The problem is, that’s not really what Kickstarter is for (it’s just not designed to work that way), and the expectation that that’s what it is carries over even to campaigns that don’t use that kind of language or treat it that way. As a result I’ve seen people litigiously angry when campaigns fulfilled what they promised as rewards, but failed to achieve more ambitious or contingent goals that weren’t presented as givens (e.g. Neal Stephenson’s “Clang” game). Also, a frequent problem with creative works is that the creators budget such that they’re not actually paying themselves living wages while working on the project. So I’ve seen a number of game campaigns that failed because one person’s changed life circumstances meant they needed to quit the project (and take a paying job), leaving the team with insufficient funds to actually hire someone to replace them. Taking legal action would just be kicking them when they were already down…
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