Monaco Developer Call Kickstarter Stretch Goals ‘Total Bullsh*t’

Indie game developer Andy Schatz thinks that stretch goals for all these Kickstarter crowd funding campaigns are "bullshit." Speaking recently to Penny Arcade Report, Schatz said that Kickstarter stretch goals are total bullshit and can lead to unnecessary new game features, the developer of the upcoming indie game Monaco said that the use of "stretch goals" – the promise of more game features if a certain amount of money is generated after the project has been fully funded – is not a good idea because it adds "feature creep."

"I have a little bit of an unpopular opinion of Kickstarter,” Schatz told PA Report. "I’m really glad for the people that have been really successful on Kickstarter, and don’t get me wrong, I really like the idea of free money, but I’m of the opinion that designing a game around a variable budget is a terrible way to design a game. To be frank, I think that stretch goals are total bullshit."

Shatz goes on to say that all these extra features will likely lead to an end product that has a larger potential budget than originally planned.

"If you are adding in some optional thing to incentivize people to give you money… there’s a difference between allowing your fans to have an extreme amount of input on the game, which I do, the beta testers have an incredible influence on the game, but letting them design the game in the sense of ‘if the budget is this, then I’ll do this, and if the budget is that, then I’ll do that,’ that to me sounds like the perfect way to make a game that’s insufficiently complete or bloated," he said.

Schatz is the developer of the single player and co-op heist game Monaco: What’s Yours is Mine. He knows a thing or two about funding: his game was fully funded through the Indie Fund, which invested $100,000 into the project.

Monaco is set for release on Steam and XBLA in April.

Source: PA Report by way of Develop

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  1. 0
    Conster says:

    How the heck are stretch goals letting your fans design the game? They're basically "If the budget allows, X will be in the game" – the fans didn't choose X.

  2. 0
    CMiner says:

    So, he has a problem with the way some developers are using the stretch goals, rather than the 'stretch goal' feature itself.

    He has a valid point, though I've seen plenty of games with well planned goals.  Things like orchestral music vs midi/synth, physical artwork with the game, voice work, etc.  Things that can be done concurrent with the game development, without increasing the workload on the developers directly.

    I'm more of the opinion that, if planned for properly, even new game features can work well.

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