Double Fine Adventure
31–40 of 65 posts
Re: Double Fine Adventure
#32Sigh. PC game. I'm not sure how long it's been since I've even seen a PC. I suppose I could kick in some money and hope it works under Virtualbox.
Re: Double Fine Adventure
#33Re: Double Fine Adventure
#34On a tangent, is there anything as well designed and with as many features as Kickstarter but that can support projects from outside of the US?
Nikodemus Siivola used it to fund SBCL threading improvements: http://www.indiegogo.com/SBCL-Threading-Improvements-1
Re: Double Fine Adventure
#35Sigh. PC game. I'm not sure how long it's been since I've even seen a PC. I suppose I could kick in some money and hope it works under Virtualbox.
Re: Double Fine Adventure
#36They'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
#37Sigh. PC game. I'm not sure how long it's been since I've even seen a PC. I suppose I could kick in some money and hope it works under Virtualbox.
"PC" these days is often a general name for "desktop or laptop computer" - it doesn't mean it won't have a mac version.
I think chances are good then since they've quite surpassed their initial goal!
Re: Double Fine Adventure
#38They'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.
It's a pretty big risk too. But for a digital project like this with a limited number of physical rewards that risk is pretty small.
For a project that's about physical production there are serious risks that smart folks should be wary of. It's one thing to produce a limited run of products (say, a few hundred) it's another thing to have to produce tens of thousands in order to satisfy pre-orders. For example, you might have a small team manufacturing stuff and you might be able to stretch out your production run from a minimum of a few days or weeks up to a year or so and that'll buy you a factor of 10 in production output, but if you get 100x or 1,000x pre-orders you may have to go to a dramatically different production system and hire staff, which could be enormously risky.
Re: Double Fine Adventure
#39It'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!
Imagine if the world didn't have ice cream or steak? How much money would you pay to live in a world with those things?
Re: Double Fine Adventure
#40Sigh. PC game. I'm not sure how long it's been since I've even seen a PC. I suppose I could kick in some money and hope it works under Virtualbox.