I do agree that It is more flexable, but in same way you aren't sure what are you producing. All depends on support you get. Second thing is as it could be good for developer it is bad for consumer as it molds a iteam in to a service. You aren't paying for finished product, you are paying for contributing funding it when service is rendered void you are left with nothing. Developer can delete all data and send it to the moon if he wish, and that only if they will be kind enough to actually finish it - they do not have to.
I mean, if you were supporting a complete tosser, sure, they could do that. But it's generally pretty clear when someone has the kind of issues that would lead them to burn all their work in an act of spite or depression - if you're going to be paying someone for months on end, it's usually a decent idea to read what they're writing.
As for the possibility of the project failing, sure, that happens (I'm still dissappointed that Reclaim Reality won't be finished) - but if a project has been in steady development for months and doesn't sound terribly desperate, it's generally a safe bet that they're going to be in steady development for several months after you start contributing. Perhaps something will derail it at some point in the future, but at that point, you've gotten what you've paid for - several more months of content for something you enjoy. Perhaps you won't have seen the ending like you'd hoped, but just how many incomplete games are there on F95s "latest updates" page at the moment? How many webcomics are out there at the moment? Clearly,
finishing a project isn't necessary for people to enjoy it, though it's doubtless preferable.
Now, personally, I'm not usually interested in contributing to patreons - my personal position is that I can buy a good game for sixty dollars, and I'd usually pay well more than that for your average patreon project. But for something that is truly unique and wouldn't otherwise be made, it would be silly of me to begrudge the platform instead of the price - issues of trust are going to exist in every relationship like this, yet they will continue to be necessary until we reach a post-scarcity society that allows them to work for free.
Now, as for the issues on the developer's side, I do admittedly have some concerns - there's always a temptation to bend your creative vision for financial support, one issue that I suspect is behind the recent boom in incest themes; similarly, it encourages developers to design their projects in a way that creates clean break points every month, and cliffhangers to promote patron retention, even if it doesn't quite match how things would have flowed naturally.
But these issues have to be weighed against the prospect of the project not existing
at all. The same issues plagued the art scene during the Renaissance, and many famous artists made what their patrons desired rather than what they personally would have preferred. How many have heard of Michelangelo? And how many have heard of the artist who couldn't afford his paints? It's easy to point out that the model has its flaws - it's a lot harder to propose a system without them.
Edit responding to edit:
Another thing to ponder is if you are crowd funded (service) how you can claim that someone pirated your thing? You were paid to do work, you are providing service. No one took your workhours and put in in other project, nothing was pirated. Thats another issue with it.
I considered a few different replies to this, from the scornful to the sarcastic, but they all came across as rather harsh.
Instead, I'll just ask you to please not insult my intelligence just so that you can have another reason to criticize Patreons.