I really don't get kickstarters.
If you believe in your product, then go ahead a make it. I guess you would only ask for a kickstart, if you feel your product sucks.
Problem is, making a product takes a lot of money, and it's not always possible to convince venture capitalists or publishers that the demand is there (especially in industries like videogaming, where there is basically a massive orthodoxy centered around copying whatever the perceived strengths of the last big success were and adjusting them to fit whatever you think the gamer demographic is like.) Kickstarter is, ideally, a way for the people that actually want a product to directly fund the project so that it doesn't
have to rely on the established industry model.
Shadowrun Returns or
Wasteland 2, for example, are titles that would
never have gotten off the ground in the mainstream gaming industry, because they have comparatively niche audiences and don't fit the bigger-louder-flashier "every title must top the last title in terms of spectacle" model that industry is stuck in. (Take, for example, the last
Shadowrun outing, on the XBox 360, which was hammered into a bog-standard arena shooter that had little in common with the cyberpunk-fantasy RPG mold the setting originated as - even though prior action-RPG entries on the early-'90s console are well-regarded classics.
Nothing must deviate from the Sacred Template.)
But the demand
is there, from the players who remember the classic games with fondness and want to see a new game that plays to the strengths of the original while doing new stuff that the technology of the time couldn't handle. The mainstream gaming industry simply
will not give that to them, but Kickstarter gave them a chance to make it happen
themselves, cutting out the broken, unresponsive middle-man altogether. The response was so great that both projects saw their target exceeded by a factor of
three to almost five, and they are now in production.
That's what Kickstarter offers.