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Double Fine’s Broken Age Being Split in Half

There’s too much game and not enough money (yet).

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Broken Age is well into development, but Double Fine Productions has hit a snag. The game’s scope is bigger than its budget allows for. In a letter to backers that’s leaked out, studio founder and designer Tim Schafer is proposing the game be split in half.

“I think I just have an idea in my head about how big an adventure game should be, so it’s hard for me to design one that’s much smaller than Grim Fandango or Full Throttle,” said Scahfer. “There’s just a certain amount of scope needed to create a complex puzzle space and to develop a real story. At least with my brain, there is.”

Double Fine is responsible for putting crowdfunding service Kickstarter on the map for video games, raising over $3 million for a new adventure game. It’s easy to forget the studio only asked for $400,000 originally, but the response was enormous, and it raised well over that amount during its funding run.

When the studio looked at the likely schedule for the game it wanted to build, the first half of the game wouldn’t be done until July 2014--more than a year from now. The second half wouldn’t be finished until well into 2015. The Kickstarter money wouldn’t last that long, and so unless the game’s gutted from top to bottom, Schafer’s team needs more money. The question is how. Another Kickstarter wouldn't work, nor a publisher.

Right now, Schafer is proposing some “modest” cuts are made to the first half of the game, and it’s released in January, instead of July. While backers would receive a first look, that half of the game would go on sale through Steam Early Access, so other people could have a look at it--and pay for it.

“That means we could actually sell this early access version of the game to the public at large, and use that money to fund the remaining game development,” said Schafer. “The second part of the game would come in a free update a few months down the road, closer to April-May.”

“I want to point out that Broken Age’s schedule changes have nothing to do with the team working slowly,” he continued. “They have been kicking ass and the game looks, plays, and sounds amazing. It’s just taking a while because I designed too much game, as I pretty much always do. But we’re pulling it in, and the good news is that the game’s design is now 100% done, so most of the unknowns are now gone and it’s not going to get any bigger.”

It should be noted that development hiccups, delays, and added funding are a regular part of the development process--it’s just never made public until way after the fact, if ever. I’m curious how people respond to this, given that it exposes the ugly, changing, messy, and unexpected ways games are made today.

Here's the full note:

A Note from Tim

Hello, Backers of Adventure!

Those of you who have been following along in the documentary know about the design vs. money tension we’ve had on this project since the early days. Even though we received much more money from our Kickstarter than we, or anybody anticipated, that didn’t stop me from getting excited and designing a game so big that it would need even more money.

I think I just have an idea in my head about how big an adventure game should be, so it’s hard for me to design one that’s much smaller than Grim Fandango or Full Throttle. There’s just a certain amount of scope needed to create a complex puzzle space and to develop a real story. At least with my brain, there is.

So we have been looking for ways to improve our project’s efficiency while reducing scope where we could along the way. All while looking for additional funds from bundle revenue, ports, etc. But when we finished the final in-depth schedule recently it was clear that these opportunistic methods weren’t going to be enough.

We looked into what it would take to finish just first half of our game—Act 1. And the numbers showed it coming in July of next year. Not this July, but July 2014. For just the first half. The full game was looking like 2015! My jaw hit the floor.

This was a huge wake-up call for all of us. If this were true, we weren’t going to have to cut the game in half, we were going to have to cut it down by 75%! What would be left? How would we even cut it down that far? Just polish up the rooms we had and ship those? Reboot the art style with a dramatically simpler look? Remove the Boy or Girl from the story? Yikes! Sad faces all around.

Would we, instead, try to find more money? You guys have been been very generous in the tip jar (thanks!) but this is a larger sum of money we were talking about. Asking a publisher for the money was out of the question because it would violate the spirit of the Kickstarter, and also, publishers. Going back to Kickstarter for it seemed wrong. Clearly, any overages were going to have to be paid by Double Fine, with our own money from the sales of our other games. That actually makes a lot of sense and we feel good about it. We have been making more money since we began self-publishing our games, but unfortunately it still would not be enough.

Then we had a strange idea. What if we made some modest cuts in order to finish the first half of the game by January instead of July, and then released that finished, polished half of the game on Steam Early Access? Backers would still have the option of not looking at it, of course, but those who were sick of waiting wouldn’t have to wait any more. They could play the first half of the game in January!

We were always planning to release the beta on Steam, but in addition to that we now have Steam Early Access, which is a new opportunity that actually lets you charge money for pre-release content. That means we could actually sell this early access version of the game to the public at large, and use that money to fund the remaining game development. The second part of the game would come in a free update a few months down the road, closer to April-May.

So, everybody gets to play the game sooner, and we don’t have to cut the game down drastically. Backers still get the whole game this way—nobody has to pay again for the second half.

And whatever date we start selling the early release, backers still have exclusive beta access before that, as promised in the Kickstarter.

I want to point out that Broken Age’s schedule changes have nothing to do with the team working slowly. They have been kicking ass and the game looks, plays, and sounds amazing. It’s just taking a while because I designed too much game, as I pretty much always do. But we’re pulling it in, and the good news is that the game’s design is now 100% done, so most of the unknowns are now gone and it’s not going to get any bigger.

With this shipping solution I think we’re balancing the size of the game and the realities of funding it pretty well. We are still working out the details and exact dates, but we’d love to hear your thoughts. This project has always been something we go through together and the ultimate solution needs to be something we all feel good about.

In the meantime, I’m hoping you are enjoying the documentary and like the progress you’re seeing on Broken Age. I’m really exciting about how it’s coming together, I can’t wait for you to see more of it, and I feel good about finally having a solid plan on how to ship it!

Thanks for reading,

Tim

Patrick Klepek on Google+

251 Comments

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OurSin_360

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Edited By OurSin_360

@davegoestomayor said:

@oursin_360: I'm in no way accusing them of "wasting" the money, I'm sure it's all been spent on the game, an intelligently. What's "frustrating" is they asked for a $400k gift and received $3.5million. Had they kept to the original scope or only slightly increased it, that money alone would have been more than enough. Basically everyone is upset that Double Fine got greedy, gambled (in the sense that this would become a megahit and set the company for years) with our funds, and aren't even halfway done after burning through probably $4-$5 million?

I'm a backer, and no I'm not actually angry, but I do view this as a black mark against the Kickstarter model.

Eh, i don't think this would be the mega hit for them either way honestly, i think they have a great track record with the types of games they do. And you can correct me if i'm wrong, but i do believe double stated that the 400k was original just going to be starter money for the project to get off the ground right? not actually a complete budget? I could be thinking of another kickstarter though.

But I agree that it is a knock on the kickstarter model, i don't think they got greedy i just think they want to develop the best game possible with the pressure that fans have financed most of it. So maybe trying to do to much, or maybe just hit some programing snags that had to be redone etc,i can't say for sure. But at the end of the day, if you want games like this made, kickstarter is probably the only avenue available. Otherwise, DF will be making games the publishers will fund. People want the game ASAP but in reality 2 - 3 years is pretty average development time for a quality game. Who knows, if the game is amazing everyone may just forget about this anyway, or at least forgive it.

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mason20

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This does seem disappointing considered how much more funding they got than originally planned. This is the reason why I have yet to fund one of these Kickstarters until some result comes out.

Just a few weeks after the group spoke about waiting for one of these to crash and burn sadly...

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Tom_Scherschel

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@tearhead: He couldn't possibly believe that this wasn't going to become a story.

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Slag

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@homelessbird:

yeah I'm aware of their original disclaimer. It was funny, flippant, very Double Fine, but it wasn't nearly clear enough about the risks and kinds of risks for the intended audience imo. If you don't believe look at some of the responses in this thread. This is the impression I think Double Fine really wanted to avoid.

You ever watch Bloomberg, CNBC etc? There's a reason every financial ad sucks, it's because they have to be loaded down with very specific legalese because of this kind of situation. It's the same reason there are really super obvious warnings on things like rubber cement. Because when you are dealing with the general public the rules of communication are completely different than when you are dealing with heavily interested parties like publishers. You have to assume ignorance and stupidity and most of all they hear only what they want to hear, because out there is somebody who will try to use rubber cement as hair gel or will put all their 401k in Enron. Naturally when they do these dumb things it's somehow your fault.

But that's business and that's how the game is played. I hate that it's like that, but that's how it is.

And that's the heart of our differing opinions I think. I just don't believe in the general public handling something like this well. Individual backers I'm sure will be fine. But the public narrative of the DF adventure went from amazing crowdfunding success to clusterf*ck because of this, and there is I'm sure are a segment of backers who are probably pretty angry.

There really doesn't seem to much a difference in my experience between a donation or an investment emotionally. Both are financial acts of faith, and both feel terrible when that trust is violated. Whether that trust/expectation was fair to begin with is a fair question, but the feeling of violation remains the same either way. Look for instance at Lance Armstrong's Live Strong foundation for example of charity giving gone wrong. Originally if memory serves Live Strong was all about "Cancer Research" at least that's how they pitched it, but somewhere along the way they realized they were too small to make the difference they wanted to on the research side so they shifted most of their efforts towards "cancer awareness". A justifiable decision maybe, but one I think cancer research donors likely may have been upset by.

I will readily concede Double Fine is doing a good/great job of continuing to talk to backers, and the video is just cool in general (probably the best value for the donation frankly). But it is business as usual imo apparently when it comes to budgeting. If it wasn't they wouldn't be in this situation. They'd push out a smaller probably more unpolished game than they would like on time-ish.

If I were a backer I'd prefer the bigger better game delivered later, but chances are the backers have very diverse wants and expectations. It would not be unreasonable for some of them to care more/equally about when they receive the entire game that what quality/size it is.

Maybe what DF should have done in retrospect is let their backers vote on which they'd rather have (small unpolished on time or higher quality larger delayed). At least then the backers would have felt more in control of the outcome.

well in any event hope it goes ok for them.

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Tom_Scherschel

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Edited By Tom_Scherschel

That letter makes Tim Schafer seem unhinged:

  • As soon as he knew what the new budget was, he designed a game that couldn't be made for that budget?
  • If every dollar Double Fine made was funneled into this project (which is what is happening?) the game wouldn't release until 2015, but the studio would go bankrupt before that?
  • "Modest cuts" will allow the full game to ship 7-8 months earlier?
  • The assumption that the second half of the game can be financed by the sales of the first half of the game, ignoring the possibility that this strategy might not raise enough money.

And then there's the whole other thing about holding this announcement until after the Massive Chalice crowdfunding campaigns ended.

It would be interesting if Double Fine was the company that both launched and buried Kickstarter as a platform for raising money for games.

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Slag

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@superkenon: No one's getting hurt if you wanted a bigger game. But not all backers may have wanted that. fwiw If i were a backer I'd be for this change. A Grim Fandango sized game sounds just right to me.

but the big thing is a that it's going to be justifiably be perceived by some as a broken promise. I can't blame some people for being upset, because they aren't getting exactly what they thought they were when they donated.

I don't think what DF is doing is horribly wrong. And as you pointed out, they are trying to make right as best as they can given where they are in development. This isn't anywhere near the scope of say what EA did with SimCity. But I do think it's not a very respectful way to handle somebody else's money, especially people who are likely not sophisticated with how the industry works.

The sad thing is all the damage this is going to do and already has done to their reputation. I was hoping this would be a triumph for games instead of more drama.

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subyman

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Tim is pushing the boundaries of game funding. Its great that they keep such an open mind about how to source funds. While most would scale back the game, Tim tries to find ways to keep the game on track while not whittling scope while also still keeping their original promise. I hope this opens up doors for other developers to find unconventional funding sources and to not be afraid to try new business models.

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I'm glad I decided to wait until this is all over to both play the game and watch the doc. This a huge bummer though, if I was a big backer for this game I'd be kind of sad at least.

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Edited By MrMazz

I don't see the big deal. All they are legally obligated to do is deliver their backer goals, which is the game. They appear to still be on track to doing that. All they are doing is opening up another revenue stream, to help fund this and likely other projects. Nothing really shady about it. 3 mill is a nice chunk of change but cmon in game dev that's not really worth all that much in the gand scheme. espically when no one in this industry appears to be able to budget anything correctly.

Also I don't get why people call the kickstarter backings "donations" "handouts" or other words with the connotation of money being a gift. The money from the kickstarter isn't a gift. It is at least venture capital to fund a potential product that can then be refined and sold to major buyers aka people who really matter in shit like this. KICKSTARTER IS NOT A DONNATION DRIVE

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deactivated-6620058d9fa01

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Kickstarter.

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Andtheworld

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Edited By Andtheworld

At this rate, I don't even want the game anymore. I just paid 15 dollars for a highly amusing documentary, which is fine by me. But the amount of fucks given about the game has reached zero.

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Slag

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@grantheaslip: yeah I agree

Kickstarter is a massive timebomb that could implode with any high profile project for the reasons you stated. You just know the media will jump all over the first time it really happens. The Double Fine stuff is pretty minor, but sooner or later some massive scam/bad idea is going to get pushed through and probably go crazy bad. Think 38 studios bad.

And that will become the narrative going forward (high risk, full of frauds, disreputable), unless kickstarter gets in front of these kinds of potential problems right now. There's a limited window of opportunity for Kickstarter/indiegogo etc to cement their permanency on the scene that's rapidly closing. I'm not sure they even can do anything to adequately educate and protect backers, but if they are going to try they'd better hurry up.

Right now they seem to me more like the next Groupon then the next Facebook. Hope I'm wrong.

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StarvingGamer

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Man, what is up with all the negativity? It seems so illogical. As a backer you pay no more money but get a significantly bigger game.

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supamon

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Man, what is up with all the negativity? It seems so illogical. As a backer you pay no more money but get a significantly bigger game.

Because people don't have proper reading comprehension and like to make a ruckus over things. INTERNET!

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MindChamber

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Edited By MindChamber

Looks like Schafer needs a business manager.

To be over budget and behind schedule with ten times the asking price is pretty inexcusable no matter how you spin it.

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supamon

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@homelessbird: I didn't read all of your posts here but those that I did, you're making good sense and I agree with ya! Carry on you HomelessAves!

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TDot

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Edited By TDot

Looks like Schafer needs a business manager.

To be over budget and behind schedule with ten times the asking price is pretty inexcusable no matter how you spin it.

I'm fine with excusing it.
this won't be the ouya of videogames.

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musubi

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Man, what is up with all the negativity? It seems so illogical. As a backer you pay no more money but get a significantly bigger game.

Because people on the internet don't fucking know how game development works or basic logic apparently either.

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dragonzord

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@starvinggamer said:

Man, what is up with all the negativity? It seems so illogical. As a backer you pay no more money but get a significantly bigger game.

Because people on the internet don't fucking know how game development works or basic logic apparently either.

They probably know as much about it as Doublefine does about budgeting.

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Yadilie

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Edited By Yadilie

@demoskinos: Then who is going to fund the second half of the game? If they're cutting the game in half and trying to get sales for it by releasing just the first half then who is going to buy it? Are they going to get enough money? They're relying too much on the fact that there are enough people who give two shits about Double Fine games that haven't already funded them in like 5 different things they did just for this game.

@starvinggamer: You might as well step into that line.

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2HeadedNinja

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This is really weird ... don't get me wrong, it's fine and all I'm not angry about it. But they made 3 million dollar to "just" make an adventure. Even though watching the documentary it was pretty clear they didn't have enough money they started a second kickstarter for a strategy game which, as I would assume, is much more complex to make and only made 1.2(?) million.

I was wondering that the whole time. If 3 million are not enough to finish an adventure game how on earth are they supposed to finish a strategy game with only 1.2 million?

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rjayb89

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Only thing I'm mad about is that I funded an adventure game, this game. I backed Massive Chalice before I remembered that I backed this so I pulled my money from that for mistakenly backing this.

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Edited By Draxyle

Man, what is up with all the negativity? It seems so illogical. As a backer you pay no more money but get a significantly bigger game.

Indeed. I put in 15 dollars for a product that's probably going to be worth closer to 30 or 40 dollars once it's done.

It's a little unfortunate that this has to happen to a kickstarter campaign, since Tim has to be completely upfront and honest about a nasty part of business that normally happens behind doors. It's not that they don't know how to manage their money, it's that people are finally exposed to the reality behind the business of videogames. This happens to just about every single project ever because a videogame is never truly "finished", nor can you ever account for every last bump in the road.

I don't want to make excuses for Double Fine, but they have not done anything to get angry about except for the missed release dates (which I am miffed about, but it's for a good reason).

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fishmicmuffin

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fishmicmuffin  Online

This is some really interesting stuff. Watching the videos as they've been released has provided some crazy insight to the world of video game development. In this video Greg Rice said that at one point during the Iron Brigade development a guy came down from Microsoft and said that they were going to cancel the game if they couldn't get it out by a certain point in time. Shit like this probably happens all of the time, the difference is we actually get to see it unfold.

Crazy.

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musubi

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@demoskinos said:

@starvinggamer said:

Man, what is up with all the negativity? It seems so illogical. As a backer you pay no more money but get a significantly bigger game.

Because people on the internet don't fucking know how game development works or basic logic apparently either.

They probably know as much about it as Doublefine does about budgeting.

Tim has been in this for a long time. He frankly explained their options. It was either cut the scale and possibly the quality of the game in massive quantity and slap something together or take their time and finish the project like they intended. Saying they don't know how to budget is extremely mis-guided. If that were the case Double Fine would have gone under years ago. Like anything in life sometimes unexpected changes in plans happen that end up costing you more than was originally planned. Considering all of the options on the table Tim has chosen the one that is most beneficial for everyone involved.

The level of transparency he has shown is a pretty novel thing in the games industry. He is being as open and honest about this thing as humanly possible. I don't know why he is being vilified for being honest.

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ArbitraryWater

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Edited By ArbitraryWater

I didn't back it, so I have no opinion either way, but I feel like if I was a backer I would be... concerned that they expect to fund development of the second half of the game through sales. Yeah, it'll probably be fine, but this sets a bad precedent.

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Foil1212

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Edited By Foil1212

My trust is with Double Fine. I'm not a game developer, so I'm not going to speculate on how this reflects on them (from what I've been seeing on twitter all day, this is basically just business as usual. Also reaffirmed in this article)

I've already given them my money, I'm just going to wait and not think about it so I don't get too excited this far out.

Good article, Patrick, because even though I'm a backer, I ignored the email I received and had no idea of the message from Tim.

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KainCarver

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I guess this is fine etc, but when does this early access sh*t stop? This pre-alpha, early beta blah blah stuff. When someone finally just releases half their source code and asks the player to finish the game for him?

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Shaanyboi

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This whole Kickstarter thing was already a big experiment to begin with. It's unlikely that they were to get through this without any snags. If anything, this is some fascinating insight into the hard decisions that need to be made.

This is the reality of game development. I'm fine with putting my trust in them to deliver a quality product. I appreciate the transparency.

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Xeiphyer

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@rjayb89 said:

Only thing I'm mad about is that I funded an adventure game, this game. I backed Massive Chalice before I remembered that I backed this so I pulled my money from that for mistakenly backing this.

What? They were completely upfront about exactly what game this was going to be. Are you surprised its an adventure game? That's what they said they were going to make.

Honestly you don't make any sense...

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Shaanyboi

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Jesus Christ this all just seems like a headache.

Welcome to game development.

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Raven10

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I love this. I really do. People complain year after year how AAA games never take risks. You know why? This happens. When you try to do something new, from scratch, it rarely goes smoothly. When it is other people's money the average gamer just wants developers to spend more time on it. When it comes to spending their money, gamers immediately become publishers and do the exact same thing they bash publishers for doing. Beautiful.

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thatlad

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@tidel said:

Honestly, this bugs me.

I don't know if that's rational. I gave over my measly bit of cash on the promise of a game that has yet to happen, and while I completely understand and support making the best game you can, I don't think I'm ever going to do it with my money again. I bought a promise and was delivered delays and excuses and another KS from the same company, begging after money because of goodwill.

For me, for the future, I'll hope that great, interesting games are still backed by interested parties, but I will only pay for something I get. This kind of scope creep might make for a better game in the long run, but it makes me feel like I've been taken for a fool. And that they are so glib and confident about it rubs me the wrong way.

Again. I think I'm just having an emotional reaction. I paid for a promise and I feel like it was broken. In the long run it's all good, I guess. But FUCK YOU TIM SCHAFER AND YOUR DOUBLE-FINE HOUSE OF LIES!

I understand your frustration, double fine have moved the goalposts but this is where the public at large need to take a step back and reflect on kickstarter.

The premise of kickstarter is hand over money for the promise of a product at the end of it. In fact it is an investment in the potential of a product. It's the same as if you invested in a business, just because you invested doesn't mean you get something back. You're taking a risk, that the whole reason kickstarter exists, these products are so risky that no one with money is willing to back them. Throw in the fact this is a whole new business model and it's even more of a risk.

Thing's like the story above, they're a normal part of business. If this was under a big publisher it would have either been shelved, turned into paid DLC or resources cut back until a pile of shit is out the door. There are many examples of this and we all complain about them. At least here we are seeing the process as a whole and there are good intentions.

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Avanzato

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My reaction when I got the backer mail last night was, why does it take over a year to find out the project is so over schedule that it wouldn't have been finished until July 2015 and that you don't have the money to complete it.

Looks like Schafer needs a business manager.

To be over budget and behind schedule with ten times the asking price is pretty inexcusable no matter how you spin it.

Yes every business makes mistakes I've occasionally got the pricing of jobs a bit off but to cock up this badly is pretty amazing.

Just hope that Brad Muir doesn't fuck up Massive Chalice the same way.

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Pop

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I wonder what would've happened if they only got 400.000$, would they have shelved it?

I would think that as soon as they got the money they would have planned how to use it, they're only realizing now that they're going to run out of money halfway through development?

Whatever, I'm not a game developer, I don't know how this stuff works, who decides what and what kind of problems they run into, I just want this game to come out, out of curiosity more than anything else.

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Humanity

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@starvinggamer said:

Man, what is up with all the negativity? It seems so illogical. As a backer you pay no more money but get a significantly bigger game.

Because people on the internet don't fucking know how game development works or basic logic apparently either.

The basic logic was that they needed $400k to make a game - this was their own initial estimate. They got well over that and now they are saying that suddenly that is not enough to finish it. Maybe people don't know how game development works but they understand the basic principle of Kickstarter. You reach a goal and when that goal is achieved then it's a green light. It was up to Double Fine to present a goal that would satisfy the requirements of bringing this project to fruition. They have screwed up somewhere along the way with how they used their time and money if this cannot be completed on the $3 million budget they raised.

The fact that they are hinging this entire project on the notion that it has to sell a certain amount in order for it to be completed proper is very risky. Double Fine games regardless of what you might think of their quality tend to undersell. What if they can't make enough from sales to finish this game? Are backers supposed to be content with half a product despite taking part in a Kickstarter that promised the whole thing? This whole situation is starting to sounds like it has the potential makings of a disaster story where a trusted company will fall short of their promises and they will only have themselves to blame because the fan and financial backing was clearly there.

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sup

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Edited By sup
@benl said:

I only backed this for the documentary by Two Player Productions and this development will only enrich that piece so I'm still satisfied with where my money went.

I'm also a backer and I see it the same way.

Also remember that in the kickstarter they promised pretty much just the documentary. Additionally this is just the reality of what software development and even more game development is. Almost every project is over budget and needs more time then initially estimated.

From my standpoint I already got my moneys worth back twice and have no problem with them splitting the game.

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binhoker

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Today, we are all Bobby Kotick.

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Plipster

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We are betrayed! I'm so outraged! This is against the gamers!

Well, actually I didn't back it and it's not like they're trying to get more money out of their backers. Sooo, I guess it's good that when I take a looky at the game it won't be basically a rather snazzy iPad game that I expected it to be.

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Monkeyman04

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As a backer to the game, I don't mind that they are doing this. I just want the game to come out as the best it can be. If that means that it's going to take a little longer, then so be it.

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Edited By abendlaender

I actually only backed this because of the idea of Kickstarter. And looking at what the service did since then, I think it was worth it even if Broken Age never comes out. However this does reflect rather poorly on Double Fine and also th fact, that they announced this AFTER a second Kickstarter is rather questionable. Understandable but questionable.

I have no idea about game developement but companies like Daedalic sure seem to have no trouble releasing quality P'n'C adventures on a regular basis with a smaller budget....

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AlexanderSheen

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@starvinggamer said:

Man, what is up with all the negativity? It seems so illogical. As a backer you pay no more money but get a significantly bigger game.

Because people on the internet don't fucking know how game development works or basic logic apparently either.

Yep, that seems about right.

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deactivated-589cf9e3c287e

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They need to do a third kickstarter to buy back the rights to Maniac Mansion, Full Throttle, Grim Fandango, etc. and re-release them on GOG.com and Steam. I think that might help, yeah....no it won't, but It's what I want.

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@xeiphyer said:

@rjayb89 said:

Only thing I'm mad about is that I funded an adventure game, this game. I backed Massive Chalice before I remembered that I backed this so I pulled my money from that for mistakenly backing this.

What? They were completely upfront about exactly what game this was going to be. Are you surprised its an adventure game? That's what they said they were going to make.

Honestly you don't make any sense...

Let's say I was pulled into the Kickstarter storm at the time seeing how a relatively big developer like Double Fine would use that service to fund their game. No ill will toward them at all, just blind optimism on my part due to their achieved reverence for Psychonauts, which I'm personally no part of, and enjoying Costume Quest out of their more recent offerings more than the rest of their output.

For what it's worth, that, along with No Time to Explain, are the only games I've backed and regret doing so because, well, I don't get them until later when I've probably forgotten about them and only cared about the general idea of it when I originally funded them months or so ago, and it doesn't mean I won't be able to get them after they've been released, so it's kinda useless for me to back anything.

Also, in the months after I backed this, I realized I don't really enjoy playing adventure games. So that's just icing on the cake.

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reading the note from Tim Schafer and watching the Documentary episode on the subject makes it really clear. I gave $100 to this kickstarter and I'm nowhere near disappointed. I want to see their vision for this game, and I'm patient.

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Jabbawocky

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So... just throwing it out there... what happens if not enough people buy this first half of the game? No money = no second half of game I assume?

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Baal_Sagoth

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Interesting. Since I've abstained from using KS and opted to just observe it all from the sidelines I can just lean back and watch it all play out. Nice that they're pretty candid about it all but one has to wonder why this development, which had to be on the horizon for a while, was held back until just after Massive Chalice got it's funding. Sort of puts a dent in the "DF trust" armor I'd think.

Unsurprisingly the whole KS craze did not in fact change the face of gaming or empowered indies or resurrected entire genres or anything like that - at least so far. Just the same miscalculations, delays and general bullshit we have in traditionally published games already (especially for games that don't just finance their finishing touches like FTL did). And I don't mean that in a terribly critical sense - game development is sort of challenging I hear. All that remains to be seen is if some totally marginalized genres can actually achieve a comeback. But DF Adventure never fit that bill to begin with since 2D point & click never was dead to begin with. That was just DF being silly, ignorant and riding the hype train.

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Zaxex

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That Kickstarter money is just too alluring. People will just throw money at an idea they like - and the developer gets complete control over the product. It was certainly a good idea to try it, but with the frequency of Kickstarted Double Fine games, and this revelation, they may soon sour the practice.