Funds seemingly havent gone up since I went for a big ol nightly sleep. Seems dead in the water.
Sorry Ryan, but you're entering 'delusional developer' status here perhaps up with Dennis Dyack but less militant, and probably with more potential quality in the offing. The audience isn't there on iOS for your game. Not on Kickstarter, not in the iOS community. You're pitching to vapours of a mythical subset you want to exist to justify what frankly seems like a kamikaze dive you're taking your lifes work and new studio into.
But anyway, lets disassemble your somewhat stubborn bullet points:
-I believe 18-button game controllers significantly limit the appeal of the medium we love so much
As others have said, you've got point and click on PC, a medium literally the entire world is now familiar with.
-I lament that many of my favorite games of all-time (MGS3 / Bioshock) can't be played by my friends and family because: A) They refuse to buy a $300 console B) They are intimidated by the controller C) They suck at dual analog controls D) They don't want to game in front of a TV (plus loads of other reasons)
They are your favourite games because they were aimed at you, the target audience. If getting your friends and family gaming, there are plenty of gateway 'drugs' as it were on consoles these days. A game like Journey could inspire them to care about games on the big screen, and other more simplistically controller fare. Coming at them with MGS3 and Bioshock right off is the mistake.
-There are roughly 400 million iOS devices out in the wild
Of which you are supporting only the iPhone 4 and up (iPad included). Welcome to a fragmented userbase. Also unlike with 150 million PS2's sold, all for gaming, many of these phones will be just that.
-iOS devices allow for simple, almost-primal input methods (even babies can work an iPad)
Point and click. Also if your new studio is all about creating new gaming experiences, the "even babies can play it" tagline isn't going to help you achieve any lofty goals.
-Hundreds of millions are people games on these devices, many of whom wouldn't consider buying a PS3 to play The Last Guardian
And those games are extensions of free Flash game timewasters sent around in office e-mail circulars. "Hey have you played Jetman? Bejewelled? Cool. Did you know you can play Portal on that computer device? Or hey look, heres a multiplayer deathmatch Quake game in your browser!! You... don't appear to be interested..."
-Most of the games on iOS, in my opinion, have zero meaning and cultural relevance, and I don't see this changing any time soon. (Thankfully there are games like Sword & Sworcery out there classing up the joint, though!)
Notice then that those iOS games with meaning, still lure players in with simpler 2D production and lower budgets. Also of course notice Sworcery has just comed to Steam to reach a larger audience. Whoops!
-I have and will continue to dedicate my life and career to this medium I love so much. My goal has been to create big, innovative, meaningful games for as many people on this planet as possible. I think games have the capacity to touch people on a deeper level than even the best films... I want to be part of this challenge.
Then it should all be about the gameplay shouldnt it. It shouldn't matter if its got a AAA budget, motion capped live actors, speech throughout and more. If your game design idea was primally interesting and new, it could be done with geometric coloured shapes on a screen.
-We decided to challenge ourselves to realize our vision for a game that doesn't currently exist on any platform: A game all about your connection with an AI on the other side of your phone... A game all about the big brother / 1984 craziness that's going on in the world right now... A game with deep and awesome gameplay that anybody can jump in and play...
And that same exact story can be told through PC's. To greater effect even. From your trailer theres parts where as the player you hack into other computers and cameras. Have you tried hacking anything with your iPhone lately? No, you go to a computer for that mischief. As for the element of constant communication, forgo the phone angle, and embrace spoofs of social networking instead. Instant message clients, skype, Facebook, irc channels. A PC has an almost limitless supply of communication potential to back up your "story told through brief digital liasons". You could spoof the approaching internet doomsday scenario's that caught big airtime with SOPA and more. You could even add more gameplay variety with say Hope's means of communication constantly getting blocked. Whereas first she could call you straight from Skype or other instant messenger with webcam, she has to resort to more and more ways to get her message to you. Perhaps even where you have to meet her in a mocked up MMO to get her latest tidbit. The South Park episode of Stan trapped in the computer world yelling up to his friends from a Farmville setting comes to mind.
You've closed your mind off to a lot of potential game design with your core concept, and also from an entire audience hungry for content. The iOS audience isn't hungry, Ryan. But if you continue this Kickstarter as is, I fear you soon will be.