Double Fine Adventures Kickstarter Project

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You know the companies are going to try it, but frankly, I am fine with that. We need a change in the way the system works, and this one seems like it would be an interesting one to try.

Those companies that try to abuse it for profit will just begin to see a decline in customer backing, while those that show the customer respect will get more and more support in the future.

Also anyone notice that TWO of the $10,000 packages were bought? That is pretty crazy to me.
 
I could totally see the bigger pubs trying this as a form of advanced pre-order, but I really doubt it will work when game development for original IP at that level takes two years minimum and often goes way over budget.

It might work for Madden games, for all the good that will do.

The real problem is pub corporate bloat and their general unwilling-ness to take more chances with smaller projects. When everything *has* to be (in their minds) a $20-$50M mega-project, it's no wonder they're so risk-averse.

Done right, Kickstarter could be fantastic for small devs who already have a prototype/previous work that can help get buzz going.
 

figmentPez

Staff member
I could totally see the bigger pubs trying this as a form of advanced pre-order, but I really doubt it will work when game development for original IP at that level takes two years minimum and often goes way over budget.
Can you imagine the level of fandom it would take to plunk down $60, in full, for a game you won't get for a couple of years? There definitely are some gamers who would do that, but not many. The Double Fine Adventure is, what, six months of waiting, with just $15 or $30 on the line, and I'm betting even that was too much of a wait for some people.
 
Can you imagine the level of fandom it would take to plunk down $60, in full, for a game you won't get for a couple of years? There definitely are some gamers who would do that, but not many. The Double Fine Adventure is, what, six months of waiting, with just $15 or $30 on the line, and I'm betting even that was too much of a wait for some people.
Exactly.

I'll bet it would have worked for SWTOR (the pledging part, I mean). I love the game, but thank god they didn't try Kickstarter for it. The hate-level among the "hardcore" is already a little insane for that game, imagine what it would be otherwise.

I do actually think it would work for Madden. Which kind of depresses me.
 
The Double Fine Adventure is, what, six months of waiting, with just $15 or $30 on the line, and I'm betting even that was too much of a wait for some people.
I think it's going to be a problem for them, actually. You can't easily spend 3 million dollars in 6 months and get a game that's 8 times better than the originally planned 0.4 million dollar game.

They're going to end up lengthening the schedule, and involving more developers, which should be ok.

I think they ought to cap the $15 donation at 50,000 people and add a new donation level of $20 for the next 50,000, and $30 for the next, etc. Make people pay more as the game gets more funding - this is essentially going to be a $60 game, and $15 is a fantastic deal for it. It would also push a lot of people who are sitting on the fence about supporting it - the earlier you donate, the better deal you get.

But yeah, I think they're going to be in a bit of a pickle. You can't simply throw 10x more developers at it and get 10x the productivity. I'll be interested to see how it ultimately turns out.
 
I kicked in $30, but I didn't view it as a preorder.

I viewed it at what it is, donating money to a developer I love for a project that I think is worth doing. That I get a copy of the game when it releases is just a bonus to me.
 

figmentPez

Staff member
I think it's going to be a problem for them, actually. You can't easily spend 3 million dollars in 6 months and get a game that's 8 times better than the originally planned 0.4 million dollar game.

They're going to end up lengthening the schedule, and involving more developers, which should be ok.
What if they go episodic, or plan DLC? They obviously had some idea for a game they could do in six months, what if they do that as planned, with all the voice acting that was contingent on funding, and then use whatever is above and beyond to do more content past the six month period. That way backers aren't waiting past the original deadline, and Double Fine isn't spending exponential amounts of money to rush the schedule.

Six months, they release the game on Steam, (additional money comes in and they use that to fund a port to XBLA) while they work on Part 2 or the Holiday Special or whatever with what's left of the Kickstarter money. Backers get the game with the DLC for free, just not all right at the original release date.
 
I'm waiting for the backlash when people realize they were funding the game, not purchasing it.

"Dah... you mean you expect me to actually pay for the game when it's released... :dur:"
 
I'm waiting for the backlash when people realize they were funding the game, not purchasing it.

"Dah... you mean you expect me to actually pay for the game when it's released... :dur:"
But even at the lowest level of backing you are getting a copy of the game when it's done.
 
Dur, on me, then, I totally misread the donation tiers.
Added at: 01:19
Well, that's cool then. I can't wait to get my DRM free game, then. I'll still end up paying for the iOS version anyway.
 
Yeah....I like them, but not 500 dollars worth for a book.

I do like them exactly 15 dollars worth though.
 
I can't see the video here at work. Is that the interview with Ron Gilbert?

I did find something interesting though, and I think Ron may have actually inadvertently hit the nail on the head why Adventure games have fallen out of favor with some people. He was talking about how with adventure games, they were something where you stewed over the answers to the puzzles and thought about them even when not playing. With the advent of the internet, I think may find it hard to avoid just jumping online to get the answers, which kind of destroys the whole play experience.

Also, Limbo is a platformer with puzzle-solving elements, not an adventure game :p
 
Eh, I played Grim Fandango even with the internet and it's still a treasure but I totally get his point.
 
He didn't really make that point, he was more musing on what he thought adventure games should be. It did make me realize that one of the reasons the genre might have fallen out of favor is because of the rise of the internet.

I remember the original point and click adventure games and how MADDENING the puzzles could be (especially when they use "adventure game logic", or render a game unwinnable if you don't get a specific object in the very beginning). However, the sheer frustration led to the greatest moments of the game when you finally figured out the puzzle. With a walkthrough at your fingertips, I could see how that may deminish that somewhat.
 
That's something he touches on at the beginning of the interview (all I've watched so far) about how too many adventure games expect the player to find the key before they're shown the lock and how missing something can mean unwinnable situations.
 
I still have nightmares about that goddamn Babel fish puzzle in infocom's hitchhiker game.

The answer is junkmail?! RRAAWWRRRR!
 
Gah! You and me both, Raven.

I still enjoy the experience of adventure games, despite the internet. While I don't get that "AH HA!" moment anymore, I do get that "Oh for...why didn't I think of that?" moment, which is pretty similar.

Heh, I remember back when the internet was just starting to form, I had lent a copy of Day of the Tentacle to a friend. He kept calling me over...and over...and over...asking for help on where to go next. Ugh. I eventually told him to piss off and figure it out himself because he was calling too much.
 
I think my favorite part of Tim Schaefer is even when he's acting incredibly goofy, he still looks furious.
 
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