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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+

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StarvingGamer

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@humanity said:

@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.

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.

They needed $400k to make a game that was not this game. The game we would have gotten for $400k would have been a room or two. Once they got the significantly larger sum, any ideas Tim may have had would have gone straight out the window as he would have been tasked with scoping out a significantly larger game.

So he scoped out the game and his people told him, look, if you really want us to keep all of these features and content, it's going to cost us significantly more than the KS money we raised. Either you cut down on scale drastically or we need to find more money. Of course no creator wants to sacrifice the quality of their creation because of things like budgets and money, so they started looking for ways to find additional funding .

No one screwed up. In the end they made the decision to take on more risk in order to make a better game. It's true that Double Fine games don't sell in the tens of millions, but the people at Double Fine know that too. They're not idiots. They wouldn't have chosen this path if they didn't believe they could pull it off, and unlike you and me, they actually know what their sales figures look like.

Yes, it's true that this could turn out to be a huge disaster, but that was the case from the beginning. Anyone with a lick of sense could see how tiny a game for $400k would be. Maybe that's the problem. This is the same thing as all the yahoos coming out around the Skullgirls Indiegogo saying they could do the work themselves in a week for $50 etc etc. The bottom line is the game we're getting, ostensibly, is not a $400k game or a $3 million game, but a $10(?) million game.

The basic principle of Kickstarter it to allow creators to realize their vision, and that's exactly what Tim and the people at Double Fine are doing.

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recroulette

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I don't have a problem with this, but I'm wondering if this will help them get enough money. I would assume a majority of the people who want this game already backed it, so you can't get the money from them (already having access to the beta and all). They are relying on people who missed the information the first time or people that passed on the kickstarter. Not exactly a shining prospect.

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ProfessorEss

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Edited By ProfessorEss

This is lame.

I'm a lifelong Schafer fanboy (not fan, FANBOY) but this is lame.

Looks like we may be on the verge of setting yet a new precedent that, once again, only videogame customers would allow to be set (well, them and boardgame fans but that's a different, but totally the same, story).

I love how gamers seem to think that if we take it long enough they're sure to stop giving it.

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sheiter

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People who say that backers are only getting half the game they paid for couldnt be more wrong. We backed a $400k adventure game that would probably be at most an hour long prototype, as has been stated by Tim himself. What we're getting is half of a much larger game. That half alone will be multiple times bigger and more complex than what the originally planned game would have been. Even if the second half never gets made, which i doubt would happen, backers would still get more than they could have hoped for when te kicktarter first lanched.

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JackG100

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Weird developments. Is "Early Access" code for "Anyone can buy it and put video of it up online?" Because I'm far more more interested in what happens for the Quick Look than what happens for the actual game. Aside from Walking Dead, which trades in traditional puzzles for emotional puzzles, I don't find Adventure Games fun to play. Fun to watch, sure, but not fun to play. Honestly I think the best thing you could do with an adventure game is put in a button that plays the game for you. Otherwise I'm better off just finding a let's play than buying the product.

I feel like I backed the right horse though. Go Massive Challice! You're not treading old ground but finding new ground! "Genealogical" is going to become a word used to describe more games than you and Rogue Legacy in the future I bet!

Crusader Kings and Crusader Kings 2 already did Genealogical... :P

OT: I don't mind it, I am a bit disappointed that they weren't able to figure out their budget. And I am worried the same will happen with Obsidians Project Eternity. Though, since I know Kickstarter is a big gamble I ain't all that upset. Seems they figured out a good way to deal with things at least.

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Tesla

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Edited By Tesla

Lot's of folks here have obviously never dabbled in the money investing world.

You aren't buying a product when you donate to a company on Kickstarter, you're basically gambling. Sure, you get the game too if you donate more than $15, but this is not the same thing as pre ordering a game. Sometimes your investment pays off, sometimes it doesn't. And it's not like they have failed to deliver a game; they're just running into hurdles which, surprise surprise, happens in the real world of game development.

Shame on you if you donated more than you were comfortable with losing. That's the name of the game.

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MindChamber

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@drdarkstryfe: The fact that Its pretty obvious he didnt have a gameplan from the beginning needs to be highlighted here.
He doesn't need to be vilified but he needs someone to manage the company and keep his big ideas firmly planted in reality.

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Humanity

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@starvinggamer: Listen I like Tim as much as the next guy. I liked Psychonauts a lot. I didn't care for Brutal Legend but thats my own personal issue I have with Jack Black.

But they screwed up. This isn't a typical situation where there's a publisher that will write another check when the money runs out. They got a very specific amount of money and as professionals in the industry they should have known that they have to be very meticulous with their planning because if God forbid the money ran out they didn't have a viable source for more of it - and they wouldn't be able to finish this thing. They know how "messy" development is which is why they should have had 20 guys on Tim at all times telling him "listen Tim we gotta have this on lock by the end of the month it's the absolute deadline Tim we need to have this script in Tim"

So I don't want to cry wolf and say this is a disaster etc. Quite probably it will all turn out just swell. That said this situation should have never happened, they should have known better.

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dillonj9889

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I vote we just give double fine all of the money ever so that we can personally fund Brad Muir to make more Iron Brigade.

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technicallyartistic

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I think this is great. Some people look at this and go hey, they should have kept this in scope. I work in game development, and I'm all too familiar with the insane budgets it takes to make things and it's a miracle anything ever gets made at all.

If you think they are spending way to much money, start doing some basic math. Lets say on the very low end, you maybe have some artists working at $20 an hour. That's one game you had to sell, to get one hour of an artists time. Lets say on the higher end it's $80 an hour for a programmers time. That's now 4 games you have to sell just to get an hour of their time. 8 hours a day, 5 days a week, 4 weeks a month, lets say 20-30 people working on this, production costs of electricity, software licenses, internet, health care, water/sewage, lease/rent, etc. That stuff all adds up super fast and money is always burning faster than anybody expects it to. Even in big triple A games. (And before you go that's way to much to pay them, you would have to tell that to all the other places they could go to to work and get paid that or better. That's what that talent is worth and I'm sure those guys aren't there for just the pay check at this point.)

Now how you should be thinking about it is, especially if you pledged for just the game, is rather than getting something that looks on par with Middle Manager of Justice, because that's what they could have afforded before with the original budget request, you are actually getting a $40 game for $20. The art in this thing is looking amazing with some cool tech, and that stuff doesn't come easy. It may be taking longer but it's because you are getting a far better product than you first though and the only thing extra it costs you is some time.

And in the larger picture, if you are in this as a supporter of Double Fine and what they do, this is much better for them at this quality. This is looking like something that could be a classic now rather than some 2 hour flash based game. Something with real mood and style instilled into every part of it that is memorable and stands out from everything else. You can ask for that all you want, and trust me every studio is trying to get that. We are essentially getting that for free here. And with any luck, they sell all the more games for it, and for those of you who don't like seeing how the sausage is made, you wouldn't have to because they could self fund hopefully.

But lets be clear. This is how the sausage is almost always made. You probably don't hear about it that much because mostly companies don't like to talk publicly about how much they are struggling because for some reason it doesn't instill confidence in publishers to take a bet on your studio to make a product when they are not sure you can afford your employees to finish it. Or, those companies went under trying to find funding and there was nobody left to tell you about it. One of the two...

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eulogize_my_baked_goods

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All I can do is echo the sentiment (the one Jeff often makes) that backing a Kickstarter project should not be seen in the same terms as making a pre-order. This is an investment in a group of people, an activity, or whatever creative endeavour is at the core of a specific project. It's far from a strict contract in the, "I'm buying this fixed thing from you with this fixed sum of money with the expectation that it will arrive within this fixed time frame." Having said that, the documentary has in no uncertain terms been absolutely fantastic and worth the money I invested all on its own. Imagine the Bastion project the GB guys ran but filmed professionally and with a much more coherent voice, detailing the trials and tribulations of life inside one of my favourite development teams? Hell, if the Kickstarter had just been for the documentary I'd have backed it, but instead I'm actually getting the chance to watch - and partake in via the backer forums - the development of one of DoubleFine's next games... and then I'll get to play it ahead of anyone else as an added bonus! Pretty good value in my book, all with the proviso that this is more a vote of confidence in a group of people and if I don't know how things are all going to play out ahead of time, well that's just the way it is. Something I am completely accepting of.

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DJJoeJoe

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@nicked: You should check out the documentary videos (if you haven't already) that have been released so far surrounding Double Fine's games, obviously the main one on Broken Age would be most appropriate. It may or may not actually clarify absolutely everything you might wanna know, but by george does it easily get you into a closer position to the team at Double Fine that are working on the game. It's also really well crafted, and honestly makes me feel exceedingly guilty that all I did to get it was pay the $20 or whatever (I forget what it was at the time, I feel like it's been worth $50 for just the content of the episodes alone :S )... I don't want to get the game for 'free' now, I feel like that initial kickstarter money has got me the best documentary entertainment I've ever experienced... definitely the 'most', since each episode is... just under an hour? There are 10 of them as of the tenth one released today. I think I'll buy a copy of the final game for someone else just to feel like I put money towards the game instead of the great documentary.

http://www.doublefine.com/dfa

Regardless of Double Fine, Broken Age and any of this talk the documentary is just really meaty content showing game development in a way that doesn't really exist and it's super entertaining just on those merits. If you're actually into how the industry functions and how a studio works (Double Fine is weird, they've had basically super poor performance and gone from game to game until now, hoping to break out of it via Broken Age or something else soon) then this is crazy rad. Way more content for your dollar than anything else ;)

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Ironlink

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I'm bummed about the delay and "modest" cuts, but I have all of the confidence that Double Fine will release a great game. Split release doesn't seem like a big deal, to me.

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flamingsombr

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A video game is going to come in over budget and slightly late? Oh the humanity!!

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Edited By falling_fast

@evilthecat: I just wanted to say that that was an excellent post. thanks!

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Sunjammer

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Y'all are aware it's "Kickstarter" not "Kickfinisher" right?

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@humanity said:

@starvinggamer: Listen I like Tim as much as the next guy. I liked Psychonauts a lot. I didn't care for Brutal Legend but thats my own personal issue I have with Jack Black.

But they screwed up. This isn't a typical situation where there's a publisher that will write another check when the money runs out. They got a very specific amount of money and as professionals in the industry they should have known that they have to be very meticulous with their planning because if God forbid the money ran out they didn't have a viable source for more of it - and they wouldn't be able to finish this thing. They know how "messy" development is which is why they should have had 20 guys on Tim at all times telling him "listen Tim we gotta have this on lock by the end of the month it's the absolute deadline Tim we need to have this script in Tim"

So I don't want to cry wolf and say this is a disaster etc. Quite probably it will all turn out just swell. That said this situation should have never happened, they should have known better.

I don't know what impression you have of what was going on, but this isn't a poor planning "whoops we ran out of money now what?" scenario. They knew, something like half-a-year ago, exactly how far the KS money was going to take them and that they were going to have to either scope down or find additional funding. They made a choice and went with option 2, plain and simple.

You can't say "this situation should have never happened" because there is no situation.

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"Remember when you gave us a shitload of money? Well we planned poorly and now we need more money! It's still cool if we just give you the first half of the game right? We'll figure out the second half later..."

Fuck that.

Damn straight. I don't understand why anyone is just shrugging this off. They got over 6-7 times what they asked for but still went over budget? What does this indicate? That the games industry is tough and sometimes it is hard to predict costs? No, it indicates Double Fine miss managed their money, over spent, and didn't keep their project within the scope of their funding.

That is just bad business practices, not tough industry. They deserve a very hard slap on the wrist and it would be great if people stopped supporting and blindly praising a company that has always been fairly mediocre to begin with.

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Brenderous

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Edited By Brenderous

So? It'll be a better game for it.

@karkarov said:

@miketorreza said:

"Remember when you gave us a shitload of money? Well we planned poorly and now we need more money! It's still cool if we just give you the first half of the game right? We'll figure out the second half later..."

Fuck that.

Damn straight. I don't understand why anyone is just shrugging this off. They got over 6-7 times what they asked for but still went over budget? What does this indicate? That the games industry is tough and sometimes it is hard to predict costs? No, it indicates Double Fine miss managed their money, over spent, and didn't keep their project within the scope of their funding.

That is just bad business practices, not tough industry. They deserve a very hard slap on the wrist and it would be great if people stopped supporting and blindly praising a company that has always been fairly mediocre to begin with.

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golguin

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Edited By golguin

@humanity said:

@starvinggamer: Listen I like Tim as much as the next guy. I liked Psychonauts a lot. I didn't care for Brutal Legend but thats my own personal issue I have with Jack Black.

But they screwed up. This isn't a typical situation where there's a publisher that will write another check when the money runs out. They got a very specific amount of money and as professionals in the industry they should have known that they have to be very meticulous with their planning because if God forbid the money ran out they didn't have a viable source for more of it - and they wouldn't be able to finish this thing. They know how "messy" development is which is why they should have had 20 guys on Tim at all times telling him "listen Tim we gotta have this on lock by the end of the month it's the absolute deadline Tim we need to have this script in Tim"

So I don't want to cry wolf and say this is a disaster etc. Quite probably it will all turn out just swell. That said this situation should have never happened, they should have known better.

I don't know what impression you have of what was going on, but this isn't a poor planning "whoops we ran out of money now what?" scenario. They knew, something like half-a-year ago, exactly how far the KS money was going to take them and that they were going to have to either scope down or find additional funding. They made a choice and went with option 2, plain and simple.

You can't say "this situation should have never happened" because there is no situation.

If you notice most of the complaining is coming from people who haven't been following the development of the game through the documentary videos. Anyone watching the video knows how the scope of the game changed (remember the Cloud Colony stuff?) and how they've been looking for more money for a while.

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Homelessbird

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Edited By Homelessbird

@golguin said:

@starvinggamer said:

@humanity said:

@starvinggamer: Listen I like Tim as much as the next guy. I liked Psychonauts a lot. I didn't care for Brutal Legend but thats my own personal issue I have with Jack Black.

But they screwed up. This isn't a typical situation where there's a publisher that will write another check when the money runs out. They got a very specific amount of money and as professionals in the industry they should have known that they have to be very meticulous with their planning because if God forbid the money ran out they didn't have a viable source for more of it - and they wouldn't be able to finish this thing. They know how "messy" development is which is why they should have had 20 guys on Tim at all times telling him "listen Tim we gotta have this on lock by the end of the month it's the absolute deadline Tim we need to have this script in Tim"

So I don't want to cry wolf and say this is a disaster etc. Quite probably it will all turn out just swell. That said this situation should have never happened, they should have known better.

I don't know what impression you have of what was going on, but this isn't a poor planning "whoops we ran out of money now what?" scenario. They knew, something like half-a-year ago, exactly how far the KS money was going to take them and that they were going to have to either scope down or find additional funding. They made a choice and went with option 2, plain and simple.

You can't say "this situation should have never happened" because there is no situation.

If you notice most of the complaining is coming from people who haven't been following the development of the game through the documentary videos. Anyone watching the video knows how the scope of the game changed (remember the Cloud Colony stuff?) and how they've been looking for more money for a while.

Thanks for mentioning that - I had gotten the impression that the people who were the angriest here seemed also fairly misinformed about the information the backers had been getting. I didn't want to come out and accuse them of not having backed the game and being outraged on the behalf of other people (who aren't necessarily outraged themselves)... but I guess I tacitly just did anyway. Oh well.

Here's Tim's one-line explanation tweet in case anyone missed it: " Double Fine is NOT asking for more money. We are fine, financially. We are using our OWN money to deliver a bigger game than we Kickstarted."

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bgdiner

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Edited By bgdiner

This really shakes my faith in Tim Schafer's ability to manage a game's development. I get that he expanded the vision for the game upon receiving the extra backing, but much more thought needed to be put into the scale of the expansion. If you're going to expand your game, you need to do it in an organized, logical manner.

Plenty of game studios have great ideas that have to be cut early in order for the game to arrive on time and near-budget. It's irresponsible that Schafer piled on the features and amped up the scale of the game without foresight towards the impact these additions would have on their backing money. If I were a backer, I would be rather pissed at this news, but fortunately I'm not. Yet another warning story for backing Kickstarter projects.

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TripleA14

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It seems that the best thing Kickstarter has done for us, as consumers, is in giving us a better understanding of the kinds of shit publishers have to go through and put up with; A few years back, it baffled me why publishers weren't all that willing to support Tim Schafer and DF or to buy the studio outright - to me they seemed like a game development gold mine! It all seems a lot clearer now. Remember Bobby Kotick's comments about Tim Schafer being unable to meet project milestones and stay within budget? It seems he was right about Schafer.

Despite my criticisms of the developer, I'm a huge fan of Schafer's and Double Fine's past works (I even enjoyed Brutal Legend to a certain extent), but this story and their past development woes with games like Brutal Legend and Psychonauts has brought to light some significant underlying issues with the way Schafer makes games; He really needs to learn how to keep the scope of his projects in check and budget them appropriately, or at least find someone else who can do a better job of it than he can, otherwise we could be seeing the end of Double Fine as a studio within a couple years. I really hope they sort that stuff out quickly because I've been really enjoying their smaller downloadable titles and really wish they would continue down that road rather than take risks on bigger games with bigger budgets.

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Kazona

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I fully understand that protects

go over budget--it happens all the time, outside gaming too--but when you receive almost ten times the amount you asked for and you still end up in this situation it just shows a horrible lack of management and restraint.

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Lukas

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If that means it doesn't turn out like Leisure Suit Larry: Reloaded did I'm all for it. With that game you can clearly see that a year more work or so would have done wonders.

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Humanity

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Edited By Humanity

@homelessbird said:

@golguin said:

@starvinggamer said:

@humanity said:

@starvinggamer: Listen I like Tim as much as the next guy. I liked Psychonauts a lot. I didn't care for Brutal Legend but thats my own personal issue I have with Jack Black.

But they screwed up. This isn't a typical situation where there's a publisher that will write another check when the money runs out. They got a very specific amount of money and as professionals in the industry they should have known that they have to be very meticulous with their planning because if God forbid the money ran out they didn't have a viable source for more of it - and they wouldn't be able to finish this thing. They know how "messy" development is which is why they should have had 20 guys on Tim at all times telling him "listen Tim we gotta have this on lock by the end of the month it's the absolute deadline Tim we need to have this script in Tim"

So I don't want to cry wolf and say this is a disaster etc. Quite probably it will all turn out just swell. That said this situation should have never happened, they should have known better.

I don't know what impression you have of what was going on, but this isn't a poor planning "whoops we ran out of money now what?" scenario. They knew, something like half-a-year ago, exactly how far the KS money was going to take them and that they were going to have to either scope down or find additional funding. They made a choice and went with option 2, plain and simple.

You can't say "this situation should have never happened" because there is no situation.

If you notice most of the complaining is coming from people who haven't been following the development of the game through the documentary videos. Anyone watching the video knows how the scope of the game changed (remember the Cloud Colony stuff?) and how they've been looking for more money for a while.

Thanks for mentioning that - I had gotten the impression that the people who were the angriest here seemed also fairly misinformed about the information the backers had been getting. I didn't want to come out and accuse them of not having backed the game and being outraged on the behalf of other people (who aren't necessarily outraged themselves)... but I guess I tacitly just did anyway. Oh well.

Here's Tim's one-line explanation tweet in case anyone missed it: " Double Fine is NOT asking for more money. We are fine, financially. We are using our OWN money to deliver a bigger game than we Kickstarted."

Well in that case I can fully admit to being completely wrong. I did not back the game and have not seen any of the ongoing documentary. The article that Patrick wrote made it seem like they will run out of money if they stay the course they're at so they need to split it so that the money from the first half will fund the second half - and that is the info I was going on.

I would also like to point out that I am in no way angry. I didn't back the game because quite frankly I don't really want to play anymore point and click adventure games. I loved Day of the Tentacle but those games can get kinda tedious. As an outsider looking in, with my only knowledge stemming from this article written by Patrick, it just looked like they aren't managing their money properly. If they addressed this all in much greater detail in those documentaries and they're not in any danger of running out of money then my bad - if the backers are content with this situation of it getting split in two then great.

Maybe some of the backers should let Patrick know the finer details of this situation so he can edit the article because there seems to be a huge disconnect between what the backers are saying and what non-backers are getting out of this news story.

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DoctorWelch

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I realize everyone here, and probably the staff, would like to give Double Fine the benefit of the doubt on this stuff, but the reality about Broken Age is kind of fucked up if we are looking at this as if Double Fine is a regular developer that we know nothing about.

I realize there are costs to game development and such, but at the end of the day it sounds like we are going to get a really shitty version that probably won't sell enough for them to actually make the fully robust game they wanted to. Just because this "exposes the ugly, changing, messy, and unexpected ways games are made today," doesn't mean they didn't handle this whole process poorly. In some ways it's understandable, but it's still unacceptable.

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JoshyLee

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Edited By JoshyLee

I don't care that the game is gonna be late or that they seemingly had no idea what they were doing the while time. I'm upset that they waited until after we paid for another one of their Kickstarters to tell us. As if they didn't know this stuff a month ago. That's treating your audience like shit.

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TDot

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I realize everyone here, and probably the staff, would like to give Double Fine the benefit of the doubt on this stuff, but the reality about Broken Age is kind of fucked up if we are looking at this as if Double Fine is a regular developer that we know nothing about.

I realize there are costs to game development and such, but at the end of the day it sounds like we are going to get a really shitty version that probably won't sell enough for them to actually make the fully robust game they wanted to. Just because this "exposes the ugly, changing, messy, and unexpected ways games are made today," doesn't mean they didn't handle this whole process poorly. In some ways it's understandable, but it's still unacceptable.

If you're not a backer and haven't watched the documentaries I don't think you should be saying anything about 'gibing the benefit of the doubt'

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SpicyRichter

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I'm super curious to see what would happen if they did only get 300k

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SpicyRichter

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Also, what everyone seems to be overlooking here is backers are basically getting a $60 game for $15

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SonicBoyster

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Strange to me that some people are defending this so hard... Really you're either disappointed, angry, or indifferent, and there shouldn't really be a 'correct' reaction considering this wasn't a scheduled bump in the road. Games can go over budget, sure, but if you can't set a budget it probably isn't wise to ask for one to begin with. This is why we have publishers who can set the ground rules and provide the money as you determine that you require it. Nobody hoped for this scenario but it has happened and serves as a warning to people who backed other big titles like the Torment sequel or Wasteland that things can go sideways sometimes. No ill will was intended here, but every reaction is a valid one.

Have a nice day.

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darkest4

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Edited By darkest4

Sigh, shoulda known you can't get many honest and objective opinions when it comes to Double Fine on this site. Most of these comments and no doubt the GB crew will just defend the company no matter what they do because they are friends of GB, if this was any other company everyone here including Patrick would be reaming them for this.

In fact I've heard the GB crew criticizing other kickstarters/developers for way less than the crazy irresponsibility (with their fans' money, no less), lack of restraint/self control and mismanagement that is happening here. It's especially troubling because Double Fine started a 2nd kickstarter game before dropping this bomb, probably purposely waiting until the 2nd kickstarter was funded before admitting this truth that they no doubt have already known for months now, I can just picture Patrick calling that "gross" if it was any other company.

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masterrain

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So the first 'half' of the game cost around 3 million? and then they'll use the profits off that to develop the second 'half?

Sounds like we are getting twice as much game, just having to wait longer for it.

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It's a shame that the game that should have/could have been setting an example of why Kickstarter games can work has had this happen.

Whether people "trust" Tim or not, this sets a bad precedent. As bad as if the company just disappeared with the money? Of course not. But this isn't good, no matter how they spin it & try to redefine how they will present it.

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deathbyyeti

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Times are dark but maybe Robert Kotick was right

“And do you know what? That seemed like a sensible thing to do. And it turns out, he was late, he missed every milestone, the game was not a particularly good game.”

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OurSin_360

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It's a shame that the game that should have/could have been setting an example of why Kickstarter games can work has had this happen.

Whether people "trust" Tim or not, this sets a bad precedent. As bad as if the company just disappeared with the money? Of course not. But this isn't good, no matter how they spin it & try to redefine how they will present it.

I think it's just showing people the reality of kick starting a video game. I remember (i think it was skull girls?) asked for like 250k just to add a new character. Once the objective is met then stop donating because it's only going to increase the scope of the game.

I mean lets be honest, they could have just pocketed your money and gave you a 400k, 30 min iphone game. Maybe people won't cry so much about innovation in gaming now they realize what budgeting a game like this costs. Without kickstarter, this game you all wanted wouldn't be getting made at all.

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TDot

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@deathbyyeti: what world do we live in where people quote Kotick positively to put down Tim Schafer. What happened to you people

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AbeBroHamLincon

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I think people just have a crazy unreasonable expectation of how much it cost to make a video game. A low budget for a video game of this caliber is usually 10-20 million. There are so many games on kick starter that low ball what it cost to make a game just so they have a shot at making it.

I for one still cant wait to see the double fine game even if its only half because half is just about what everyone paid for.

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@kingsalo said:

hm... would have been nice to know before the massive chalice kickstarter....

Yep, and clearly they knew this before hand, but it's not like they can come out and say that. Think of all the lost revenue!

fffffffffffffffffffffffffffffffffffffffffffff

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Deusx

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Double fine must be the most disorganized company in the whole world. They can't even manage 3 million dollars for a POINT AND CLICK game. Holy shit.

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TDot

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@deusx said:

Double fine must be the most disorganized company in the whole world. They can't even manage 3 million dollars for a POINT AND CLICK game. Holy shit.

Holy shit! It's almost as if you know nothing at all!