"A Kickstarter pledge is just a donation, and the owner just underestimated the scale of the project, they ultimately don't owe you anything."
...
Imagine being cool with this and telling it to those who just lost $100's supporting someone who took other people's money, misallocated it, then turned their time and attention to making money from other avenues. Imagine having that level of entitlement and valuing money so little.
Plenty of indie devs put out games for no money inbetween their day jobs. Axiom Verge was made by one guy.
But apparently it's totally appropriate for Kickstarter owners to pay themselves a salary and produce nothing to show for it. They're the victims of other people's cynicism or naivety. Cry me a river.
All of this is the wrong mindset, and what people are saying that you're not getting is that if you don't understand the dynamic of what Kickstarter actually is, you probably shouldn't be throwing around "$100's".
When you kickstart something, you are NOT buying a game. You are paying for development. You are literally paying someone's salary. What you get in return for that money, what is supposed to be done, is X number of salary hours worth of work. Smart and successful kickstarters are transparent, and document in meticulous detail all their hours of work on the project, so that when people sic the FTC on them for failing to produce, they can show that they indeed did produce X number of salary hours of work, but that their estimate that X number of salary hours of work would produce a product was incorrect.
Like, I'm confused as to what you think the money they take in from kickstarter is supposed to be used for if not things like salary pay. When people say they need $X for kickstarter, a major part of that pitch is figuring out how much money they need in order to survive those upcoming months working primarily on the game as their main job. That salary money, for most indie devs, is their rent, their food, their toilet paper -- you know, the very same things you use
your salary for. Ideally, it should also be for licensing fees, and unforseen expenses, and all the other things that come from running a business.
As the person with the money, it's the backers responsibility to discern which projects they should and should not give money to. A good, smart kickstarter should give a pitch that looks a lot like what someone would give to a bank, or an angel investor, or any other traditional financial situation. They should have their burn rate calculated and ready to show, a business plan, estimated development schedule, etc. If the kickstarter in question doesn't have answers for this stuff, why are you giving them money?
Now, people like to point out that you can totally sic the FTC on kickstarters that fail to produce. But from what I've seen, those tend to come down on the kind of kickstarters where the devs didn't even do any work at all, couldn't produce any sort of log of their daily work. In other words, they asked for money to cover a salary so they could work 8 hours a day on a project and then
didn't work on the project and instead farted around. I have no fucking clue if that's zoe quinn or whatever, I literally haven't followed this project at all. But if some slap-ass guy goes on kickstarter and promises the world and doesn't have dink to show you in their pitch that indicates they know anything about how to budget for game development, and you pay them, and they earnestly try and just fail miserably, then yeah dude, that really is on you for giving money to such a poorly managed project.
And, to put my money where my mouth is, I donated about $600 to Sixense for their STEMS, and even upped that an extra $100 once they needed more money. I have little faith by now that they'll ever ship. I still understand what Kickstarter is, and what the risks were, and accept that sometimes projects just fail. SIxense, in particular, had released a similar product before through Razer, and looked like a safe bet. From what I've heard and seen, they truly did use the money to try and develop what they set out to produce, it just
failed, which happens.
You mention other indies somehow getting it done. Not every company is the same. Not every project is the same. Not every situation is the same. That's
why there are so many financial opportunities for projects, because funding is not a one-size fits all situation. And, personally, knowing many indie developers, some of these people really do put everything they own into their project. It's honestly not healthy or smart to be taking out mortgages on your home for your project. Some do, anyways, because they have that much passion. Perhaps seek out those with that level of passion to invest in if that's what you require. But that others are not willing to go that avenue and instead turn to crowd funding or other alternative revenue models should not be made fun of.