Here's an interesting post from Cinemaware
This will be a different kind of update. It won’t feature great graphics or inspiring music. This will be an update about full transparency and the reality about making a game like Wings: Director’s Cut.
Many fans and would-be backers have questioned the budget set for the campaign (US$350,000). Some feel it is too much, some too little, some think that a game like this can be done easily and with modest sums. The project gets compared to other Kickstarter campaigns, most of which are not comparable due to different genre types, technical requirements, game scope and so on and so forth. And many don't understand why the same funding pattern is not met.
Therefore we have felt that a sincere analysis and explanation of how a funding campaign on Kickstarter works is necessary. So that all of you have an opportunity to understand how a game like this really gets funded and the amount of effort (and resources) necessary to make it a reality, we would like to expose the following important aspects:
1) First, everyone should understand that Kickstarter keeps 5% of the entire funds collected. This is clerarly stated in their rules, but maybe many do not pay attention to this detail.
2) Second, Amazon Payments (the payment processor for the pledges) also keep essentially 5% of the total. Therefore, before any funds get transferred to Cinemaware, 10% has already been discounted. This is necessary for the viable operation of these companies and we feel the service and opportunty they provide to help us materialize such great projects is worth every penny.
3) Then, after receiving such funds, we need to account for distribution costs. Yes, even digital downloads cost money to distribute. It is a well-known fact that both iTunes and Android appstores charge 30% for offering titles through their platforms. Given that we will have to provide these games at “no cost” to backers (not necessarily true, since you all already will have “paid” for the game) there’s no additional increase in revenues to us until we fulfill all pledges – yet we must pay the appstores their due share (based on a pre-determined MSRP, which is TBD).
4) The PC platform also has a distribution fee, which is lower than the appstores above but still can vary from 5%-15%, depending on platform, region, transaction fees, etc. Again, backers will receive their copy “free of charge” but we still have to account for this potential expense.
5) Finally, we have to fulfill all prizes for all pledge levels – irrespective of the quanitites each pledge received. We have design costs, manufacturing costs, and then shipping costs and comissions for a fulfillment center to do this job (we certainly do not want to spend the next year going to UPS shipping boxes rather than working on developing the game!). This cost alone can also range from 10-15% of each pledge, depending on quantity of prizes, shipping location destination, and so on.
6) Finally, we have the actual costs of running the Kickstarter campaing itself. All activities, regardless of how small they seem, have a certain cost associated to them. It is of course part of our job and passion to keep providing you with advance insight into the project, how we are progressing, what kind of exciting content it will feature, etc. All this takes people’s time and effort, it takes production effort and investment.
7) Only THEN do we finally get to the bottom line budget – the funds LEFT to actually make the game. Needless to say, it is quite a considerable distance from the original $350,000 we are asking for you all to pledge (which is always why there’s hope among all KS project creators that they will surpass their initial funding goal).
In other words, we wanted to be transparent with everybody. Cinemaware and its team members are not getting rich on this campaign, or will have the luxury to create a AAA budget production simply on the funds raised. There is a lot of sweat (and tears) spent as each one of us works passionately towards the vision all you backers have so kindly believed in us to fulfill.
We hope this makes it a bit easier to appreciate what a small (but passionate) group of game developers need to go through in order to materliaze the product that you, the fans, want to see. This is not just true for Cinemaware, it is certainly true for most other developers trying to find success here. We also hope that our transparency earns more of your respect and support. We will keep answering all questions and doubts in order to gain your confidence.