Can I ask who 'we' is referring to, legitimately? You say we should find a system that supports her; alright. Who is we, is it Porpentine's fans, or every video game fan, or the government or business or whom? I'd assume it's Porpentine's fans, but how is that any different from any other niche developer? I love and support a lot of niche devs, because they make things I want and I want more... Not because they're entitled to my support.
The one thing I might understand is if she's attempting to get fair-weather supporters to actually vote with their wallet. I agree with the premise that praise is sweet, but money is honey. A good review doesn't buy any bread.
Establishing a system to provide patronage to individual developers will benefit more people than just Porpentine. This isn't about how artists are entitled to pay, though as producers they certainly are. This is about establishing a system that allows people to support the arts in a general sense, and further lowering the barrier to entry.
The notion of "make something worth paying for, then I'll pay you" is understandable, but can also serve to limit the talent pool. Not everyone is in a situation to make a game and then see how it does. A well established patronage system would allow people of all types to produce content in a lower risk manner.
So yes, the "we" can refer to Porpentine fans, every video game fan, governments and businesses. This type of system isn't different from almost any other type of art. I get calls and newsletters from my local symphony about fundraising events, and I'm sure they receive some grants, taxspayer dollars, patronage support, and donations from businesses and individuals.
If you like an art form, or just a hobby, you might want to consider funding its overall growth and development. You're "investing" in the future of video games by creating the financial incentive (if you want to think of it that way) to create video games.
The more people making games, the better. Right now we're limited to the daring and crazy that do it without financial support, or the established designers that have some scratch set aside. There are some middle grounds, but most of the big indie hits have taken real capital to get going.
It's time to figure out how to expand on that, for our own good.
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