Mighty No. 9 a example on crowd funded games gone wrong

Being really mediocre is one thing. You can’t just make a game better by throwing money at it, after all. A game can hit all of its kickstarter goals and still not be great. But all of the technical issues in regard to Mighty No. 9 is just unacceptable, especially after so many delays. There was also a supposed video documentary that was promised which was supposed to feature a behind the scenes look at the game. And handheld ports, which we can assume won’t be happening anymore after the disastrous release and reviews it has had thus far. It is going to be pretty damn hard for anyone to have faith in Comcept after this. $4 million for an extremely mediocre game, and a whole bunch of technical issues on top of it even after multiple delays.

MightNo.9It’s pretty clear that Keiji Inafune was straight up lying to his backers and the gaming press all those times he said the game was finished. I would really like to hear some behind the scenes stuff, because this goes way beyond a game just being lackluster. The shit had to hit the fan in a big way at Comcept to have a failure of this magnitude. Creators that resort to crowd funding for their video games need to start taking it seriously. You should not treat your backers and their money in ways that you wouldn’t treat your boss or board of investors like you find in an AAA development environment. I hardly think that when someone fails a project so badly, that they are going to get a pat on the back and a somber “It’s all right” if they were on the payroll.

Clf2THvWIAAGFs3Judging by the company and the creator’s actions and comments so far you think it’s okay for a Keiji Inafune project to fail so tremendously, and everyone should just go, “Ah shucks!”  I think crowd-funded creators don’t have enough pressure during the course of the project, or perhaps even misplaced pressure. Hence we have seen so many Kickstarter failures the last few years. Maybe crowd-funded creator’s need a bit of pressure to keep them focused. I also don’t think that there are any creators out there that clearly lay out what would happen should their project fail. In other words, creators themselves never acknowledge that their project might fail, and don’t have contingency plans in place if or when they do. Maybe crowd-funded creators should start doing this.


And by the looks of it Mighty No. 9 is now the biggest failure in video game history since Duke Nukem Forever. Hell, even Duke Nukem managed to function properly despite long load times and terrible multiplayer servers. At least now, Duke Nukem Forever will get a break from all the ridicule. There is a quote that is widely paraphrased on the internet: “Art is never done, you’re just done with it.  It is for many artists a very difficult part of the transition from “artist” to “professional artist” to have to face up to that and let go of a piece before they’re 100% satisfied with it artistically. If you’re really crazy good, you might be able to kinda-sorta get away with never really buying into that mind-set.

Con-Man-650x366But even for the best artists in a field, they have to do some work to manage expectations and also manage themselves to mitigate that one way or another. In other words, sometimes if you insist on reaching for perfection, you risk abject failure. And developers don’t have systems in place to protect their backers once something goes wrong. Like it has in this case. I am not angry just incredibly apathetic to the entire situation and couldn’t really care less, which is the entire problem if nearly all your fan base feel the same way. That 50 bucks that basically went down the drain was two years back. It is small change to me now. Basically I spent 50 bucks on a game, hoping to get it in a year and a half or two years. Over the course of that entire time, multiple shenanigans have taken place that has left me rather disappointed and rather apathetic to this situation.

About larch

I am a cucumber in a fruit bowl.
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