Maybe the trend toward multimillion dollar titles is a bad thing. You can make excellent games without spending millions and millions on development. Perhaps development will tend to stray away from a large game production house and toward smaller self-owned teams. That way, to show a profit, you just need to make enough to pay the team members and their costs. You don't also need to support cruft games, shareholder profits, the burly corporate structure of companies like EA, and the profits of the companies that own them.
A ten-man team, plus tools, hardware, and outside contracting (because you can't do everything) is still going to knock well over a million dollars. That 2D Boy--
World of Goo, spent a few tens of thousands of their own money to make it--made back their money and then some is awesome, and a demonstration of the current system actually working and working well: total indie devs without any real backing, they
invested money in it and people rewarded them by buying copies of their title. In your hypothetical system, there's no profit at all, and more amusingly, there's no way for them to effectively mass-market their game idea--and remember, it's just an idea, there's nothing to show--when they're begging for "pledges."
Modern technology necessitates more specialized team members. As such, your team is going to get bigger because you need more of those specialized man-hours. This can be combated by shrinking game scope: but then you get a bunch of
World of Goo type games, which are great, but you are mortgaging the possibility of larger-scale work because
there's no money there to do it.
EDIT: I can tell you that my four-guy startup--two programmers, one programmer/assorted-do-shit-guy (me), and one art guy--is looking at an operating/salary budget of probably about $80,000 for two relatively small-scale games. Which sounds really reasonable, and maybe even within "pledge drive" territory, but
because we're such a small team, we have to spend even more on other stuff. Music for our games will probably run $20,000, if we don't skimp on quality (and yes, there is a fairly direct correlation between cost and quality). Networking infrastructure for our games may be as high as $50,000; I don't even
know yet.
This. Stuff. Ain't. Cheap. Those pay-us figures are also really low because we're doing it totally part-time, two of us are still in school, and the other two are gainfully (or soon-to-be-gainfully) employed...you guessed it...making intellectual property for other people.
Even something sorta indie, like
STALKER--and remember, they're Ukrainian, where cost of living is vastly cheaper--probably bumped three or four million dollars in development, and employed between thirty and fifty people (I don't have hard numbers, these are estimates off the top of my head). You can't lump
STALKER in with the
Madden monolith of EA, but your plan just plain won't pay for that kind of game either. How do you plan to address this huge, huge gap between the two-man, $50,000 (still a fantastical number for most "pledge drives," by the way, the goddamn Jimmy Fund can't rake that in without the Red Sox's help--and the Jimmy Fund has a marketing/advertising budget that probably cost more than every house in my neighborhood!) games, and even the mid-range fifty-dev houses?
That's just one method for getting a profit, and actually securing that profit motive. But perhaps a profit motive is only one component that can drive people to make cool digital content.
Do you have any game development experience? I'm not saying that as a slag, I'm asking honestly. Because the exigencies of actually building something with modern technology, which I touch on above, mean that, no, "cool digital content" is going to either be very low-rent or cost a lot of money to build. There's not a lot of middle ground. (Most of those indies end up relying on other stuff anyway. People trumped
Killing Floor as this great indie success, but the fucking thing is built on the Unreal Engine, which employs a metric kajillion people to actually build! Even the really good open source game
Warsow is built on top of the originally-proprietary-and-very-much-copyrighted
Quake 3 engine from iD Software. Building this stuff on a shoestring is not particularly doable.)
I have not heard anything proposed that encourages the continued development of content. The current system works. Pirates are, by and large, a bunch of Drano-chugging jackoffs, but they're a small enough percentage that they're a survivable hit.
Perhaps your argument could be more persuasive if you didn't spend half of it attacking me, and then defending your attack, etc. I want to hear your ideas, and maybe other people do too. But they're kind of jammed in there with mysteriously angry stuff.
It isn't "mysterious" at all. You are myopically attacking my livelihood. This isn't some principled stand against copyright or something, it never is.
It's because people like shit for free. Your arguments indicate that you have trouble acknowledging that most of the
really good stuff out there will disappear because there's no way to both keep a roof over your head and keep making it. Copyright needs some reform--length, mostly--but to throw it away is hilariously counterproductive.
EDIT: And to echo Aqizzar, I'm certainly "callous"--because, to be completely frank, this is stuff that's really obvious if you spent a little time doing actual research instead of looking at Pirate Party-esque propaganda. The numbers really don't lie.