Recently Keiji Inafune, creator of Mighty No.9, was asked about the Kickstarter campaign for the upcoming sidescroller. Inafune discussed how the money pledged is spent and why Kickstarter was a way to create interest for the game as opposed to a money generator.
Originally, the campaign sought to raise $900,000. By the end of the monthlong period, Comcept had over 67,226 backers who had pledged over $4 million. The various stretch goals included ports to other operating systems and consoles, along with more stages and modes. But could Inafune and the Comcept staff realistically make this game with just $900,000?
"If we had only reached $900,000, it would have been extremely difficult," Inafune explained. "Just because we raised $900,000 doesn't mean all $900,000 goes to game development."
A large portion of the money goes into paying Kickstarter fees, creating and maintaining an official website, and the stretch goals themselves. Realistically, the original number Comcept posted is far off from what they would need to develop Mighty No.9.
"What we have to do is cut into our profits," essentially borrowing how much they believe the title will create. "It's not like a business statement saying, 'If we get this much we'll include this.' [Stretch Goals] show our enthusiasm. They are only enthusiasm."
So does that mean those who invested in the project won't receive the promised Stretch Goals? Inafune went on to say,
What we want to make, and what the players expect us to make is our top priority. What the users want, what we want, and what we can do within our constraints, those results will generate profits... maybe.
The Stretch Goals themselves are a huge monetary burden on the company, but "they're made for the players, so if the players who supported us are happy then we're okay with it."
"If we were going with the most profitable route, it'd be best to not go with this in the first place," Inafune explained.
The rewards for pledging were made to be generous; if the project had only hit $900,000, "I have no idea how much of our own money we would have had to throw in," he stated.
Inafune also mentioned, "After doing it myself, I definitely feel like there are creators suited to Kickstarter and creators who aren't."
He explained that while there are famous creators of video games, people don't necessarily want to back them.
At the end of the day, you don't invest just because they're 'famous.' There has to be a reason to invest, like, you have high expectations for that creator, or you really like them, but just being 'famous' isn't enough.
Infaune said that the individual's character is tested when looking for backing from Kickstarter.
Being "popular" or "famous" just doesn't cut it.