How not to run a Kickstarter campaign: The rise and fall of Mighty No. 9
Share This Article:
The website Kickstarter was created in 2009 with the goal of helping creative projects come to life. The rise of the site has allowed many games developers to escape the shackles of corporate interference and crowd fund projects they want to make; it has allowed series like Shemue to rise from the ashes and has helped fund successors to games like Castlevania. Apart from the Pebble smart-watch, one of Kickstarter’s earliest successes came from the funding of Mighty No. 9, a spiritual successor to the classic Mega Man series. Mega man is one of the most recognisable gaming characters. First debuting in 1987, Mega Man went on to spawn numerous sequels and spin-offs, meeting critical acclaim across the series’ lifespan. In 2010 its creator Keiji Inafune left Capcom (the company responsible for the games). It is alleged to have been a hard break-up and Capcom subsequently cancelled three Mega Man games in development. But Inafune returned with a new company, Comcept, in 2013. He wanted to fund his game Mighty No. 9 and had a goal of $900,000. The campaign offered stretch goals (extra content for the game to incentivise investors to donate more) if the game exceeded the funding goal, including multiplayer, a documentary of production and ports of the game to all consoles and handhelds. The original goal was smashed and the game received $4 million in donations; however the extra content it had already promised did seem troubling, even at the time, as it was more than most normal games included.
- Article continues below...
- More stories you may like...
- Do It Because You Love it: Youtube star, GoldenFM, shares his thoughts on Football Manager and More
- Upcoming Battle Royale Games in 2018
- Critical Role catch-up: getting to know the characters from its second season
You might also like...
People who read this also read...