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Double Fine Adventure

kickstarter.com

41–50 of 65 posts

Re: Double Fine Adventure

#41

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.

No surprise really; no publisher will support an adventure game. If it's not an FPS/Action/Sports game no one will touch it. It's the reason Schafer started doing "indie" games in the first place.

Re: Double Fine Adventure

#42

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.

That much is easy to explain: no-one will invest the money needed to fund it. That's where kickstarter wins (in this case, at least).

Re: Double Fine Adventure

#43

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.

For games, yes I think there is. If you have too much money, you can drag it out, always adding new things, etc. If you are making a new OS (or web broweser, or something), then with more money you can develop more/better software. Linux has been under active development for 20 years, and will likely continue for many more years, Linux will probably never be "done", but a game can be "done".

Re: Double Fine Adventure

#44
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.

For all the talk of folks crying out, "bring back adventure games". The simple fact is that many many times more people queue up to buy the latest Call of Duty than will ever buy any adventure game.

No different than the movie business. Publisher's want $100M hits, not $10M hits.

Re: Double Fine Adventure

#45
One interesting response in the reddit thread about this was someone saying "...now you can fund the shit that nobody still wants to play?", followed by "20.000 is nothing", when another poster pointed out that over 20.000 people were already backing this project.

This seems to be exactly the publisher's point of view. If you consider marketing, development costs, console licensing fees, ... paying everyone involved in the project and to make sure that there's still profit left over for everyone involved, then 20.000 people buying your game is not that much.

However, for me this kickstarter project is kind of the opposite of pirating, where the developer gets the money before the development process has even started and they don't need to worry if they will break even, since the original goal has already been reached anyway. Plus, as already mentioned several times, they cut out the middle-man with this approach, so that this could definitely open doors for new & interesting projects.

Even though 20.000 is not much for a publisher of a AAA title, I am pretty sure that the final amount will turn heads in the gaming industry and might spawn some new developer customer relationships similar to this kickstarter funding.

Re: Double Fine Adventure

#46

Sigh. 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.

Read the FAQ first. In there they state that their top-of-the-list priority if they exceed the initial 400 000 dollar is supporting other platforms.

Re: Double Fine Adventure

#47

One interesting response in the reddit thread about this was someone saying "...now you can fund the shit that nobody still wants to play?", followed by "20.000 is nothing", when another poster pointed out that over 20.000 people were already backing this project. This seems to be exactly the publisher's point of view. If you consider marketing, development costs, console licensing fees, ... paying everyone involved…

"kickstarter project is kind of the opposite of pirating". I love it.

Maybe even Kickstarter is the dual(1) of pirating?

(1) http://en.wikipedia.org/wiki/Duality

Re: Double Fine Adventure

#48

This project may exceed the previous highest donation record on kickstarter, which that record was awarded yesterday to that iPhone dock. Kickstarter is really starting to make some money I see.

Elevation dock: $1,052,809 w/ 43 hours to go Double Fine Adventure: $1,026,265 w/ 32 DAYS to go

There is no doubt in my mind that Double Fine will obliterate the record.

Re: Double Fine Adventure

#49
post #35

Sigh. 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 you're confused sir. The Apple ads told us that PCs are old and unfashionable. PC's are about personal computing, not lifestyle like Macs are. Macs can't be PCs.

Re: Double Fine Adventure

#50

This project may exceed the previous highest donation record on kickstarter, which that record was awarded yesterday to that iPhone dock. Kickstarter is really starting to make some money I see.

Elevation dock: $1,052,809 w/ 43 hours to go Double Fine Adventure: $1,026,265 w/ 32 DAYS to go There is no doubt in my mind that Double Fine will obliterate the record.

Would love to see the graphs for these.
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