means to make sure that their backers get the game they gave money for.

If they don't address it somehow, it's going to cause a massive stink over their entire operation. Putting their own money into the project at least keeps it on the rails, gives them a product to sell at the end of it, and doesn't piss off the most loyal members of their fanbase who gave money to them. The alternative is trying to ride out what has the potential to be a huge shitstorm, especially given all the recent scrutiny on gaming YouTube channels.

If they tie themselves too closely to the game and bankrupt developer they could get sued by the backers to try to get their money back. It sounds like they may already have a pretty significant connection to the project as is so I would target them if I was trying to get my money back.
 
I've started development on a game. The last thing I'm doing is running right to kickstarter with it once I get a working prototype. I'm in the design stage, and the one thing I've made sure is that it isn't is overly ambitious. It's something that I know I can pull off.

Go on Peter Molneux style rants.
Post concept art & desire for $500k.
Leech from some scummy social buzz fad.
BAM Kickstarted! With no obligation.
 
Trouble is, those suggestions *don't* achieve the desired goal of spreading out the risk, which is counter to the fundamental point of crowdfunding. How do you solve that issue?

You can't really say "We'll spread the risk if you're successful, but if you screw up, you get all the risk on you" - that completely defeats the whole point of spreading risk!

(Besides which, I don't regard Kickstarter as competent to determine whether the vast gamut of projects are actually meeting their required targets)

The way it currently is it seems like there's no risk involved for the creator and I don't think that's a good way either. If the creator has no personal accountability he's more likely to mess up at some point, since he won't personally suffer from it financially.

However, I don't want to put the risk on any sole party. Like I said, I'd like to Kickstarter take action - or at least try to take action - before stuff like this happens. If a creator spent two thirds of his money and has next to nothing to show because he encountered one problem after the other and there's no reasonable hope for additional funding, then it'd be better for all involved parties to end the project sooner rather than later, so that at least the last third of the money could be refunded to the backers. It would also help prevent backers from feeling scammed as much, when there's a third party who can confirm that the creator didn't just pocket the money while doing nothing.
 
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