I’ve already expressed my concern about the sudden rash of kickstarters; whilst DoubleFine’s incredible success is to be commended, even THAT respected studio has had it’s fair share of failures.
But at least that studio has a massive amount of experience, and, more importantly, it’s a large studio. It also has two very experience designers at it’s helm; they have every chance of great success.
But the millions they’ve been pledged (or actually received?) has started off a rash of me-too kickstarters. It’s the cool new thing to do!
Now, for those of you who haven’t written a game,you probably think it’s straightforwards. Sit down, write code, ship game.
I had the… excitement… of being indirectly involved with a bank-robbery game. It was quite high profile, and used a popular FPS engine. Sadly, it was a GTA-style game, and the FPS engine wasn’t suited.(WARNING : MASSIVE UNDERSTATEMENT) The game stagnated, and eventually got canned.
The investors didn’t understand this. They were from a film background. In the film industry, you get the money, you make the film, you release it. In the games industry, however, sometimes things simply don’t work. Earlier iterations of Burnout4 had you smashing down buildings to make shortcuts. The idea was too confusing, so we took it out – and it was our 4th game in the series!
So, everyone now sees Kickstarters as a way of getting the funds together to make your dream game. The issue is, and I’ll write this slowly, Money. Is. Rarely. The. Limiting. Factor.
The limiting factors are usually time, and people. I might have $100 million, and want to write a game. I then need to find, hire or assemble a team to make it. 6 months later, I’ve spent $10 million, and I haven’t gotten a single line of code written. I’ve got nice new offices tho!
I predict a massive crash in Kickstarters in the future, just after a high profile game either gets canned, or massively underdelivers. (How that works remains to be seen; “You promised 100 levels, there’s only 99, I want my money back”)
I suspect I’ve also just located the game this will happen to.
It’s called “Yogventures”, and it’s a Minecraft-clone (in the correct usage of the word, as opposed to an insult).
They want a quarter of a million dollars to write this game. As indicated before, this SOUNDS like a lot of money. But that won’t run you a studio with 5 people for a year. And I mean cheap people; as a rule of thumb, a $25k developer is fresh out of college; he’ll cost you another $25k a year to look after (computers, software, taxes, accounting, expenses, power, heat, light…)
5 people. One year. All graduate level. Bear in mind that, to write a AAA game in one year would require a bare minimum of 100 people, and you’ll kill them in that time. Most AAA games these days have a 150+ team, and the big hitters take around 2 years to write (Put another way; AAA games take around 300 years to make)
So, this game has some nice pics.

Of course, they don’t have any CODE yet. This is just a picture.
What are they promising?
“The game you’ve always wanted”
Now, that’s quite a tall order. But wait! They have a feature list!
” The game utilizes technology called “Marching Cubes” which allows us to generate fantastic new world terrain that is random and editable. “
Marching Cubes is a method of rendering voxel entities, but they don’t look like voxels. I’ve seen MANY tech demos of those, but, to the best of my knowledge, there hasn’t been one, single game that has utilised it. It’s like neural networks; it’s one of those things University graduates think are a good idea, right until the moment that they start working for a game studio, and it gets slapped out of them.
- Beautiful, randomly-generated game worlds that are different every time you start a new Yogventure
- Fully shapeable terrain – with the ability for players to raise a mountain range or create a vast ocean; you can effortlessly shape your world however you imagine it
- A wealth of novel building materials, creatures, NPCs and items
- A rich underground to mine and explore – bristling with rare outcroppings of gems and crystals, hidden tombs and dark underground terrors that drop rare weapons and loot
- A fully-fleshed out crafting system
- An in-game physics engine that will even effect the blocks you place in your creations
- The ability to customise your own unique avatar or play as one of your favourite Yogscast characters
- Easy-to-use in-game modding API including in-game scripting
- Ability for modders to have a chance to get their work added to the game
Ahh yes. “We’ll let you mod it”. There’s another year’s worth of work, right there. Still if you’re a very experienced team, and you’ve done multiple previous games, and you have an idea of the massive risks and issues and sheer amount of code time this feature would take, then, well…
“This IS our first game”
Oh dear god. You’re fucked.
TL;DR? Writing computer games is really, really hard; and just because someone promises you they can write you the game you want, doesn’t mean they can. Not even if you give them $10,000!
I do wish every luck to Winterkewl, but, speaking from many years experience doing this sort of thing, I would say that your chances of success are… minimal, at best.


