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An established studio asked players directly to fund an adventure game that publishers would not back. The campaign passed its target within hours and finished with several million dollars from tens of thousands of backers.
Direct audience financing became a real alternative to publisher approval for mid-sized projects. Genres and formats that retail had abandoned suddenly had a route back, and the relationship between developers and the people paying for their work became far more direct and far more exposed.
A campaign aimed at developers rather than consumers funded a rough head-mounted display built from inexpensive phone parts. It brought money, talent and attention back to a field the industry had written off.
A dormant field restarted from a hobbyist prototype rather than a corporate research program. Putting cheap kits in the hands of thousands of developers simultaneously established shared technical standards for comfort and presence that shaped every headset built afterward.