![]() ![]() We say that there is a large audience of PC gamers that want sophisticated games built for their platform. Venture capitalists only want to back mobile or social gaming startups. ![]() So the stage was set for CIG head Chris Roberts to launch Star Citizen’s Kickstarter campaign in October 2012, with a combative pitch: “The traditional publishers don't believe in PC or Space Sims. ![]() LucasArts veteran Tim Schafer raised a then record-breaking $3.3 million in March 2012 for the point-and-click adventure game Double Fine Adventure (later renamed Broken Age), proving that crowdfunding was a viable way to revive “dead” gaming genres by directly targeting their most devoted fans. Developers flocked to Kickstarter in a bid to secure funding for games considered commercially risky by publishers. The story began in 2012 with the launch of Star Citizen’s Kickstarter campaign, at which point the game had been in production for around a year. But how did we get here, and what is powering this seemingly endless funnel of goodwill? It’s the virtual economy at an extreme, an enormous speculative bubble inflated by hope and hype. Meanwhile, CIG continually announces new features, using annual CitizenCon live shows to whip spectators up with promises of the joys to come. Yet supporters continue to pour money into the venture: in May 2020 alone, developer Cloud Imperium Games (CIG) raised over $15 million in crowdfunding. After around a decade in development, and raising more than $314 million from 2,8 million backers, the video game Star Citizen is still nowhere near finished. ![]()
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