RE: The point
I don't think it's KS fatigue or people being burned, I think it's (and these points are mentioned in the article, so to be clear I'm agreeing here):
a) Early access means more devs are launching projects and taking sales earlier rather than asking for all-or-nothing funding
b) Among the donor base, most people are still waiting for their past projects to come to fruition, so to maintain the same level of funding while past funders are waiting, there have to be things to draw in new funders, but there's a relative dearth of high profile projects coming in this year and that has a negative downstream effect.
https://docs.google.com/spreadsheets/d/tXYljBZ4Zq2B5Gq6ES-7Cew/htmlview
There's also a second tab that lists a few of the successful sub-$75k Kickstarter successes there, although it states that an unquantifiable "most" projects at that level fail, which in addition to being unspecific and without citation, doesn't seem true.
I wanted to respond to clarify the purpose of the second tab--I made this list; it's true that I list successes but then claim "most fail". I came to this conclusion by looking at the updates for a variety of low-pledge KSes and based on my own experience backing lower-end titles. What I've typically found is that very low value KSes do not appear to provide deliverables or reasonable updates; for example, check the successfully funded sub-$1000 KS projects and look at the updates. Typically you will find that they either do not update, update but don't really get anywhere, etc. Now I don't necessarily think this is a problem because I think at that level there are a lot of friends and family donations. Like when a kid starts a "Help me buy a minecraft server" KS and gets 2 $100 donations, it's hard to imagine those people want accountability.
But to name a few lower-profile projects I backed that I would consider failures:
Poker Smash - Funded a PC port and Steam release. PC port was made and released privately, not publicly. Game was Greenlit for Steam but no followup. I don't really blame the guy, he got a grand total of $8000 and I'm sure he's not going to spend 10 years supporting his clients. So, again, partially fulfilled but disappointing that he couldn't do more.
Sira - Student project. Released first episode, and then everyone graduated and moved on. Website hosting the project went down.
Spike: A Love Story Too - Dude updates every few months but he's not really working to anything, there's no deliverable, it's years later. It's clearly a little part-time indie project he noodles away at. That's OK. I wasn't really expecting a bigtime deliverable or whatever, but it's not a success.
Americana Dawn - Project was for a freeware game, so I knew when I was getting into it that it wouldn't be a big deal if they didn't deliver. I was funding to support the dev rather than to get something of value. Dev ran out of money, rebooted project, team disbanded, new team members. They're still chugging away and supposedly I'll eventually get a copy of the game when it does release, but this is a failure.
OutReach The Search for Mankind - Project briefly released on iOS, provided a download link for PC port, launched a Steam Greenlight campaign... and then the team disintegrated and the download link doesn't work, the greenlight page is gone, and the game isn't being sold anymore.
Pixel Sand - No idea what this guy is doing, he updates once a year or so. The project looks nothing like what it did when I backed it and it doesn't appear to be anywhere near release.
I don't mention this to shit on small devs, I think you can tell I'm sympathetic, but my purpose in assembling the list was the following:
- First, evaluate the success rate of high profile (>75k) kickstarters: Results: Most >75k kickstarters are successful or on track to be successful. Side note: Most of them miss their release targets, so don't back if you need to get the game delivered on time.
- Second, note that there were a number of lower profile kickstarters which led to great games
- Third, incidentally observe that lower profile kickstarters fail or fail to maintain adequate communication on a much more frequent basis and that if the aggregate fundraising amount can't afford to employ the people full time, your ability to get progress and accountability will be comparatively limited. There was no citation because it was an off-the-cuff observation based on personal experience and a brief investigation into this stuff while in the course of trying to make the points that I felt were more important to make. I'm open to challenge if someone would like to put in a more thorough assessment of low-profile KSes, but personally assembling the >75k part was already an enormous amount of wasted time for something I was basically doing out of idle personal interest.
(I plan on continuing to update the >75k list pretty frequently)