The omnipresent danger of funding a Kickstarter campaign is that the studio asking for money will fail to deliver. An experienced team with an impressive track record mitigates that risk, but what about a huge developer with untapped resources?
It turns out the risk then is that the studio might take on other work in addition to the Kickstarter-funded project, making backers anxious over whether their project is receiving due attention. That’s exactly what happened with Elite: Dangerous and its newly announced title Coaster Crazy Deluxe.

Concerns from Backers
“People think of a company just making one game at a time,” Frontier chief David Braben told Eurogamer in response to backer outcry. “But look at the number of different Kinectimals games and the Disneyland game we did. The fact we do lots of games in parallel shouldn’t upset people. It’s actually the opposite. It’s what made the ability to do Elite possible, because we have such mature tools that are so flexible.
“The teams for each of these games is different. We have had a wide range of output and we will continue to have. If anything it de-risks it, because it gives us extra resource we can apply to different things.”
Understanding the Development Process
The development process for video games, especially those funded through platforms like Kickstarter, is complex and multifaceted. Large studios often have multiple teams working on different projects simultaneously. This approach can be beneficial as it allows for resource sharing and flexibility. For instance, if one project encounters a delay, resources can be reallocated to ensure that other projects stay on track.
Frontier Developments, the studio behind Elite: Dangerous, has a history of managing multiple projects. Their experience with games like Kinectimals and Disneyland Adventures showcases their ability to handle diverse projects without compromising on quality. This multi-project approach is not uncommon in the industry. Many large studios, such as Ubisoft and Electronic Arts, operate similarly, managing several high-profile games at once.
However, this approach can lead to concerns among backers who fear that their funded project might not receive the attention it deserves. Transparency and communication from the developers are crucial in alleviating these concerns. Regular updates, detailed progress reports, and open channels for feedback can help maintain trust and confidence among backers.
Case Study: Elite: Dangerous and Coaster Crazy Deluxe
The situation with Elite: Dangerous and Coaster Crazy Deluxe serves as a case study in managing backer expectations. Elite: Dangerous, a highly anticipated space simulation game, garnered significant support on Kickstarter. When Frontier announced Coaster Crazy Deluxe, a new title for the Wii U, some backers expressed concern that resources might be diverted from Elite: Dangerous.
David Braben’s response highlights the studio’s strategy of leveraging their mature and flexible tools to manage multiple projects. By having dedicated teams for each project, Frontier aims to ensure that all their games receive the necessary attention and resources. This approach not only helps in managing risks but also allows the studio to innovate and explore different genres and platforms.
In conclusion, while the risk of a studio failing to deliver on a Kickstarter-funded project is real, large developers with multiple projects can mitigate this risk through effective resource management and transparent communication. The case of Elite: Dangerous and Coaster Crazy Deluxe underscores the importance of understanding the development process and maintaining trust with backers. As the gaming industry continues to evolve, these lessons will remain relevant for both developers and supporters.
Source Eurogamer
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