Before Tim Schafer and his studio Double Fine jumpstarted the Kickstarter movement, there were basically two business models for game developers: get a big publisher to back you, or go full indie. Now, in 2012, developers can go straight to the fans through Kickstarter and other tools, and fans can vote (with their money) on exactly the games they want to be made.

There have been some duds, of course, but there have also been some successes. And it's all because one studio wanted to make a new adventure game that they knew fans wanted, yet no publisher would fund.