Stretch goals 'cannibalise' your game design vision

Stretch goals 'cannibalise' your game design vision
Aaron Lee

By Aaron Lee

July 18th 2013 at 11:20AM

Indie developer takes a stand against promising added extras

The developer behind upcoming project Lioness, which has already met its Kickstarter target, has decided against adding additional stretch goals, claiming that they infringe on a game’s scope.

Zak Ayles, an indie developer who is already being hailed by some as a developer to watch, explained to users that he has no intention of adding stretch goals to his project.

“Many of you are curious about stretch goals, and how this project's success will impact the game's scope,” he wrote. “We have no intention of taking our foot off the gas, and encourage you all to continue sharing this project with as many others as possible. However, there are no plans for project expanding stretch goals.

“We disagree with the idea that there’s any direct correlation between quality and scope in a project like this. When you force a game or film past its own scope and design it just begins to cannibalize its own narrative and vision by stretching it until it breaks. We've seen this become the case just recently, and have no intention of making a similar mistake.”

Stretch goals have become a common sight in this era of Kickstarter funding. Project leaders often offer incentives such as bringing the game to other platforms, additional in-game content or rewards for users who pledge more.

Recently, American McGee’s Kickstarter project OZombie failed to met its target, and the incentive of stretch goals didn’t prove enough to entices consumer either.