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$1.6 Million and Counting

Double Fine's Kickstarter has been a massive success. Patrick caught up with Tim Schafer to talk budgets, expectations and 40,000 backers.

Double Fine's Kickstarter is at $1.6 million already, and there's still nearly a month left.
Double Fine's Kickstarter is at $1.6 million already, and there's still nearly a month left.

Tim Schafer was pretty nervous a week ago.

Just last month, an unannounced project had been cancelled at his studio, Double Fine Productions. Rather than laying anyone off, Schafer kept them on board, hoping a risk would pay off.

That risk was pitching a project to his fans that no publisher had ever seen. Schafer wanted to make a brand-new, traditional graphic adventure--the kind of game that made people fall in love with his sense of humor, long before they ever knew who he was.

Double Fine hoped to raise $400,000 through Kickstarter, a fairly new online service that allows anyone to pitch in their own money to make an idea a reality. The response was explosive. In one night, the Kickstarter hit $400,000. In 24 hours, it passed $1 million. As of right now, it's more than $1.6 million, with still a few weeks to go.

The Kickstarter launched while Schafer was attending the annual DICE Summit in Las Vegas with Double Fine producer Greg Rice and Iron Brigade project lead Brad Muir. Schafer had a few minutes on Friday afternoon, and was able to wrestle an iPad from Rice so he could chat with me about a roller coaster couple of days.

Naturally, because there were other people in the room, he had to talk to me from his hotel bathroom. Naturally.

Giant Bomb: How are you doing? I’m sure you’ve been asked that a million times, but I have to imagine your head space is changing every five minutes, considering your Kickstarter is changing every two seconds.

Tim Schafer: Now, I’m totally used to it, and I’m actually getting kind of upset that there’s money in the world that we don’t have. [laughs] I’m starting to think about all the money that’s not gone there yet because it’s easier to count.

It’s been incredible. It’s been amazing. I just wish I was at the office because every time I call the office, and I can tell from the emails, that everyone was just bouncing off the walls at Double Fine, and they had champagne and they were refreshing the screen and they crashed Kickstarter [from] refreshing it so much, and they hit a million and they all started screaming. I Skype’d in and I was listening to them, and the speaker just got all fuzzy because they were all screaming. It was exciting, it was really exciting.

GB: Was the plan always to do it this week, when you wouldn’t be around while all of this happened?

Schafer: No, no. We were just trying to get it done as soon as we could, and we wanted to get it done so we would be able to talk about it at GDC and stuff, because the thing goes for 30 days. We hadn’t realized it would become...like, I thought it would take all 30 days. I thought, in the first night, we’d be lucky if we hit $2,000--and we hit $400,000 in the first night. I didn’t expect for it to become a phenomenon while we were at DICE, but it’s fun because I know that everybody here, whenever they’re trying to plug their new games, has to answer questions about Kickstarter now. “I want to talk about Skyrim!” “Nooooo, are you going to fund the next Skyrim on Kickstarter?” People have to deal with that annoying question.

GB: You’re just trying to make Todd Howard’s life a living hell for the rest of DICE.

Schafer: [laughs] Yep.

GB: Did you actually think it would take 30 days?

Schafer: Yeah. Everybody told us that $400,000 was too high for our Kickstarter because most of the games on Kickstarter are a lot less expensive than that, and there have been Kickstarter projects that have approached a million dollars, but no one had hit a million dollars like that. The first one to hit a million dollars hit four hours before ours hit.

GB: The iPhone dock.

Schafer: But they were on the last day of their 30 days, right? They were at the end of their Kickstarter when they hit that, and we hit it on our first day. Not to be rubbing it in or anything! [laughs]

If you haven't played Day of the Tentacle, make these recent events a reason to finally dive in.
If you haven't played Day of the Tentacle, make these recent events a reason to finally dive in.

GB: It hits a million in 24 hours, but how far out did you scope where this could go? As you were planning this, was there a dream scenario where “What if we end up with a couple million dollars?”

Schafer: Uh, planning in advance...where is the microphone on this thing? Can you hear me okay? I just realized I was talking into the speaker. Ugh.

GB: I’m just imagining your face really close to the iPad, trying to speak sweet nothings into it.

Schafer: What was I saying? Oh, yeah. Planning ahead has never been a big forte of Double Fine. People were saying $400,000 was [too big]. Originally it was going to be $200,000, which is like an iPhone game. And I was like “Well, if we could just do something on Kickstarter for the fans, it would be fun, and it would be fun to make that documentary.” To go back to the beginning, people have talked about doing Kickstarters before, you know? A lot of people have brought this up.

GB: You guys have actually talked about it?

Schafer: It’s just been a buzz thing. For the past year, a lot of people have been talking about Kickstarter. Around our office, people have brought it up. At the time, our budgets for [games like] Stacking and Costume Quest were like $2 million, and Once Upon a Monster was more than that. I was like “We can’t make $2 million on Kickstarter, that’s crazy.” And then those guys from 2 Player Productions came to interview me for the Minecraft documentary they were filming. I got to know them, and they said “Hey, maybe we can do a documentary about Double Fine next,” and then we started talking about how they could fund the documentary on Kickstarter.

We were talking about what game we could have access to because if we were using one of the games in production, the publisher might not like that, they might not like their coverage of that being so broad. We were worried about secrets and unannounced stuff and all the hassles of getting approval for everything, so we thought: “Let’s just start a new project and we could have Kickstarter fund that, too.”

It was kind of out of necessity that we came up with a game--it was kind of as a sidenote. I was still nervous about, you know, if we just said “Hey, we’re making a game, give us $2 million.” That would have been hard. But then I thought about adventure games, and now that makes it an interesting proposition for fans because they’re able to fund something that we couldn’t have done without them. We could not have gone to a publisher and said we wanted to make a graphic adventure--at all. Maybe if we were only asking for $100,000 or something.

With $1.6 million raised so far, the Kickstarter is approaching the budget for Grim Fandango.
With $1.6 million raised so far, the Kickstarter is approaching the budget for Grim Fandango.

GB: Have you tried?

Schafer: I haven’t pitched a straight classic adventure. It’s just not worth it. I know, for a fact, [they would say no].

GB: You know the answer upfront, so it’s not even worth trying.

Schafer: Exactly. Maybe that leaves me open to all the publishers saying “Hey, we would have done this.” That relationship is all just something I didn’t really want, because when you have a publishing relationship, sometimes it works out great because you have aligned goals and you want to make the same thing, like with Happy Action Theater. Microsoft wanted to show what Kinect could do, and I was interested in that, too. That worked out great.

If we’re making an adventure game, you know a publisher would have mentioned “Maybe you should add an action sequence, or put a gun in it, or, I don’t know, maybe that character looks too old, you should make her younger.” These kinds of things. I don’t have to do any of that if I just go to the fans and have their trust and be like “Hey, I want to make something that’s really creative and cool, are you into it?” And they’re into it to a greater degree than I’d even hoped.

GB: Does the project change now that you have all this money? Do you start thinking you can do something larger, maybe it's episodic? Or is that something you figure out when you’re back at the office?

Schafer: We do, but we’ve been thinking about how...at first, at the earlier, smaller budget, it was going to be a cool, cute, little fun game, but it would probably be kind of hobbled as far as adventure games go. It wouldn’t have compared Day of the Tentacle or our old games because it was going to be a fraction of the price. But we’ve now passed the Day of the Tentacle budget, even if you’ve adjusted for inflation, we’ve passed Monkey Island 1 & 2 combined, we’ve passed the Happy Action Theater budget, and we’re almost, I haven’t checked recently, but we’re almost at $1.1--almost at $1.5, which is the Full Throttle budget. If we pass the Full Throttle budget, then the next thing we’re looking at is the Stacking and Costume Quest budgets and beyond that, Grim Fandango, at $3 [million].

Oh, I just told you all my secrets! [laughs]

GB: Well, I sent a note to Greg [Rice, producer at Double Fine] earlier saying “Hey, Tim’s tweeting all those budgets, just send me a list of the budgets!”

Schafer: Well, I do want to tweet those out, but go ahead, I told you.

GB: You didn’t give me all the numbers, so you can still have your fun. But as you go along this budget path, eventually you hit a pretty big gap, right? You probably get as high as Grim Fandango or something, but the jump to a Brutal Legend or a Psychonauts is huge. On Reddit, there’s an image of someone asking you about the gap to get to Psychonauts 2 from what you’re currently at with the Kickstarter, and you mentioned it being something like $19 million more dollars. How seriously do you entertain those thoughts? It’s really easy to see people start running away with this. How do you ground yourself?

Schafer: I’ve been very surprised by the success of it so far, so it’s taught me that maybe I’m not the best at predicting. Nobody was really good at predicting this one. I guess I assumed this [the Kickstarter] would be a good test. I couldn’t take the money and make Psychonauts with it because some people have backed the project based on a certain promise that it’s going to be an adventure game, so it wouldn’t be right to take it and make Psychonauts with it. Maybe we could put it up to a vote! But I actually want to make an old graphic adventure, so we keep it this way and use this as a test to see if we can go bigger.

I think people are asking a lot of publishers and developers out there. At DICE, you can tell people are asking these interview questions, “Well, has this changed everything? Are you going to do Kickstarters to fund all your development now?” I think it really has to be a special thing. I think it’s definitely a possibility to do it a lot more, but I think each time you do it, it has to be a good story for people to get behind. I think the story of us making a graphic adventure when we couldn’t have done it any other way is a good story. I think there are more stories to be done that way, and there might be one that is equal to $20 million dollars. I don’t know.

GB: I think that’s been interesting--the one pushback I’ve seen is extrapolating too much out of this. Double Fine making an adventure game, and having you make an adventure game is a very specific story to tell, and just saying “I’m gonna make a game” isn’t enough. But it’s, at least, encouraging to other developers that have a story. There are other stories that can be funded through this way.

Schafer: Exactly. It’s a good lesson because even when you’re pitching to a publisher, it’s a good lesson in how having a good story is the most important part of a pitch, whether you’re talking to fans or publishers. Having it make sense, why this developer is making game at this time, is always something you should have clear in your mind before you ask anybody for money. You can’t just go “I feel like making something. Gimme some money.”

Brutal Legend was greeted with a mixed reaction, but almost everyone agreed it was hilarious.
Brutal Legend was greeted with a mixed reaction, but almost everyone agreed it was hilarious.

GB: Do you consider this validation for what you’ve been doing your whole life? This is such a different scenario than the way you traditionally sell a game, where you get the money afterwards and hopefully it’s a success, but this is people, upfront, telling you how much they believe in what you’ve done before you’ve even produced anything.

Schafer: That’s been really flattering and touching. It’s been really emotional for the whole team, I think, because we’ve had a roller coaster ride in the last couple of years. Just last month we had a project cancelled, and it was really hard on us, and we were like “Are we going to have to lay people off?” But instead, we decided to keep everyone together, and having that at a time when we’ve been struggling, to have this huge outpouring of love from the community and the fans and other developers...it’s just been something that reminded everyone at the company that what they’re doing is noticed by people and matters to people.

GB: It’s a reflection of the enthusiasm. From my perspective, as someone who has watched Double Fine over the years, Double Fine has always come across as a studio that’s never caught that break. It’s a studio that should be much bigger and a much larger success, and the sales and the size don’t reflect people’s reverence for what comes out from the studio. Unlike buying a game at a GameStop or Amazon, this is a much more direct way for people to show their appreciation for what the studio has done over the years.

Schafer: I think so, it’s had that effect on us. It has been a perplexing question. There’s always been a really passionate community, and a really supportive community of Double Fine fans. Or when I walk around the Game Developers Conference and people come up and talk to me and they’re so appreciative about the games and I appreciate them playing them and there’s seems to be so much love out there. And then, when you release a game and the sales are underwhelming, you kind of wonder “How can there be so much love and so little money?” [laughs]

But I’ve always accepted that as the path we’ve chosen. We always want to make games that were experimental and unusual and risky and creative, and also realize there’s a lot of self-determination--own our IP, control our own business and not be told what to do, and that just makes your life harder. That means you don’t get money thrown at you. If you want to do what other people want you to do in life, it’s a lot easier. If you do what you want to do, it’s a lot harder. We’ve always accepted that.

Then, this Kickstarter thing happened, and people were able to express themselves and make themselves heard in a financial way, which is totally new and crazy. And if you look at the number of backers, it’s just like 40,000, which is the highest number of backers they’ve had on Kickstarter, but 40,000 is not high for the sales of a game, right? If you sold 40,000 copies of a game, that would be considered a flop. For a Kickstarter project, it’s considered the greatest success. Why is that? [sighs]

Full Throttle was my first Tim Schafer game, and it still holds a special place in my heart.
Full Throttle was my first Tim Schafer game, and it still holds a special place in my heart.

GB: It’s not too different from what we’ve been trying to do over at Giant Bomb. The traditional idea is that you need to dominate in order to be a success, but there has to be a way to be happy with what you’re creating, create something that other people enjoy, and do that without having to take over the world in the process. There has to be a way to make that balance, and we try to do that on the editorial side, but it seems like Kickstarter provides a way to maybe do that on the creative side.

Schafer: Yeah, I agree.

GB: I know you’re going to have the discussion board, but how influential are people going to be in the development process, and have you thought about the consequences of inviting 40,000 people to be involved in that process?

Schafer: [laughs] Well, I feel like it’s more about the openness. We’re opening the doors and letting them see the whole process and see the art and hearing what people feel about everything--even 40,000 people--that will be our job for a while. [knock at the door] Do you need to use the bathroom?

Greg Rice: Are you just sitting there?

Schafer: [sigh]

Rice: Wrap it up--I’m sorry!

Schafer: I’m going to go stand in the shower now.

Listening to what they [backers] feel about it is not that different from what I do all the time at Double Fine. Double Fine is a very collaborative office, and everybody feels entitled to and is asked to contribute their ideas to the game. But at the end of the day, I’m responsible for my game and project leaders are responsible for their games and we have to make calls about whether we agree with all that feedback or not. We’re still on the hook for making a great game, so we have to listen to the feedback and filter it and make a great game out of it.

GB: Alright, Tim, I’ll let you go and let someone use the bathroom. I appreciate you taking a couple of minutes. Congratulations--it’s been really fun to watch.

Schafer: Thanks a lot.

Patrick Klepek on Google+

281 Comments

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Xeirus

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Edited By Xeirus

@tyemry said:

maybe, all we have to do is fund and support the games and developers we like to get the products that we want.

That statement got me rock hard.

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Chris2KLee

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Edited By Chris2KLee

Great interview, only gets me more excited for things to come.

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tescovee

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Edited By tescovee

"I'm not putting my mouth on that"

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composite

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Edited By composite

Sittin' On The Can with Patrick Klepek.

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Kevin_Cogneto

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Edited By Kevin_Cogneto

@tescovee said:

"I'm not putting my mouth on that"

Lips, you fool, lips! Your Tim Schafer fan card is revoked!

(Kidding. But not really.)

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Ersanven

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Edited By Ersanven

Soon they will have my money.

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tearhead

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Edited By tearhead

This is so awesome and exciting! I'm happy to throw in my $15!

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BeautifulSpaceCowboy

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Great interview. I am really happy for everyone at Double Fine.

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Driadon

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Edited By Driadon

Tim, you your studio does what I've always wanted to do as a member of the games industry: you want to do nothing more than to turn your ideas into art and share it with the world. Keep living the dream, be the pioneer so that the rest of the world can catch up.

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Diablos1125

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Edited By Diablos1125

Great interview Patrick. I wish Tim Schafer and everyone at Double Fine the best. I'm excited to be a backer for this project and see how this experiment works out for them.

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Masha2932

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Edited By Masha2932

That toilet picture of Tim Schafer is great. Unfortunately most pictures of Mr. Schafer online are of him making a 'crazy' face.

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Apollo87

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Edited By Apollo87

The industry doesn't get enough feel-good moments like this very often, this can only be a good thing.

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Cook66

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Edited By Cook66

This has been my favorite interview from GB thus far. Great job!

I chipped in the 100$ point to get my name in there for all eternity to see, more of you should donate as well if you haven't already. You do get some cool stuff and for once you are paying to make the game better rather than just covering costs and lining pockets of publishers.

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jarko

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Edited By jarko

@Klei said:

I'm super excited about Tim's new project. My wildest dream would be if they could acquire Grim Fandango, Monkey Island and Full Throttle back from the evil clutches of Lucasarts and make graphic-adventure sequels to them. These are all my favourite games, and they deserve to get some kind of re-release.

I'm going to cry if this happens.

Getting any rights from Lucasarts isn't going to happen, ever, but IF it could happen: I would personally be so much happier, if they would not do any sequel to any of these huge classics. Not that I don't believe in the talent of Double Fine, but I don't belive that the possible sequel to any of these classics would be on the par what people would expect, no matter who would be making them. All of those games are pretty much pinnacles of adventure gaming and high point of the so called golden era of adventure gaming, along with other classic titles like Sam & Max Hit The Road, Gabriel Knight, Broken Sword, and so on.

I would rather see them doing something new. That's what Double Fine do best, I think.

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Pyso

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Edited By Pyso

Very excited to be backing this, well spent 30$. My only regret is that I don't have more money to throw at Tim Schafer & co!

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SeriouslyNow

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Edited By SeriouslyNow

I do hope that Tim takes a sizeable chunk of that cash and spreads it between a bunch of other smaller Kickstarter projects.

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SeriouslyNow

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@Kevin_Cogneto: Mark Hamill is an awesome voice actor. To think we've seen where he started in video games and where he ended, that's pretty crazy.

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hatking

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Edited By hatking

I can't wait to see the Double Fine guys come back to the GiantBomb offices. That'll be such an exciting event.

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KestrelPi

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Edited By KestrelPi

@SeriouslyNow: I hope not! ~2 million is still a pretty small budget for a game nowadays and I don't doubt they'll be able to put the whole thing to good use. Also, we pledged money for this project, not for other projects, so there's a bit of an ethical problem with using the money elsewhere.

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SeriouslyNow

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Edited By SeriouslyNow

@SurplusGamer said:

@SeriouslyNow: I hope not! ~2 million is still a pretty small budget for a game nowadays and I don't doubt they'll be able to put the whole thing to good use. Also, we pledged money for this project, not for other projects, so there's a bit of an ethical problem with using the money elsewhere.

I also pledged money mate and their target was originally 400,000, so 1.6 million is substantially more than they asked for.

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freakin9

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Edited By freakin9

When Ryan was jumping up and down and proclaiming his glee about how much of a success Double Fine was on a recent TNT I knew something rang false about that. Trenched was hardly a huge success, or really a great game for that matter, and none of their previous games were huge successes either. Hopefully they become successful but this story is both cool but unfortunate that they are still in a position that they can't fund their own projects.

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Jonnyflash80

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Edited By Jonnyflash80

I'm so excited for a new adventure game coming from the labyrinthine mind of Shafer.

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KestrelPi

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@SeriouslyNow: That money being substantially more than they asked for doesn't mean they won't find uses for the money. £400,000 was the minimum that they were willing to attempt to make a game with. with around 2 million they'll be able to make something much better by a combination of bringing more people onto the team, having a bigger voice budget, being able to work on it longer possibly and so on. They will EASILY find ways to spend that money on this project, trust me.

Many people would rightfully be upset if the money they pledged to make an adventure game with was being siphoned off into other projects. This is the fund for a Double Fine Adventure, not the general Double Fine 'give us money for us to do what we like with' fund. While you personally and some others might not mind money being shifted elsewhere, plenty want the money to go towards what they actually paid for.

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Scodiac

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Edited By Scodiac

Good read. Some people do their best thinking on the toilet eh haha.

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SeriouslyNow

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Edited By SeriouslyNow

@SurplusGamer It was just an idea so that DF could help seed other projects on Kickstarter too, just as other successful people helped them out. The idea is to encourage people to make great products. No need to get so defensive at the mention of an idea mate.

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djenson

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Edited By djenson

I can't wait to play their new adventure game!

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KestrelPi

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Edited By KestrelPi

@SeriouslyNow: I think you're a little confused about who is being defensive here. I'm just answering the point that you made, and saying why I think that it's a bad idea (and also very unlikely to happen).

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SeriouslyNow

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@SurplusGamer: I'm not confused.

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avantegardener

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Edited By avantegardener

I am well and truely over the point and click adventure revival, there is a reason why this genre fell out of favour. I think Tim Schafer and especially Ron Gilbert have become very overated (perhaps over inflated by their fans nostalgia) mind you I wish Double Fine all the best with their new project, hopefully it will great.

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Enigma_2099

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Edited By Enigma_2099

This shows that people put a lot of faith in you Schaffer. You can't let them down.

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Edited By mrcraggle

@freakin9: I too gathered that none of their recent games had been very successful. I was listening to the CAGcast and Wombat didn't seem to get that. Even with the releases of Costume Quest, Stacking, Iron Brigade, Once Upon A Monster and most recently Happy Action Theatre, it has always seemed that DF been successful enough to keep going and keep making games but never been in a position where they've had this huge successful game and not need to worry about money. I remember seeing lots of hype and promotion for Brutal Legend here in the UK but that game was a flop and Psychonauts only has an audience with people that already know about it.

I wish them Tim Schafer and the rest of the team at DF success on this project and their future endeavours. The Monkey Island series holds a special place in my heart and Grim Fandango is one of my favourite games of all time. Maybe they can collaborate with TellTale Games and we'll have the gang back together.

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kennybaese

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Edited By kennybaese

Man, Brutal Legend would've been awesome if it wasn't for the real time strategy stuff...

I'm excited for this. Here's to hoping they put whatever this is out on a system I can play it on.

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Rixalabur

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Edited By Rixalabur

Looking forward to the process and the end result! Worth the money!

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LegendaryChopChop

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@avantegardener said:

I am well and truely over the point and click adventure revival, there is a reason why this genre fell out of favour. I think Tim Schafer and especially Ron Gilbert have become very overated (perhaps over inflated by their fans nostalgia) mind you I wish Double Fine all the best with their new project, hopefully it will great.

Damn straight. I have no idea how this blew up as big as it did, Telltale basically oversaturated the genre and made me sick to death of it. Unfortunately, it seems like the bulk of these donators were just riding a nostalgia wave hoping for LucasArts revivals, because if not for that, I can't fathom a reason as of why Double Fine would deserve this kind of money for a project that has literally no information other than "hey, it's an old adventure game".

Personally, finding out this Kickstarter is in the million-count while other ideas are not being paid as much attention to is a bit disgusting.

It was also kind of low, to me, for Double Fine to even propose this situation in the first place.

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KestrelPi

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@LegendaryChopChop said:

Damn straight. I have no idea how this blew up as big as it did, Telltale basically oversaturated the genre and made me sick to death of it. Unfortunately, it seems like the bulk of these donators were just riding a nostalgia wave hoping for LucasArts revivals, because if not for that, I can't fathom a reason as of why Double Fine would deserve this kind of money for a project that has literally no information other than "hey, it's an old adventure game".

Personally, finding out this Kickstarter is in the million-count while other ideas are not being paid as much attention to is a bit disgusting.

It was also kind of low, to me, for Double Fine to even propose this situation in the first place.

Well, you would be right.

Except that there's plenty we do know, for example: it's a Tim Schafer adventure game, and he has a track record of making some of the best adventure games of all time. We also know Ron Gilbert is there, with his similar track record. We also know Double Fine has a reputation for creating the sort of humourous, stylish content adventures thrive on. We also know that it's going to be filmed and we're going to be able to watch an in depth documentary of the process, and access to the beta, and the ability to provide feedback while it's still in development.

And except that other Kickstarter projects have reported an increase in funding since the double fine thing started, so it's been good for the whole scene.

And except that I can't name a single indie developer (of which I am one) who is genuinely sore about Double Fine's success and most are very happy for them.

And except that there's no reason for Double Fine not to do this, they need to raise money to make games just like nigh on every developer out there, the fact that they're a medium sized studio with a couple of retail releases under their belt does not make them immune to this need. Furthermore they've explained in the video and on the page what the deal is, they're not forcing anyone to pledge money, it's just that people want to - that's the sort of power you too can have when you've spent 20 years building up good will.

So yeah, aside from those things, you have a pretty good point.

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demonbear

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Edited By demonbear
I can look at this picture all day, and laugh every time. How awesome is this man's face?
I can look at this picture all day, and laugh every time. How awesome is this man's face?
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probablytuna

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Given them my money, now I'm gonna sit back and enjoy the ride.

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umdesch4

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I notice that at some point recently, they added 3 more slots to the $10,000 tier. More lunches up for grabs!

Too bad that's just a little out of my budget range...

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swedmiro

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Edited By swedmiro

wait what... 200.000 for an iphone game? Are they nuts! Then you need to sell a quarter of a million games just to break even! Hope Shafer has a bean counter and a marketing guy that can tell him the reality of the iphone games market!

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umdesch4

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AhmadMetallic

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@dudeglove said:

@AhmadMetallic said:

Three articles about Double Fine in less than a week.. this is getting unprofessional.

This community really needs to get you a badge that says "I can suck the fun out of any room I walk into".

I've brought and had more fun with this community over the past year than you've had your entire life, bro.
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fjordson

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Edited By fjordson

@avantegardener said:

I am well and truely over the point and click adventure revival, there is a reason why this genre fell out of favour. I think Tim Schafer and especially Ron Gilbert have become very overated (perhaps over inflated by their fans nostalgia) mind you I wish Double Fine all the best with their new project, hopefully it will great.

I disagree with your first point. For some reason I just love adventure games when they're done well.

But I definitely agree with your second point. Which is tough to say since Gilbert and Schafer have made incredible games, but those incredible games are old as hell now. All of Double Fine's recent work has been boring as fuck, so I'm somewhat surprised that they seem to have so many fans. And as for Gilbert, the last thing he did (Deathspank) was incredibly mediocre.

Hopefully them returning to the adventure game genre will be a benefit since that's where both of their best work is, but I'm trying not to get my hopes up too much.

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Manatassi

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Edited By Manatassi

Its amazing that Double Fine have become such a progressive and industry changing developer branching out in amazing directions and opening up pathways for other developers to walk down. Tim Schafer and his merry band of Doublefineians are like a pioneering adventuring group of explorers wildly stumbling about on the boundaries of the industry but somehow they seem to keep their footing.

I have to say BRAVO!!

Double Fine are a much needed breath of slightly crazy air in the lungs of the games industry :D

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Suits

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He's kind of like a mix of the awesome parts from Gabe Newell, Jack Black and Michel Ancel ;o

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tescovee

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@Kevin_Cogneto: I blame the beer I was enjoying at the time and the fact that I have a memory like an infant. *sadly hands back my Tim Schafer fan card*

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Chris_Ihao

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Seriously considering paying the 100 buckaroos, if not only for the honorable mention and poster. Even more due to the fact that they can polish this future gem even a bit more due to my contribution.

@LegendaryChopChop said:

@avantegardener said:

I am well and truely over the point and click adventure revival, there is a reason why this genre fell out of favour. I think Tim Schafer and especially Ron Gilbert have become very overated (perhaps over inflated by their fans nostalgia) mind you I wish Double Fine all the best with their new project, hopefully it will great.

Damn straight. I have no idea how this blew up as big as it did, Telltale basically oversaturated the genre and made me sick to death of it. Unfortunately, it seems like the bulk of these donators were just riding a nostalgia wave hoping for LucasArts revivals, because if not for that, I can't fathom a reason as of why Double Fine would deserve this kind of money for a project that has literally no information other than "hey, it's an old adventure game".

Personally, finding out this Kickstarter is in the million-count while other ideas are not being paid as much attention to is a bit disgusting.

It was also kind of low, to me, for Double Fine to even propose this situation in the first place.

No wonder you'd say that after having played Double Fine Happy Action Theater all night long. ;) Seriously though, I believe that people just dont go buy Telltale games just because they want to be nice. They obviously get fun out of the games or they would keep their dollars safely tucked in their pockets during these economically challenged times. That so many have donated only means that there are enough of us that cares, and I cant imagine that the leftover money after this game is shipped wont be employed in a similarly useful fashion.

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Slumberpunch

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Edited By Slumberpunch

Calling for a 3 month blackout on all things Double Fine on Giant Bomb.

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sporkwaffles

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Edited By sporkwaffles

Crazy to think this still has a few more weeks left.