With 33 days to go, the funding has already crossed the $900k mark. It was a little after 1:30 CST on 3/15/2012.
I’ll update when we get an official announcement from inXile.
UPDATE 1 – over at the official forums, the Wasteland Survival Guide -
UPDATE 2 – First news stories I could find other than mine here about it -
The last couple days must have been absolutely exhilarating for Brian Fargo and the people at inXile entertainment, as they watched the numbers on the Kickstarter page of their Wasteland 2 project grow quickly and steadily. I was watching as well, as a gaming writer and even more so as a gamer that moved some of his first shaky RPG steps in Wasteland back in 1988.
Well done Brian Fargo and InXile Entertainment and yet one more bit of proof that a lot of the time game publisher don’t have a freakin’ clue what fans want (as can be seen by some of the truly abysmal games they do actually fund).
By the way, if you haven’t pledged yet don’t miss out. For only $15 you get a DRM-free download version of Wasteland 2 when it’s released. What a deal, eh?
Crowdfunding triumphs again. In just two days, Brian Fargo has raised more than $903,000 on Kickstarter to fund Wasteland 2, a sequel to a game he created in 1988.
More than 15,768 people have pledged to help fund the game, which is a post-apocalyptic survival game. The title is the second major game to get funding through Kickstarter’s crowdfunding site, following a Double Fine Productions campaign that raised more than $3.3 million from more than 87,000 donors.
“Exciting stuff!” Fargo said in an email tonight.
UPDATE 3 – Let’s see where we are this afternoon (about noon CST)
Well, we’re over a million dollars. http://www.kickstarter.com/projects/inxile/wasteland-2
Forbes has noticed. FORBES.
All of which helps shine a light on the whole issue of “gamer entitlement.” With crowd-funding increasingly used to provide financial support for games (such as Double Fine Adventure) the developer/consumer relationship is changing in subtle but important ways.
Now gamers are also the financial backers of the games they love. That participatory relationship that gamers and developers have had in the past is evolving – in a really positive way.
This gives indie-developers more room to work, but it also shows how important the developer-gamer relationship is – and not just in the crowd-funding model.
Traditional games are still dependent on consumers for their success, after all. Without consumers to purchase those games, a developer would sink. The relationship between a business and a consumer is a mutual one whether or not its crowd-funded by fans.
So before tossing around the term “entitled” to describe gamers, think about the success of Wasteland 2‘s crowd-funding, or Double Fine Adventure, and then think about who comprises that crowd in the first place. In an age of crowd-funding and social media, this has never been so obvious even if it simply points to an older truth.
Over at Joystiq musing on what the extra money over the goal means -
Which isn’t to say there aren’t plans should the team raise even more money. If they reach $1.25 million, the extra dough will go to “making the world bigger, adding more maps, more divergent stories and even more music.”
If the fundraiser reaches $1.5 million, that depth goes further, with, “more adventures to play, more challenges to deal with, and a greater level of complexity to the entire storyline. We’ll add more environments, story elements, and characters to make the rich world come alive even more.” Oh, also, it’ll come to OS X. So, hey, how about we get things to $1.5 million so your buds at Joystiq can play the game on their writing machines? That’d be just capital.