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Double Fine Adventure

kickstarter.com

11–20 of 65 posts

Re: Double Fine Adventure

#11

They're currently $300k over their goal. Amazing. Can we get a Kickstarter project going for an open-engine, updated graphics, Grim Fandango?

Do you think there is ever a risk to being "over-funded"? I know it sounds stupid, but it's an honest question.

Re: Double Fine Adventure

#12

They're currently $300k over their goal. Amazing. Can we get a Kickstarter project going for an open-engine, updated graphics, Grim Fandango?

Do you think there is ever a risk to being "over-funded"? I know it sounds stupid, but it's an honest question.

'course there is, but Schafer and Gilbert have been in the industry for some 40 years combined, and Double Fine seems to be nicely run as a pretty tight ship.

I think that's a case where it shouldn't be too much of a risk.

Re: Double Fine Adventure

#13
What makes a project like this succeed so spectacularly on kickstarter? Is it because the video is so well done? Or because Tim Schafer is behind it? Or because a lot of people want to play an adventure game? Or the perfect storm of all of the above? Just trying to wrap my brain around it.

Re: Double Fine Adventure

#14
post #7

I'm actually quite shocked that game publishers aren't lining up to give Tim Schafer all the money he wants. But I don't really know what's going on in that industry.

Industry insiders correct me if I'm wrong, but Grim Fandango was pretty much the final nail in the coffin (no pun intended) of the pure adventure genre, because it had terrible sales. Simultaneously, it was a true masterpiece - one of the best in the genre. So it's not surprising that lots of people grew up loving adventure games and now have the disposable income and the nostalgia to fund a Kickstarter project, while at the same time making this a risky project for a game publisher.

Re: Double Fine Adventure

#15
It's really amazing he raised that much money so quickly, with so many in the higher tiers as well, especially since the higher tiers of funding are still a donation and do not provide any equity in the project. I suppose the original art wouldn't be worthless though!

Re: Double Fine Adventure

#16
post #7

I'm actually quite shocked that game publishers aren't lining up to give Tim Schafer all the money he wants. But I don't really know what's going on in that industry.

Tim Schafer is a reinvent-the-wheel kind of guy, and most of the giant publishers prefer to polish their existing wheels. They run very risk-averse business models -- preferring to milk big, cash cow franchises for all they're worth before being dragged, kicking and screaming, into new IP. They'd much rather invest hundreds of millions into Sequel #235 of Big Franchise X than invest even a fraction of that budget across a spectrum of innovative, but less self-evidently commercial titles. It's not at all dissimilar to the way the big-studio movie business works.

Schafer is the kind of guy who wins awards and accolades, but doesn't move as many millions as, say, "Call of Duty 45: Modern Ware 38: Future Warfare." His stuff is wildly inventive, but it's quirky and plays to a (relatively) niche audience.

But I'd argue that Schafer and Kickstarter are a great pair, precisely because of that dynamic. He's got his fanbase. While that fanbase is smaller than the Big Studio Franchise customer base, it's much more devoted. And if he can work directly with his loyal fanbase, ideally even growing it in the process, then he can do well financially and operate with greater creative freedom.

Re: Double Fine Adventure

#17

What makes a project like this succeed so spectacularly on kickstarter? Is it because the video is so well done? Or because Tim Schafer is behind it? Or because a lot of people want to play an adventure game? Or the perfect storm of all of the above? Just trying to wrap my brain around it.

It's Tim Schafer going back to a game genre where he produced games that people (rightly) have an undying love for.

The only surprise with this is that you wonder why he didn't do it already.

Re: Double Fine Adventure

#18

What makes a project like this succeed so spectacularly on kickstarter? Is it because the video is so well done? Or because Tim Schafer is behind it? Or because a lot of people want to play an adventure game? Or the perfect storm of all of the above? Just trying to wrap my brain around it.

I woke my pregnant wife up 10 minutes ago to tell her that I'm sending Kickstarter $15 to back a project because they are the ones who made the games we played together years ago and will make the same type of game with the money. She almost danced to the news. We live in some city you never heard of, in Turkey.

Re: Double Fine Adventure

#19

What makes a project like this succeed so spectacularly on kickstarter? Is it because the video is so well done? Or because Tim Schafer is behind it? Or because a lot of people want to play an adventure game? Or the perfect storm of all of the above? Just trying to wrap my brain around it.

[deleted]

Re: Double Fine Adventure

#20
post #7

I'm actually quite shocked that game publishers aren't lining up to give Tim Schafer all the money he wants. But I don't really know what's going on in that industry.

I once spent an incredibly frustrating period trying to sell a game demo to a number of publishers, all of whom thought it looked and played great, but didn't have a slot for it because their slate was full of licenses and franchises.

Publishers are ever-increasingly risk-averse - particularly when modern console games cost as much as they do to produce (eg. >$50MM). Movie licenses and sequels tend to do well, so that's where bulk of the money goes.

More innovative/creative games, (and Double Fine's are definitely in this category), are often critical successes, but perform poorly in financial terms. (We could argue as to whether this is due to people simply not wanting those kind of games, or whether it's due to publishers not committing to really pushing them).

I'm really glad to see Tim trying something like this, and really, really hope it works out. I'd love to see another viable mechanism for indie game development.

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