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View Full Version : New Double Fine Adventure Game Project on Kickstarter


Jay G.
02-09-12, 04:21 PM
Double Fine Productions is creating a new point-and-click adventure game, and they're using Kickstarter to fund it:

http://www.kickstarter.com/projects/66710809/double-fine-adventure

They've already well exceeded their funding goal, and are on track to raising over $1 million for it.

Minecraft's Notch pledged $10,000.

Edit: The game is now called Broken Age.

Drexl
02-09-12, 04:31 PM
Yeah, I saw this today. With the extra money they've raised, they may be able to put this on the consoles in addition to Steam.

Jay G.
02-09-12, 04:34 PM
Yeah, I saw this today. With the extra money they've raised, they may be able to put this on the consoles in addition to Steam.
Not sure how well a point-and-click would work on a console (maybe with a Wii Remote?). Also read that a OS X port would be one of the possibilities of additional funding.

From an update to the Kickstarter page:
All money raised will go to make the game and documentary better. Additional money means it can appear on more platforms, be translated into more languages, have more music and voice, and an original soundtrack for the documentary, and more!

Kickstarter posted this on twitter:
https://twitter.com/#!/kickstarter/status/167650731183194112
Double Fine Adventure has broken Kickstarter records for most funds raised in 24 hrs & highest number of backers!

fumanstan
02-09-12, 04:40 PM
I donated $15 earlier.

The Monkey Island games worked ok on consoles.

flashburn
02-09-12, 04:43 PM
They've already well exceeded their funding goal, and are on track to raising over $1 million for it.


I'd say they are on track to raising over $3 million, even if it slows down quite a bit. It hasn't even been a day yet, and there are 33 days remaining.

Groucho
02-09-12, 04:47 PM
Thanks for sharing this. In for $15.

Michael Corvin
02-09-12, 04:49 PM
The children on CAG have been putting up a stink about this all day.

I, for one, think it's a great idea to get new games made that otherwise wouldn't be touched with a ten-foot pole by publishers.

UncleGramps
02-09-12, 05:08 PM
The children on CAG have been putting up a stink about this all day.
I don't understand how anyone could see this as being a bad thing. You're allowing the developer to make something that wouldn't otherwise be made, and the developer will be tailoring the game to the people who care most about it. Where's the negative in that?

Jay G.
02-09-12, 05:24 PM
I don't understand how anyone could see this as being a bad thing. You're allowing the developer to make something that wouldn't otherwise be made, and the developer will be tailoring the game to the people who care most about it. Where's the negative in that?
Plus, if they don't want to pay $15, they can wait for the inevitable Steam sale. At this point it's a given the game will be made.

fumanstan
02-09-12, 05:38 PM
Yeah, what's the complaint on CAG?

Decker
02-09-12, 05:51 PM
I didn't want to contribute to this -- thought they'd be capable of raising the money themselves and therefor didn't pledge $15. I can't imagine anyone having an issue with other people throwing their money at Double Fine if that's what they want.

On the other hand, I'd happily contribute $25 or more for Psychonauts 2 if that were on the table.

fumanstan
02-09-12, 05:59 PM
I figure the $15 is buying you the game anyway, and in this case you know you're pretty much directly making sure your money is supporting the development of the game.

mhg83
02-09-12, 06:15 PM
So how does this work? Can you release a game without the need for a publisher? Can you get a game in stores without a publisher?

Jay G.
02-09-12, 06:27 PM
So how does this work? Can you release a game without the need for a publisher? Can you get a game in stores without a publisher?
The Beta and finished version they're giving to kickstarters is a Steam download, so I'm assuming that's what their original launch platform was going to be. They should be able to get it on PSN, XBLA, WiiWare, Android Market, and OS X and iOS App Store without a publisher.

They could try to self publish to get it into stores, but having a publisher for a physical retail release would help a lot, if that's something they even want to do. Like Plants vs Zombies, if the game's a success on the download platforms, finding a retail publisher shouldn't be a problem.

The main goal for this was to develop the game without having to ask a publisher for money (since they'd most likely say no). This way, they can make the game they want without having to bow to publisher demands.

Drexl
02-09-12, 06:32 PM
So how does this work? Can you release a game without the need for a publisher? Can you get a game in stores without a publisher?

Since this won't be on a disc, the only publishing cost is whatever the distribution service charges. The only confirmed platform so far is the PC through Steam. So whatever they have to spend to get it on there was probably included in the original $400k goal.

But since they've gotten more than they expected, they'll probably release it on other platforms like consoles and phones.

xmiyux
02-09-12, 07:00 PM
I jumped right in on this at 30$ because I also wand all the documentary video. I'm teaching a class on game analysis and a little bit about the design process and sections of the documentary might be nice to show.

Decker
02-09-12, 07:05 PM
BTW : If people are just dying to help Double Fine out financially and own a Kinect, they should really pick up Double Fine Happy Action Theater (http://marketplace.xbox.com/en-US/Product/Double-Fine-Happy-Action-Theater/66acd000-77fe-1000-9115-d802584111f3) for 800 points. I think it's really cute and fun for kids (and silly grown up parties, I guess). It's not really a game, but it IS fun and seems to have sold pretty poorly so far.

Michael Corvin
02-09-12, 08:23 PM
Yeah, what's the complaint on CAG?

That this is a big con to get people to pre-order a game before it even exists... slippery slope... doom & gloom... all that bullshit.

fumanstan
02-09-12, 08:49 PM
Ah... makes some sense, but really... people can just not donate and buy the game when it comes out if reviews are good. Doesn't seem to be a big issue, and its not like this sort of model will work for everyone. This one only works because a lot of folks have a fondness for the developers.

Jay G.
02-09-12, 09:45 PM
Here's the CAG thread:
http://www.cheapassgamer.com/forums/showthread.php?t=315129

I think a big problem was that it was originally posted in the "deals" forum there, which it technically isn't.

Edit: Also, they've raised $1,127,050 with just under 30,000 backers, so they're the record holder for the most money raised, beating out Elevation Dock, which just broke the record itself earlier today:
http://www.kickstarter.com/projects/hop/elevation-dock-the-best-dock-for-iphone

Wazootyman
02-10-12, 12:05 AM
I only read half of the CAG post, but it seems like there's only one guy against it and everyone else pretty much rallied against him.

mhg83
02-10-12, 06:09 AM
If this was for psychonauts 2 i would donate $50 easily.

Michael Corvin
02-10-12, 06:51 AM
Exactly. We all have "our games" that didn't sell or weren't as popular as they should have been. I'd be down for donating if it was something near and dear to my heart.

That game for me would be Beyond Good & Evil 2. I'd donate for that in a heartbeat if it meant we'd get some reassurance that it's actually happening.

I only read half of the CAG post, but it seems like there's only one guy against it and everyone else pretty much rallied against him.

Ahh, I don't keep track of users over there like here. I also have a lot more on ignore there. :lol:

Canis Firebrand
02-10-12, 08:42 AM
I got in shortly after it was announced and the pledged amount was around $20k I think. Unbelievable how fast it went up and how much its at.

I'm also hoping that Psychonauts 2 comes out as was hinted at through Twitter between Tim and the guy from Minecraft.

Jay G.
02-10-12, 08:47 AM
I'm also hoping that Psychonauts 2 comes out as was hinted at through Twitter between Tim and the guy from Minecraft.
The Minecraft guy? Isn't his name Nachos or something?

UncleGramps
02-10-12, 10:48 AM
That this is a big con to get people to pre-order a game before it even exists... slippery slope... doom & gloom... all that bullshit.
Yeah, that is a really dumb argument to make.

Michael Corvin
02-10-12, 12:40 PM
No, it's the jumping to the "doom and gloom" that's dumb.

It's an established company looking to make a game in a genre that is clearly dead* and wouldn't get funded otherwise. This isn't Sony asking for money for God of War 4 or MS begging for scratch for Halo 4. This is a unique situation that works in this case. Jumping right to "this is gonna set a precedent & EA's going to want $60 for Madden a year in advance" is ridiculous, IMO.

*Nobody tell TellTale. ;)

glassdragon
02-10-12, 01:02 PM
I don't see a problem with them doing this. It's not like Schaffer has a gun to your head to contribute. The fans who care will be rewarded by getting to help shape the game. Sounds awesome to me.

Jay G.
02-10-12, 02:06 PM
New Kotaku article commenting on the record-breaking funding:
http://kotaku.com/5883864/why-the-internet-gave-this-video-game-1-million-in-a-single-day

Jay G.
02-10-12, 02:43 PM
From today's Penny Arcade news post:
http://penny-arcade.com/2012/02/10
The industry is engaged in what is essentially a Mexican Standoff between Publishers, Platform Holders, and Retailers, which explains the distortions you see. You’ll note that developers aren’t in that grim triad. This allows for surprising lateral maneuvers.

The Double Fine Adventure Kickstarter was the second million dollar Kickstarter, but it was the first to generate this level of donative ferocity in such a short span of time. With thirty-two days remaining and some interest no doubt left to be discovered, I would be startled indeed if it weren’t also the first two million dollar Kickstarter - or if it weren’t the catalyst for other projects.

Tim Schafer hates me; I stole a yo-yo of his once, but I also said something mean about a game he made, and when I saw him at GDC a couple years ago he flipped me off. It didn’t hurt my feelings, I flip people off for a living. All it said to me was that he takes it serious; that he and his work are synonyms. That’s more or less the person I want to support.

UncleGramps
02-10-12, 04:09 PM
No, it's the jumping to the "doom and gloom" that's dumb.
Personally, I think the whole argument is dumb. I really don't see how this could be painted as a bad thing. A Kickstarter project succeeds or fails based on interest from the public. If a developer tries to "abuse the system" or do something skeevy, than presumably most rational people would simply not back the project. There are no limitations on who can start a Kickstarter project - they just require you to be creating something tangible.

Kickstarter is merely one avenue for funding game development. It's a tool. It's not inherently good or bad. I think that the way Double Fine is using it makes total sense and isn't shady in any way.

Michael Corvin
02-10-12, 04:35 PM
:lol: I thought you were being sarcastic earlier.

Jay G.
02-13-12, 09:57 AM
Interview with Tim Shafer about the project:
http://www.giantbomb.com/news/16-million-and-counting/3981/

UncleGramps
02-13-12, 10:17 AM
:lol: I thought you were being sarcastic earlier.
Nope! I tend to go for broke when being sarcastic. It's usually pretty obvious. Someone as smart and observant as yourself would definitely pick up on it, probably within a few seconds or so.

Jay G.
02-14-12, 12:46 PM
Another interview with Tim Shafer:
http://www.hookshotinc.com/interview-schafers-millions/

Jay G.
02-15-12, 08:00 PM
Video update from Double Fine's Tim Shafer:

TFKwplDBmgg
http://youtu.be/TFKwplDBmgg

Highlights from the video:

The game will be released on PC, Mac, Linux, iOS, and Android (with support for select Android devices)
Game will be available in English, French, Italian, German, and Spanish
Voice Acting for the English version
Beta is on Steam, but final release will have a DRM-free version available (for backers only?)

Jay G.
02-17-12, 04:33 PM
The kickstarter is getting pretty close to $2 million.

It's currently at $1,933,845 with 57,290 backers, and 25 days to go.

Jay G.
02-20-12, 09:49 PM
They've broke $2 million, with 21 days to go. It seems like reaching $3 million is very strong possibility.

Supermallet
02-20-12, 10:09 PM
Pledged $15. Love that they're doing this, and that they're getting such a big response. I'd like to see some other indie developers go this route.

The CAG argument that EA or Ubisoft will start doing this is pretty silly. And if they did, it's simple: Don't donate.

xmiyux
02-22-12, 08:16 PM
Pledged $15. Love that they're doing this, and that they're getting such a big response. I'd like to see some other indie developers go this route.

The CAG argument that EA or Ubisoft will start doing this is pretty silly. And if they did, it's simple: Don't donate.

Well if EA or Ubi wanted to kickstart their next full price title and I can get it for pledging 20-30$ then that would be a steal imo.

Groucho
02-22-12, 08:19 PM
I could see a bigger publisher doing this for an older franchise whose sales have dropped off, but still has a core group of fans. Let them fund the game, and budget appropriately based on that. It's win-win.

Supermallet
02-22-12, 09:35 PM
Well if EA or Ubi wanted to kickstart their next full price title and I can get it for pledging 20-30$ then that would be a steal imo.

If that's the case, or as Groucho said, they're funding a cult title they wouldn't normally develop, then yes, I can see the use. The complaint was that this would spur EA to demand people pay for the development of Madden, and that's not going to happen. If it did, people should be smart and not donate.

Liver&Onions
02-22-12, 10:09 PM
I could see a bigger publisher doing this for an older franchise whose sales have dropped off, but still has a core group of fans. Let them fund the game, and budget appropriately based on that. It's win-win.

Come on isometric view single player Syndicate!

xmiyux
02-23-12, 04:10 PM
Or a new version of the best fighting game ever.... Bushido Blade!

Jay G.
02-24-12, 11:43 PM
A bit more news.

First, an interview with Greg Rice, the producer of Double Fine Adventure:

2YAaEA6XOz0
http://www.youtube.com/watch?v=2YAaEA6XOz0


Then, Kickstarter Update #2:
http://www.kickstarter.com/projects/66710809/double-fine-adventure/posts/180150

Basically, they've added several more rewards, including Documentary OST, Documentary DVD/Blu-ray, and a book of game art.


Finally, as mentioned in the update, a 35 minute conversation between Ron Gilbert and Tim Schafer about adventure games in general, and this game specifically (recorded before the kickstarter went live).

re_LWmRJK-g
http://www.youtube.com/watch?v=re_LWmRJK-g

Jay G.
02-27-12, 10:19 AM
New article:

How a film crew helped begin Double Fine’s Kickstarter revolution: the story of 2 Player Productions (http://penny-arcade.com/report/editorial-article/how-a-film-crew-helped-begin-double-fines-kickstarter-revolution-the-story-)

Jay G.
03-01-12, 09:47 PM
Kickstarter Update #3, from 2 Player productions, detailing how the documentary will work:
http://www.kickstarter.com/projects/66710809/double-fine-adventure/posts/183370?ref=email&show_token=11f846498d7c08eb

Then, a lengthy article detailing the making of the pitch video (basically like a transcribed commentary track):
http://2playerproductions.com/blog/levering/327-making-the-pitch

Outtakes from the pitch video:
Yo5eIQ51Rn8
http://www.youtube.com/watch?v=Yo5eIQ51Rn8


Finally, Tim will be doing an “Ask Me Anything” on Reddit this Sunday, March 4th, from 1pm to 3pm PST.
http://www.reddit.com/r/IAmA/

Jay G.
03-05-12, 08:44 AM
Here's the Ask Me Anything from yesterday:
http://www.reddit.com/r/IAmA/comments/qhk98/i_am_a_tim_schafer_ask_me_about_loom_or_anything/

Jay G.
03-12-12, 04:20 PM
Only 26 hours left on this kickstarter, and it's at $2.8 million pledged from 77,000 backers.

Kickstater Update post:
Update #4: Shirts and Stuff
Posted 3 days ago
With only four days left until the end of the Double Fine Adventure Kickstarter Campaign, we bring you Mr. Tim Schafer himself for some very important announcements:

ycZhmnfJgtY
http://youtu.be/ycZhmnfJgtY


Or maybe you don't have time for all this video nonsense. In that case, let me break it down for you using three cute little bullet points:

• The Collector's Edition will be packaged in a cardboard box reminiscent of the old school games we all know and love. It will be awesome.

• Mr. Schafer himself will be signing all of the Double Fine Adventure books. He'll also gently caress all of their bindings. I mean, if you're into it.

• We've added a fancy new shirt to the $100 tier so you may show the world how amazing you are. Check it out!:
http://oi44.tinypic.com/v3ekvm.jpg

All of these fabulous rewards will only be made available to backers, so get them while you can!

We love you! Like, too much.

Jay G.
03-13-12, 08:18 AM
10 hours left, and they've broken $3 million, from approx. 80,000 backers.

http://www.kickstarter.com/projects/66710809/double-fine-adventure/posts/189200
Update #5: The Final Countdown
Posted about 11 hours ago
It's less than 24 hours until the end of our Kickstarter campaign, and we're rapidly approaching $3,000,000. This is cause for celebration! Please join us tomorrow as we count down the final minutes until we embark on this crazy adventure. It all begins at 3:00 pm PDT [6:00PM EDT] right here:

http://www.ustream.tv/channel/double-fine-adventure

To those of you who have backed the project, thank you so much! We'll see you soon on the backer forums!

To those of you who haven't yet backed the project, there's still time! Many of these rewards will only be made available to backers, so act now if you don't want to miss out. We've been hearing from a lot of folks that would like to back the project, but are unable to do so because they are outside of the US and do not have a credit card. Well, here's Tim Schafer to the rescue with information on how to obtain a pre-paid credit card to back the project:
gbXygxSObUQ
http://youtu.be/gbXygxSObUQ


An important detail-in order for your payment to go through with a pre-paid credit card, you must add $1 more to the card than you are pledging. More details can be found here:
http://www.doublefine.com/forums/viewthread/5981

And if we could make one last request, please do not refresh the Kickstarter page in the final minutes, as we don't want to break Kickstarter again during this high traffic time. Plus, the party is going to be over on Ustream!

SEE YOU TOMORROW!!!!!!

Trevor
03-13-12, 08:52 AM
Tried, but couldn't resist. In for the $100 level. The old school packaging, name in the credits, and "exclusive" BD documentary disc swayed me even more than the game.

shizawn
03-13-12, 12:56 PM
I just did the same. Excited about all the extras, and the old school box.

Jay G.
03-13-12, 01:50 PM
I originally pledged $15 back when it started, but upgraded to $100 pledge today.

Decker
03-13-12, 02:11 PM
I originally pledged $15 back when it started, but upgraded to $100 pledge today.

I originally complained that I thought this was a bullshit idea that was totally unnecessary for a company as big and well-thought-of as Double Fine, but I gave into peer pressure and kicked in $15 today. :)

glassdragon
03-16-12, 05:56 PM
http://www.eurogamer.net/articles/2012-03-16-the-cult-of-psychonauts

In the article he says about Psychonauts 2

If we figure out a way to do it on Kickstarter that does take a lot of the risk because people are paying for it in advance in a crazy way. You still have a chance of not making money on it but you’ve already funded it and it’s a lot less worrisome than shoving over all your chips and then crossing your fingers.

It’s a possibility, but I see that game as being a really big budget. Bigger than the $2.5 million [which has eventually topped out at $3.3 million] we got from Kickstarter this time, which was an amazing number for Kickstarter.

If this made 3.3 million, I KNOW psychonauts 2 would make closer to 5 or 6, maybe more.

There you go, he's thinking about doing it. Send mails to doublefine if you can and tell them you would contribute. I don't usually do kickstarters, but I would donate in an instant for this.

He could make this and toss it on steam/xbl/psn hopefully and make some serious bank on it.

Also in the article "Notch" of minecraft fame told tim he would fund the whole project for Psychonauts 2 as an investment and realized how much it would cost and would do it if they were really serious about making it.

From Notch

We spoke and basically Tim said that they were busy with the adventure game they’re making.

I said that when I made the initial offer I didn’t realize exactly how much money is needed, so we’d probably have to be like super-serious and have real Excel spread sheets and stuff like that.

But we discussed a few alternative models that might be possible to do. Nothing concrete is happening though, we didn’t really get anywhere.

I think Psychonauts 2 would definitely sell, so it would be a sound investment.

Drexl
03-16-12, 06:18 PM
5 or 6 million probably wouldn't do it. It would be a big game like Brutal Legend.

Unless, and I hate this for gaming, they go the episodic route and do the first of maybe 3 or 4 parts. But then, there's no guarantee it would sell well enough to continue, which is a big reason I don't like the episodic model. If they do a full sequel and the sales are disappointing, at least you've got a full game. The original Psychonauts wouldn't exist in its entirety if they had done episodes with it.

glassdragon
03-16-12, 06:20 PM
5 or 6 million probably wouldn't do it. It would be a big game like Brutal Legend.

Unless, and I hate this for gaming, they go the episodic route and do the first of maybe 3 or 4 parts. But then, there's no guarantee it would sell well enough to continue, which is a big reason I don't like the episodic model. If they do a full sequel and the sales are disappointing, at least you've got a full game. The original Psychonauts wouldn't exist in its entirety if they had done episodes with it.

Well 5 or 6 on top of what Notch would kick in might do it.

I can't imagine brutal legends budget was much over 20 or 30 mil, but that is including the 5 or 6 huge voice actors they had and the massive soundtrack. Knock all that off and that's probably 7 to 10 gone there.

Big actors in this were Tim Curry, Rob Halford, Lita Ford, Ozzy Osbourne, Lemmy, Kyle Gass, Brian Posehn. And those were just the big ones, there were tons of other smaller actors. I bet half the budget for BL was advertising and the actors/soundtrack. Neither of which they need to go buck wild on for psychonauts 2.

JasonF
03-16-12, 08:11 PM
Big actors in this were Tim Curry, Rob Halford, Lita Ford, Ozzy Osbourne, Lemmy, Kyle Gass, Brian Posehn.

I can't believe you listed a bunch of Brutal Legend actors and left out Jack Black. :lol:

First things first, though -- how come I can't buy Psychonauts via XBox Live Marketplace?

Jay G.
03-16-12, 08:15 PM
Shouldn't the talk about Psychonauts 2 be in the Psychonauts 2 thread?
http://forum.dvdtalk.com/video-game-talk/598747-psychonauts-2-maybe.html

First things first, though -- how come I can't buy Psychonauts via XBox Live Marketplace?
Why can't you? It's right here:
http://marketplace.xbox.com/en-US/Product/Psychonauts/66acd000-77fe-1000-9115-d8024d4a07d2

JasonF
03-16-12, 08:18 PM
Hmmm ... I checked XBox Marketplace right after the Notch announcement and couldn't find it. Probably user error.

Jay G.
03-16-12, 08:25 PM
Hmmm ... I checked XBox Marketplace right after the Notch announcement and couldn't find it. Probably user error.

It was down between August 2011, and February 24, 2012 as it changed publishers from Majesco to Double Fine:
http://www.quora.com/Psychonauts-2005-game/Is-Psychonauts-still-available-to-download-on-the-Xbox-360

Notch's tweet was at the beginning of February.

It's also available for Windows and Mac on Steam, and for Windows on GOG
http://store.steampowered.com/app/3830/
http://www.gog.com/en/gamecard/psychonauts

Jay G.
03-20-12, 04:30 PM
New article about the "revolution" of these major kickstarter game projects, including some quotes from Tim Schafer:
http://www.theverge.com/gaming/2012/3/19/2884326/kickstarter-sparks-a-revolution-in-game-funding-and-collective

shizawn
03-20-12, 11:34 PM
Didn't want to start yet another kickstarter thread (maybe there should be a generic one), but Chris Jones just announced that his company, Big Finish Games, is going to launch a kickstarter page on May 15th for a new Tex Murphy game. http://www.unofficialtexmurphy.com/messageboard/viewtopic.php?p=46833&sid=69d4821ab97a77610fbb32bcf2b403fd#p46833

Awesome news! I'll be donating for sure.

Jay G.
03-21-12, 08:55 PM
What Tim Schafer is doing with the Kickstarter money:

http://www.youtube.com/watch?v=RqIfnK0c1DI&t=3m7s

http://www.gamefront.com/this-is-what-tim-schafer-is-doing-with-your-money-pics/

Drexl
03-21-12, 10:06 PM
That's great. He should do one like Demi Moore in Indecent Proposal.

Jay G.
05-11-12, 04:18 PM
Double Fine has just announced the ability for latecomers to back their project, basically an extended pre-order like for Wasteland 2 and LSL:
Starting today we are allowing latecomers (let's call them "Slacker Backers") to support the project through PayPal. They will only have access to the $15 tier--the game and the development updates--while all physical rewards remain completely exclusive to you punctual types.

We think this is a good way to help the project while keeping special rewards like the t-shirt, poster, and big box one-time-only deals.
The site for pre-ordering is:
http://www.doublefine.com/dfa/


As a bonus, they've released the first episode of the documentary to the general public, with a new intro by Tim Shafer:
ZMbQRnoxZ2E
http://www.youtube.com/watch?v=ZMbQRnoxZ2E

They also have sent some press an image of the upcoming game in the form of a jigsaw puzzle, although some had better luck assembling it than others...
http://kotaku.com/5909338/so-far-ron-gilberts-next-adventure-game-is-way-over-my-head


This info has also been posted in the Ultimate Kickstarter thread:
http://forum.dvdtalk.com/video-game-talk/600629-ultimate-kickstarter-video-games-thread.html

Jay G.
09-23-12, 02:10 PM
For PAX, Double Fine compiled a video of highlights from the first 5 episodes of the documentary, totaling 24 minutes. They've released it on Youtube for everyone to see:

TOqPVkmYB6k
http://www.youtube.com/watch?v=TOqPVkmYB6k


Each individual episode has been 20+ minutes so far, and there's a lot of extra behind-the-scenes stuff for backers as well.

Jay G.
12-23-12, 09:37 AM
2 Player Productions has just released their feature-length documentary "Minecraft: The Story of Mojang," and have made an online stream of it available for free for DFA backers for today only. View it on this backers-only thread:
http://www.doublefine.com/forums/viewthread/8264/


Also, in case anyone missed it, Double Fine opened up their Amnesia Fortnight to the public this year, making the prototypes available for purchase, as well as daily documentaries following the development of the games over the 2 week game jam:
http://www.humblebundle.com/double-fine

fumanstan
03-24-13, 11:10 AM
The game has a title. Broken Age.

http://brokenagegame.com/

fumanstan
03-25-13, 09:33 PM
<div style="background-color:#000000;width:520px;"><div style="padding:4px;"><iframe src="http://media.mtvnservices.com/embed/mgid:arc:video:gametrailers.com:17e6b24e-812d-4efa-bf76-2370ff0596d3" width="512" height="288" frameborder="0"></iframe><p style="text-align:left;background-color:#FFFFFF;padding:4px;margin-top:4px;margin-bottom:0px;font-family:Arial, Helvetica, sans-serif;font-size:12px;"><b><a href="http://www.gametrailers.com/">GameTrailers</a></b></p></div></div>

A little bit of gameplay footage in there.

Jay G.
03-25-13, 10:14 PM
They also got a new highlight reel showing clips from episodes 6-8 of the documentary. For those who've watched and kept up on the documentary episodes, there's still a little bit of new footage at the very end talking about the game name.

<div style="background-color:#000000;width:520px;"><div style="padding:4px;"><iframe src="http://media.mtvnservices.com/embed/mgid:arc:video:gametrailers.com:720c8425-fe28-4636-9699-d6340d6bc034" width="512" height="288" frameborder="0"></iframe><p style="text-align:left;background-color:#FFFFFF;padding:4px;margin-top:4px;margin-bottom:0px;font-family:Arial, Helvetica, sans-serif;font-size:12px;"><b><a href="http://www.gametrailers.com/">GameTrailers</a></b></p></div></div>
http://www.gametrailers.com/videos/pfqwb7/broken-age-double-fine-adventure--part-2

Groucho
03-25-13, 10:17 PM
Very exciting. October 2012 can't come soon enough!

Jay G.
03-26-13, 08:06 PM
The Reveal Part 2:

<div style="background-color:#000000;width:520px;"><div style="padding:4px;"><iframe src="http://media.mtvnservices.com/embed/mgid:arc:video:gametrailers.com:da2d57bc-dbe2-4641-9191-ca5abc9ea2e6" width="512" height="288" frameborder="0"></iframe><p style="text-align:left;background-color:#FFFFFF;padding:4px;margin-top:4px;margin-bottom:0px;font-family:Arial, Helvetica, sans-serif;font-size:12px;"><b><a href="http://www.gametrailers.com/games/hfo8yl/broken-age">Broken Age</a></b></p></div></div>
http://www.gametrailers.com/videos/32a0wa/broken-age-the-reveal---part-2

Jay G.
03-28-13, 09:46 PM
Teaser Trailer:
<div style="background-color:#000000;width:520px;"><div style="padding:4px;"><iframe src="http://media.mtvnservices.com/embed/mgid:arc:video:gametrailers.com:d02300e7-5373-469b-a014-a77c8a10b9ae" width="512" height="288" frameborder="0"></iframe><p style="text-align:left;background-color:#FFFFFF;padding:4px;margin-top:4px;margin-bottom:0px;font-family:Arial, Helvetica, sans-serif;font-size:12px;"><b><a href="http://www.gametrailers.com/games/hfo8yl/broken-age">Broken Age</a></b></p></div></div>
http://www.gametrailers.com/videos/tgci41/broken-age-debut-trailer


The Reveal Part 3 - focuses mainly on the making of the trailer:
<div style="background-color:#000000;width:520px;"><div style="padding:4px;"><iframe src="http://media.mtvnservices.com/embed/mgid:arc:video:gametrailers.com:6a3de369-545c-45bb-919c-deb93057baba" width="512" height="288" frameborder="0"></iframe><p style="text-align:left;background-color:#FFFFFF;padding:4px;margin-top:4px;margin-bottom:0px;font-family:Arial, Helvetica, sans-serif;font-size:12px;"><b><a href="http://www.gametrailers.com/games/hfo8yl/broken-age">Broken Age</a></b></p></div></div>
http://www.gametrailers.com/videos/8ypqvy/broken-age-the-reveal---part-3

Jay G.
03-29-13, 08:42 PM
The Reveal Part 4:

<div style="background-color:#000000;width:520px;"><div style="padding:4px;"><iframe src="http://media.mtvnservices.com/embed/mgid:arc:video:gametrailers.com:15020ec6-9907-4b27-a976-31575343d3c0" width="512" height="288" frameborder="0"></iframe><p style="text-align:left;background-color:#FFFFFF;padding:4px;margin-top:4px;margin-bottom:0px;font-family:Arial, Helvetica, sans-serif;font-size:12px;"><b><a href="http://www.gametrailers.com/games/hfo8yl/broken-age">Broken Age</a></b></p></div></div>
http://www.gametrailers.com/videos/c9rf9p/broken-age-the-reveal---part-4


That's the last part, ending "Double Fine Week" at Gametrailers.com

Jay G.
05-07-13, 02:45 PM
Double Fine is running a Humble Bundle for the next 2 weeks, and they're including a Broken Age pre-order if you pay $35 or more, along with 4 of their earlier games:
https://www.humblebundle.com/

Otherwise you can pay what you want for three of their previous games: Psychonauts, Stacking, and Costume Quest. Pay $1 or more and get Steam keys for them. Beat the average price and get Brutal Legend as well.

Broken Age pre-orders now cost $30 on their site, so paying $5 more to get the other games seems like a bargain:
http://www.doublefine.com/dfapay/

fumanstan
07-02-13, 06:26 PM
I guess the game got so large that they're doing a beta/Steam Early Access in January hoping to get the funds from those sales for the rest of the game to improve efficiency and so people don't have to wait until 2015 for the full game.

Their projections early on must have been waaaay off.

shizawn
07-02-13, 07:44 PM
Yeah, I knew they were expanding the scope due to the extra money thet got, but they evidently went way too far in the other direction. Given how horribly they've mismanaged this project, I'm glad I did not back Massive Chalice. In fact, I think it's a real dick move to wait until the Massive Chalice campaign was finished before dropping this news.

Still, I'm looking forward to this game, whenever it does finally release.

Duran
07-02-13, 07:45 PM
I am losing faith in Double Fine's ability to deliver. They need some better business people or project managers or something. Over $3 million and they can't even release an adventure game within 3 years, and need millions more to pay for it? That doesn't bode well for Massive Chalice, that's for sure.

Decker
07-03-13, 01:21 AM
I didn't know anything about this big delay. Every one of my Kickstarters has disappointed me so far (well, except that Project Eternity, which I'm not really following). I'm still waiting for my damn Pebble watch!

I just gave to the T2 Pinball table, because I know that if nothing else Farsight will deliver a product in a timely manner. Everything else is smoke & mirrors as far as I can tell and I'm done with the lot of it.

Jay G.
07-03-13, 07:16 AM
I didn't know anything about this big delay.
That's because it was just announced.

Yeah, I knew they were expanding the scope due to the extra money thet got, but they evidently went way too far in the other direction.
I think part of the problem was that they started working on the game before Tim was done designing it, so they were working on half-formed projections until now. Tim's design is just too big. The other thing is that they don't want to cut the scope, at least too much. Normally, if they were working with a publisher, they'd probably just have to cut the scope down until it fit the budget/schedule. Instead, they've been looking into ways to fund the expanded scope. The video mentions that the revenue from both the PC release of Brutal Legend and the Humble Bundle largely went to Broken Age.

That doesn't bode well for Massive Chalice, that's for sure.
On the other hand, I think the Amnesia Fornight bodes well for Massive Chalice, in that it shows that the Double Fine teams can deliver a finished product within a given timeframe and limited resources. I think this time they'll be able to finish the game design much faster, and will probably be more willing to scale back the scope if need be.

fumanstan
07-03-13, 10:13 AM
I am losing faith in Double Fine's ability to deliver. They need some better business people or project managers or something. Over $3 million and they can't even release an adventure game within 3 years, and need millions more to pay for it? That doesn't bode well for Massive Chalice, that's for sure.

Not only that, but they had $3 million to make a game they wanted to do for $400,000. That's dreadful.

Decker
07-03-13, 10:30 AM
Double Fine pretty much gave birth to the video game Kickstarter project and now they're nailing the coffin shut.

Jay G.
07-03-13, 10:43 AM
Not only that, but they had $3 million to make a game they wanted to do for $400,000. That's dreadful.
The $400,000 game wasn't the same as the $3 million game. They didn't even have a game concept when the ran the Kickstarter. Once they got the increased funds, Tim Shafer increased the scope of the game in his head, and designed accordingly. The problem appears to be he increased the scope too much.

If it had stayed $400K, the scope would've been a lot smaller. It possibly still may have gone overbudget some, but likely in the realm of thousands of dollars, not millions.

fumanstan
07-03-13, 10:55 AM
The $400,000 game wasn't the same as the $3 million game. They didn't even have a game concept when the ran the Kickstarter. Once they got the increased funds, Tim Shafer increased the scope of the game in his head, and designed accordingly. The problem appears to be he increased the scope too much.

If it had stayed $400K, the scope would've been a lot smaller. It possibly still may have gone overbudget some, but likely in the realm of thousands of dollars, not millions.

I already knew the reason why, which I thought was pretty obvious in Tim's explanation that went out to backers, but it doesn't make the poor management of their funds any better.

Jay G.
07-03-13, 11:18 AM
I already knew the reason why, which I thought was pretty obvious in Tim's explanation that went out to backers, but it doesn't make the poor management of their funds any better.
It does explain why the game is costing more than $400K though. You seemed to have been suggesting that the game they proposed for $400K (concept, scope, art, etc.) was the same they couldn't fund for $3 million. The reason is that they're two entirely different games. We'll never know what Tim would've cooked up for $400K, but it likely would've been a much smaller, less, ambitious game, with a smaller team, and any overages wouldn't have even reached $1 million, let alone $3-6 million.

As for "piss-poor management," I don't think that's the case either, unless you're blaming Tim solely for over-designing. Double Fine's management has been aware of the scope being too big for the budget/schedule since before Christmas, and they've had serious discussions on how to address it. Back then, they decided to use some of their own funds to help finish the game, and have done things (like the Humble Bundle, possibly the OUYA partnership) to provide those funds. Now that Tim has finished almost all the design, they were finally able to sit down and breakdown the game scene-by-scene. And again, they decided to pursue other funding options instead of cutting the game down. What's more, they did in a way that avoids underdelivering to the Kickstarter backers, or asking them for more funds.

Anyone watching the documentary videos will know that the team is doing some great work. The areas that they show in the video look practically finished now, although there's still a little polish

mattysemo247
07-03-13, 12:01 PM
I think this recent example kills any chance Tim ever had of getting Psychonauts 2 made.

Jay G.
07-03-13, 12:17 PM
I think this recent example kills any chance Tim ever had of getting Psychonauts 2 made.
Tim's honesty has killed Pyschonauts 2 before. Tim has been upfront that the budget for that game would be more than they got through the Kickstarter for this game. When Notch of Mojang (Minecraft) approached them about possibly funding Psychonauts 2, they scared him off when they were upfront about the budget.

While Double Fine may never be able to secure enough outside funding to make Psychonauts 2, there's the possibility that in a few years they could self-fund it. The benefit of Kickstarter is that the developers get to retain all revenue from the finished game, instead of the publisher retaining nearly all the profit in the traditional model. If Broken Age and Massive Chalice both bring in millions more money than they cost, then Double Fine may be in a position to self-fund games, instead of going back to publishers or repeatedly back to Kickstarter.

superdeluxe
07-03-13, 12:32 PM
Double Fine pretty much gave birth to the video game Kickstarter project and now they're nailing the coffin shut.

For Double Fine maybe.

Many of my non-gaming projects have either delivered, or if they are delayed, they are sending out regular updates on their status.

Only 2 projects crapped the bed, and just one of those two failed to deliver at all. Total investment was 7.00

For the game projects pretty much most I have contributed too is either on schedule or if they are delayed, there are regular updates:

Wasteland 2: Regular updates, some gameplay video released, in game assets are working Original due date 10/13

Faster Than Light: Released, fun game, put 15-20 hours into it.

Shadowrun Returns: Regular updates/game play videos. Official Release date July 25th, 2013. Original due date 1/13.

Banner Saga: This one seems to have some trouble, original release date 11/12. They are saying release date will be later in 2013. I'm guessing 4th quarter.

Grim Dawn: Original release date 8/13. They released alpha back in May.

Castle Story: Beta released in March. they update their developer page quite often.

Defense Grid 2: It is in development (Investor came in), I think the original payment was for another level added to the original DG.

Shadowrun Online: original date may 2013. They are doing internal testing on their games. Regular updates.

All the other big ones are having consistant updates including Star Citizen, Project Eternity etc.

georgec
07-03-13, 01:11 PM
I'm a backer but I'm not upset. Sh*t happens. Everybody makes mistakes. They could have done a better job managing the budget, but there's no going back now. If it takes longer, it takes longer. I can wait.

Jay G.
07-03-13, 04:58 PM
Tim's been posting some stuff on Twitter today:
https://twitter.com/TimOfLegend/statuses/352471341552762881
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.

https://twitter.com/TimOfLegend/status/352480473345306624
[We raised] $3.4M. After fees&documentary&rewards, about $2M.

https://twitter.com/TimOfLegend/status/352481439457095683
We DO have some money now, from self-publishing our own games this year. Also, money we make from pre-release is ours too.

Duran
07-03-13, 05:09 PM
As for "piss-poor management," I don't think that's the case either, unless you're blaming Tim solely for over-designing. Double Fine's management has been aware of the scope being too big for the budget/schedule since before Christmas, and they've had serious discussions on how to address it. Back then, they decided to use some of their own funds to help finish the game, and have done things (like the Humble Bundle, possibly the OUYA partnership) to provide those funds. Now that Tim has finished almost all the design, they were finally able to sit down and breakdown the game scene-by-scene. And again, they decided to pursue other funding options instead of cutting the game down. What's more, they did in a way that avoids underdelivering to the Kickstarter backers, or asking them for more funds.


I disagree. They knew what their budget was in March 2012. They were still discussing the possibility of cutting 75% of the game's scope in July 2013. That is definition of "piss-poor management." Obviously, I don't know what the exact issue is, although I wouldn't be surprised if it was the inability of DF's business folks to rein in Tim. These are supposed to be experienced developers. Make all the excuses you want, but quality run projects in IT development do not blow their budget or timelines by this amount. And this is for an adventure game, one of the most mechanically simple game types to make. Something complicated like Massive Chalice could be a complete disaster.

And it's bullshit that they waited until after Massive Chalice closed to make that update.

Jay G.
07-03-13, 05:23 PM
I disagree. They knew what their budget was in March 2012. They were still discussing the possibility of cutting 75% of the game's scope in July 2013. That is definition of "piss-poor management." Obviously, I don't know what the exact issue is, although I wouldn't be surprised if it was the inability of DF's business folks to rein in Tim.
That seems to be largely it, although as I wrote before, they started working on the game before Tim was done designing it, so they were working on half-formed projections until now. They simply didn't know the scope. But when the game designer is the owner of the company, and can say, "hey, instead of cutting scope, why not funnel some of our own money into it."

Make all the excuses you want, but quality run projects in IT development do not blow their budget or timelines by this amount. And this is for an adventure game, one of the most mechanically simple game types to make. Something complicated like Massive Chalice could be a complete disaster.
If you were a backer and watched the videos, you'd know that the mechanics of the game are largely finished. It's the art and design for all the "rooms" and puzzles Tim designed that's driving up the schedule and budget.

Duran
07-03-13, 05:28 PM
That seems to be largely it, although as I wrote before, they started working on the game before Tim was done designing it, so they were working on half-formed projections until now. They simply didn't know the scope. But when the game designer is the owner of the company, and can say, "hey, instead of cutting scope, why not funnel some of our own money into it."


What you're describing is a broken process. I understand what they did, but that's not how you run a development project. Unless, of course, you don't care to have any controls over scope, budget, or schedule. I think they've proven that point.


If you were a backer and watched the videos, you'd know that the mechanics of the game are largely finished. It's the art and design for all the "rooms" and puzzles Tim designed that's driving up the schedule and budget.

I am a backer, but I have not watched the videos. I may at some point when I have time, but to be honest, I don't really care that much how their sausage is made. I'm an IT project manager for a living, I pretty much know how this stuff works. Might be a good example to show any PMs I'm mentoring, though, as to what not to do.

Jay G.
07-03-13, 09:02 PM
What you're describing is a broken process. I understand what they did, but that's not how you run a development project. Unless, of course, you don't care to have any controls over scope, budget, or schedule. I think they've proven that point.
I think they do have controls over scope, budget, and schedule, as they recognized as far back as December (and really even sooner than that they had inklings) that they were over scope, which would cause them to go over budget and schedule. However, their response was to provide more funds themselves to keep the higher scope.

It's like when a movie goes over budget, or is threatening to. Do you cut the scope to stay in budget, or increase the budget to match the scope of the project? Some great films have gone over budget, and it's not for lack of pre-production budgeting and planning.

I am a backer, but I have not watched the videos. I may at some point when I have time, but to be honest, I don't really care that much how their sausage is made. I'm an IT project manager for a living, I pretty much know how this stuff works. Might be a good example to show any PMs I'm mentoring, though, as to what not to do.
If you do watch them to see if they're suitable for your PMs, I'd be interested to hear your opinion of them in this thread.

fumanstan
07-03-13, 11:05 PM
It does explain why the game is costing more than $400K though. You seemed to have been suggesting that the game they proposed for $400K (concept, scope, art, etc.) was the same they couldn't fund for $3 million. The reason is that they're two entirely different games. We'll never know what Tim would've cooked up for $400K, but it likely would've been a much smaller, less, ambitious game, with a smaller team, and any overages wouldn't have even reached $1 million, let alone $3-6 million.

As for "piss-poor management," I don't think that's the case either, unless you're blaming Tim solely for over-designing. Double Fine's management has been aware of the scope being too big for the budget/schedule since before Christmas, and they've had serious discussions on how to address it. Back then, they decided to use some of their own funds to help finish the game, and have done things (like the Humble Bundle, possibly the OUYA partnership) to provide those funds. Now that Tim has finished almost all the design, they were finally able to sit down and breakdown the game scene-by-scene. And again, they decided to pursue other funding options instead of cutting the game down. What's more, they did in a way that avoids underdelivering to the Kickstarter backers, or asking them for more funds.

Anyone watching the documentary videos will know that the team is doing some great work. The areas that they show in the video look practically finished now, although there's still a little polish

I wasn't suggesting that at all, it's obvious that the game was going to expand a bit when they made more money. Letting the scope increase so significantly that a $3 million dollar budget somehow wasn't enough to fund their game alone is bad management.

Your attempt and explanation doesn't change anything at all, it just reinforces that the project wasn't planned very well.

Decker
07-03-13, 11:40 PM
I think I just need to get over the Kickstarter mentality that I'm pre-purchasing a product. If I want to help something get made (eventually), I'll contribute. Otherwise I'll wait till it comes out and buy it then. I'm never disappointed when a game is retail delayed to make it better; I shouldn't really care if this one gets dragged out for a couple of years I suppose. It's just that they've already got my money.
This just comes back to what I said on page one though : I never thought this project was even needed on Kickstarter. Sure it can get a game like Wastelands 2 off the ground and (for better or worse) get Leisure Suit Larry remade in HD (neither of which would have happened without KS), but Double Fine made a few wonderful XBLA/PSN games on their own with no outside help and without having a huge crippling budget; I think this could have happened on their own no matter what they say. And they probably would have brought it in closer to on-budget if they weren't playing with house money (which, let's face it : they were).

As for Jay G : Not wanting to pick on you or anything, but I am curious : You so vigorously defend just about every PC developer against any and all criticisms. Why do you take this stuff so personally? Sometimes Detroit makes a lemon, sometimes politicians are crooked, sometimes highly-anticipated Hollywood sequels are shit and sometimes PC game developers make poor decisions and mistakes with other people's money. It happens and when it does, criticism is warranted. You shouldn't be taking it personally.

Duran
07-04-13, 07:08 AM
I think they do have controls over scope, budget, and schedule, as they recognized as far back as December (and really even sooner than that they had inklings) that they were over scope, which would cause them to go over budget and schedule. However, their response was to provide more funds themselves to keep the higher scope.


And they still don't have enough. If they recognized the problem in December, it should not take until July to come up with a solution. And their solution is they have to hope money comes in from early access sales. That's amateur hour.

It's like when a movie goes over budget, or is threatening to. Do you cut the scope to stay in budget, or increase the budget to match the scope of the project? Some great films have gone over budget, and it's not for lack of pre-production budgeting and planning.

Yes, it is. Yes, some great films have gone over budget. Many projects go over budget or don't meet their original deadlines. That doesn't necessarily mean they were or were not well-managed. Trimming features in order to address isn't necessarily an indicator of poor management, either. But looking at trimming 75% of the scope as an option over 1 year into the project is a joke. That isn't paring back features in order to tame the budget. That's not knowing what the hell you're doing.

If they let Tim just design to his heart's content while starting development without a clear definition of their end goal so that they could evaluate changes in scope and budget appropriately, that is poor management.

Jay G.
07-04-13, 10:44 AM
I wasn't suggesting that at all, it's obvious that the game was going to expand a bit when they made more money.
It's not just that "the game expanded," it's that the conceived of a completely different game. The game they would've made with the $300K ($100K was budgeted for the documentary) would likely have had no similarity to the game they're making now. It would've been a different story with different characters, something to fit the smaller scope.

Letting the scope increase so significantly that a $3 million dollar budget somehow wasn't enough to fund their game alone is bad management.
Is the monetary amount important when assessing bad management. If they had gotten only the $300K for the game, and they overdesigned that, wouldn't that have been bad management too?

I do agree that Tim was a bad designer for going overboard, but I'm not sure that translates to bad management, since they've understood for a while that the scope was bigger than the $2 million they had from Kickstarter (after fees, taxes, and rewards, according to Tim), and have taken steps to address it by self funding instead of just cutting scope. I'm sure there are other games from the traditional publishing model that have exceeded their original budget, it's just that we hardly ever hear about it because those budgets and development processes are kept secret so often.

Double Fine made a few wonderful XBLA/PSN games on their own with no outside help and without having a huge crippling budget...
Double Fine has never self-financed a game, at least not completely. All the XBLA/PSN games had a publisher, which provided financing. Even the iOS game they released was done so with the help of an angel investor:
http://en.wikipedia.org/wiki/Double_Fine_Productions#Development_history

As for Jay G : Not wanting to pick on you or anything, but I am curious : You so vigorously defend just about every PC developer against any and all criticisms. Why do you take this stuff so personally?
I didn't realize I defend so many developers. I can assure you I don't take any of the criticisms personally.

And they still don't have enough. If they recognized the problem in December, it should not take until July to come up with a solution. And their solution is they have to hope money comes in from early access sales. That's amateur hour.
They actually did come up with solutions earlier. They funneled the revenue from the Brütal Legend PC release into this game, and set up the Humble Bundle for additional funding. Part of the problem was that their earlier projections were based on incomplete estimates, partly because Tim wasn't finished with the design. It's only now that they were able to hash out the time/money cost on a scene-by-scene basis for the game. They are thus finding ways of securing more funding, and are apparently also reducing scope somewhat.

If they let Tim just design to his heart's content while starting development without a clear definition of their end goal so that they could evaluate changes in scope and budget appropriately, that is poor management.
They did start development without Tim having a fully realized design, or even concept, but that was because a publisher had backed out of proposed game shortly before the Kickstarter took off. So instead of firing anyone, they quickly moved the team over to the Kickstarter game, starting on basics like getting the engine up and running while Tim started the game concept and design, and building as they go. It's probably not the ideal way to develop a game like this, but it was the best option for them at the time.


For me, the way I look at the change is: how does it affect me? As a backer, as far as I can tell, the only effect is that I'm getting a bigger than expected game released at a later than expected date, but that I'll be able to play the first half sooner than that, if so desired. For whatever mistakes they've made, they're still trying to do good by the backers of the game.

fumanstan
07-04-13, 11:09 AM
It's not just that "the game expanded," it's that the conceived of a completely different game. The game they would've made with the $300K ($100K was budgeted for the documentary) would likely have had no similarity to the game they're making now. It would've been a different story with different characters, something to fit the smaller scope.

Even more reason to criticize. Maybe they shouldn't have made such a drastic change from the initial pitch that people wanted to support. Sorry, but it just seems like you're full of excuses for them.

Is the monetary amount important when assessing bad management. If they had gotten only the $300K for the game, and they overdesigned that, wouldn't that have been bad management too?


Irrelevant to the current discussion, since that's not what happened.

Jay G.
07-04-13, 12:21 PM
Even more reason to criticize. Maybe they shouldn't have made such a drastic change from the initial pitch that people wanted to support. Sorry, but it just seems like you're full of excuses for them.
The only thing they pitched was "an adventure game." They're still delivering an adventure game, so I don't see the "drastic change" from the pitch you're suggesting. Nearly every game that has received more money than initially asked for has expanded the scope of the game. In this case, the expansion included the concept and story as well, since those weren't defined in the Kickstarter.

If they had kept with a $300K game and simply pocketed the rest, I think many people would've seen that as a cheat. They did mention that the scope, budget, and schedule of the game would be expanded well before the Kickstarter ended, so if there were people who initially pledged for the smaller game and didn't want the bigger game, they had the opportunity to revoke their pledge.

Irrelevant to the current discussion, since that's not what happened.
I brought it up because you specified the monetary amount, as if going over on a budget of several million qualifies as bad management in and of itself. I think it's more important to look at how they're managing the budget overrun, rather than focus on the monetary amounts. I will say that designing a game 4x bigger than expected is pretty bad. But I do feel that they're managing that overdesign in a rather good way; one that doesn't drastically reduce scope, while also not asking current backers for more money, giving them the full game (eventually), while also looking for ways to fund the overage themselves and aquire more funds.

fumanstan
07-04-13, 12:53 PM
Sorry Tim, I'm sure your game will be fantastic.

shizawn
07-04-13, 12:55 PM
For me, the way I look at the change is: how does it affect me? As a backer, as far as I can tell, the only effect is that I'm getting a bigger than expected game released at a later than expected date, but that I'll be able to play the first half sooner than that, if so desired. For whatever mistakes they've made, they're still trying to do good by the backers of the game.

If could affect you if they get so little revenue from Steam Early Access that they're unable to complete the second Act of the game. The chances of that are pretty low, but it's still possible.

Personally, I still have confidence that they'll release a quality product, but as an "investor", I feel that I've made a bad decision given what we've been told about the development. I've learned my lesson and won't back another Double Fine project. If they produce another adventure game, either self-funded or through Kickstarter, I'll just wait until it releases.

Jay G.
07-04-13, 01:26 PM
If could affect you if they get so little revenue from Steam Early Access that they're unable to complete the second Act of the game. The chances of that are pretty low, but it's still possible.
See, that's not how I interpreted the announcement. I don't think part 2 is dependent on part 1 sales at all. In fact, in the backer video, Tim specifically mentions that he wants to avoid a situation where whether part 2 is completed is dependent on part 1 sales.

The relatively short gap between the release of part 1 and part 2 indicates, to me, that they'll be working on part 2 before part 1 is even released. So far, they've been using the studio's funds from the revenue from the sales of other games to complete the gap, but there's a line in the backer video about "we need to be fair to both the game and to the studio overall". My understanding is that the decision to release part 1 early wasn't "we need to do this or we can't fund the rest of the game," but "we can continue to poor the excess revenue we're getting into the game, but let's see if there's a way to have the game itself start generating revenue before it's fully completed."

Personally, I still have confidence that they'll release a quality product, but as an "investor", I feel that I've made a bad decision given what we've been told about the development. I've learned my lesson and won't back another Double Fine project. If they produce another adventure game, either self-funded or through Kickstarter, I'll just wait until it releases.
Personally, I'll wait for the finished project before funding another Double Fine adventure game. I didn't back Massive Chalice, because that game genre doesn't interest me much. If Broken Age is a quality game, then I'd be interested in another one from them, but I hope they would address upfront some of the issues Broken Age faced and how they plan to address them in the new game (having an existing adventure game engine will likely help though).

Duran
07-05-13, 08:35 AM
The relatively short gap between the release of part 1 and part 2 indicates, to me, that they'll be working on part 2 before part 1 is even released. So far, they've been using the studio's funds from the revenue from the sales of other games to complete the gap, but there's a line in the backer video about "we need to be fair to both the game and to the studio overall". My understanding is that the decision to release part 1 early wasn't "we need to do this or we can't fund the rest of the game," but "we can continue to poor the excess revenue we're getting into the game, but let's see if there's a way to have the game itself start generating revenue before it's fully completed."


I don't get how their revised timeline fits their original story. If the game would have to go through 2015 as it stood, how is this multi-part strategy going to get it almost a year earlier, without cutting 75% of the scope like they mentioned? It doesn't make sense to me. I think they are struggling to come up with plans that will let them release something before they are insolvent. It's not like they have any hot games in the pipeline, right? Brutal Legend on PC? Big whoop; it wasn't that popular when it was originally released. The Cave? Are they really still seeing any significant sales of that?

If anything, I think this is a reminder as to why publishers exist. It seems that even some experienced developers can't manage their ways out of a wet paper bag.

Of course, Harebrained (Shadowrun Returns) and inXile (Wasteland 2, Torment) seem to counter that trend. Everything I've seen from them seems to indicate they're doing a fairly decent job.

I've definitely changed my approach to Kickstarter, though. I don't back video games unless it is a ridiculous deal. I'll just wait until release.

Jay G.
07-05-13, 10:33 AM
I don't get how their revised timeline fits their original story. If the game would have to go through 2015 as it stood, how is this multi-part strategy going to get it almost a year earlier, without cutting 75% of the scope like they mentioned?
I think they're cutting some scope, just not 75%. I'd guess maybe like third. Although maybe they're counting on some improvements in efficiency now that all the tools are built and such.

I think they are struggling to come up with plans that will let them release something before they are insolvent. It's not like they have any hot games in the pipeline, right? Brutal Legend on PC? Big whoop; it wasn't that popular when it was originally released. The Cave? Are they really still seeing any significant sales of that?
Double Fine is split into about 3-4 teams, each working on a game. Broken Age is one. They also just finished a Kickstarter for Massive Chalice (http://www.kickstarter.com/projects/doublefine/double-fines-massive-chalice), so that's another team. They're also working on a game called Dropchord (http://en.wikipedia.org/wiki/Dropchord) for PC, so that's another game. They may have another game they're working on in secret, funded by a publisher.

As for Brutal Legend on PC, they actually saw a sizable amount of revenue from that (an amount is given in the backer video). However, I doubt they're seeing any additional revenue from The Cave, as that was published by Sega, so Double Fine likely won't see any revenue from that aside from what they got paid to make the game.

Decker
01-11-14, 02:20 AM
Next Tuesday we're going to party like it's October 2012! Part One of Broken Age actually arrives 1/14/14. Looking forward to pointing & clicking it (finally).

fumanstan
01-11-14, 08:48 AM
Finally!

Liver&Onions
01-14-14, 12:45 PM
Game is downloaded - should be able to play a little bit of it at lunch today.

Jay G.
01-14-14, 01:51 PM
Game is downloaded - should be able to play a little bit of it at lunch today.
I didn't get an email, but I was able to get the game from my Humble Bundle account using this method:
http://www.kickstarter.com/projects/doublefine/double-fine-adventure/posts/718820?cursor=5645259#comment-5645258
Ok, I didn't receive any emails but I've got the game and soundtrack. This is how:
1. Sign into Humble Bundle.
2. In your game library page, there will be a section called "Claim Past Purchases" on the very top. There's a small "+" button in a top right corner of it. Click it.
3. There should be "Broken Age ($xx Tier)" in there. Click "Redeem" and it will be added to a list of your purchases at the very bottom of that page, in section "Widget Purchases".
4. Click it and you'll see a page that allows to download soundtrack and add game beta to your Steam account.

Edit: And of course, I get my email shortly after posting this.

spainlinx0
01-14-14, 03:03 PM
Look forward to reading everyone's reviews of the game.

Liver&Onions
01-14-14, 03:48 PM
Played Vella's side for about 20 minutes. So far no major puzzles, but the art/voice/music is great. Looking forward to diving into it more.

fumanstan
01-15-14, 02:38 AM
I haven't gotten anything :(

Any of the Humble Bundle "tricks" don't work for me either. Hmph.

Canis Firebrand
01-15-14, 10:06 AM
Played Vella's side for about 20 minutes. So far no major puzzles, but the art/voice/music is great. Looking forward to diving into it more.

I played about an hour last night. I started with the other side, can't recall his name. I think I finished it, or at least finished what you do at first as the game switched over to Vella's side for me. The voices and look of the game are well done. I enjoyed it.. The puzzles weren't terribly difficult, but a couple of times I did have to stop and think about what I needed to do.

shizawn
01-15-14, 11:03 AM
I also played through Shay's side first. Love the voice work and the music. Looking forward to continuing with Vella's side tonight.

shizawn
01-15-14, 01:10 PM
One thing I don't like is the inventory system. I found myself clicking on an item to use it instead of dragging it. Clicking it brings up an explanation of the item, sometimes with some associated animation, which becomes annoying if when you keep accidentally clicking, particularly if there's a timed puzzle. Just something I have to get used to.

Duran
01-15-14, 04:58 PM
I just started Shay's side. WTF? I've only played the first few minutes or so, but this is what has taken so long? I'll give it a go, but so far I am not impressed.

I realize I'm not far enough in for a final judgment, but in my experience the best games I've played often wowed me from the get-go. This looked like an indie developer's game that I got as a bonus on one of those bundles.

fumanstan
01-15-14, 10:03 PM
Still no code :sad:

shizawn
01-16-14, 03:33 AM
Completed Act 1 after around 4 hours. My overall impression is that it's an ok game, but nothing special. Most of the puzzles were not all that inspiring and the story, what we've seen, just hasn't grabbed me.

Jay G.
01-16-14, 05:59 AM
Still no code :sad:
Are you sure you're checking the right email account? It has to be the one you used for Kickstarter, which is not necessarily the same as the one you use for Humble Bundle. Note that if you changed the email associated with your Kickstarter account since then, the email may have still been sent to the original email address you had used when you first backed the project.

On the Double Fine Backer forums, some people are saying they found the email with they key in their Spam folder.

fumanstan
01-16-14, 09:39 AM
Are you sure you're checking the right email account? It has to be the one you used for Kickstarter, which is not necessarily the same as the one you use for Humble Bundle. Note that if you changed the email associated with your Kickstarter account since then, the email may have still been sent to the original email address you had used when you first backed the project.

On the Double Fine Backer forums, some people are saying they found the email with they key in their Spam folder.

Yup, only one email address I use. And not in spam. A lot of people on their Kickstarter page comments are saying the same thing about not receiving a code.

Jay G.
01-16-14, 10:55 AM
Yup, only one email address I use. And not in spam. A lot of people on their Kickstarter page comments are saying the same thing about not receiving a code.
Which methods have you tried? Did you try the key resender?
https://www.humblebundle.com/?s=resender

You don't have any type of filter on your emails that might be deleting the email or moving it to somewhere else, right?

Some people in the Kickstarter comments have reported getting it fixed by contacting Humble Bundle support:
http://support.humblebundle.com/

fumanstan
01-16-14, 11:09 AM
Yup, tried the key resender. And no, no filters. You don't have to help, I know what i'm doing and have read all the suggested solutions already. Just venting. :). But yeah, I already contacted Humble Bundle support and there's a few days wait. Pretty annoying.

Jay G.
01-16-14, 11:33 AM
Yup, tried the key resender. And no, no filters. You don't have to help, I know what i'm doing and have read all the suggested solutions already. Just venting. :). But yeah, I already contacted Humble Bundle support and there's a few days wait. Pretty annoying.
How do you know it'll be a few days? Did Humble Support say that?

fumanstan
01-16-14, 12:21 PM
How do you know it'll be a few days? Did Humble Support say that?

Sorry, I meant few days for a reply from support.

Jay G.
01-16-14, 01:01 PM
Just saw this comment on Kickstarter:

http://www.kickstarter.com/projects/doublefine/double-fine-adventure/posts/719921?cursor=5660241#comment-5660240
Fyi, I hadn't been receiving e-mails from Humble when trying to resend keys (which I've been doing every couple hours) but after resending keys again just now an email arrived instantly with the key! Looks like Humble is no longer backed up. So for those still waiting on an e-mail try resending keys again and you may finally get your key.

Jay G.
01-28-14, 12:24 PM
Broken Age is releasing on Steam today:
http://store.steampowered.com/app/232790/

Only Act 1 is available now, with the concluding Act 2 coming as a free update later in the year.

Reviews:
http://www.polygon.com/2014/1/15/5309804/broken-age-review
http://www.ign.com/articles/2014/01/16/broken-age-act-i-review
http://www.destructoid.com/review-broken-age-act-1-269349.phtml
http://www.metacritic.com/game/pc/broken-age-act-1

shizawn
01-28-14, 01:00 PM
One thing I don't like is the inventory system. I found myself clicking on an item to use it instead of dragging it. Clicking it brings up an explanation of the item, sometimes with some associated animation, which becomes annoying if when you keep accidentally clicking, particularly if there's a timed puzzle. Just something I have to get used to.

A recent game update added the ability to click-to-use in addition to the click-drag already in the game. Haven't tried it yet, but if it works, then that addresses the one issue I had with the interface.

Jay G.
01-28-14, 01:04 PM
A recent game update added the ability to click-to-use in addition to the click-drag already in the game. Haven't tried it yet, but if it works, then that addresses the one issue I had with the interface.
Yeah, an update added it. It apparently was enabled by default in my game. clicking on an item in inventory "picks it up" and you can drag it around the screen without holding the button down, then click again to have it interact with something. Examining an item in inventory now requires clicking once on the item in inventory, then clicking again before dragging it out of inventory (or onto another item).

fumanstan
01-29-14, 01:25 AM
I just started Shay's side. WTF? I've only played the first few minutes or so, but this is what has taken so long? I'll give it a go, but so far I am not impressed.

I realize I'm not far enough in for a final judgment, but in my experience the best games I've played often wowed me from the get-go. This looked like an indie developer's game that I got as a bonus on one of those bundles.

Completed Act 1 after around 4 hours. My overall impression is that it's an ok game, but nothing special. Most of the puzzles were not all that inspiring and the story, what we've seen, just hasn't grabbed me.

Finally finished Act 1. Finished Vella last week, and finally finished Shay's story tonight. I think i've been spoiled by Telltale's recent work, as I wasn't that impressed either. I think if it wasn't for Walking Dead and Wolf Among Us I would have been more excited for this sort of more straightforward point and click adventure. The quirky art style grew on me eventually, but the story of both characters and the world's they are in just wasn't very interesting to me, nor did I feel either environment was set up very well. Puzzles were a little too simple and straightforward, but still somewhat enjoyable.

I do have to say the overall production values and voice acting were great. And the end of the act most certainly got me interested in what happens next. Not great, but not terrible either for the $15 I paid to back it.

Duran
01-29-14, 09:06 PM
I just started Shay's side. WTF? I've only played the first few minutes or so, but this is what has taken so long? I'll give it a go, but so far I am not impressed.

I realize I'm not far enough in for a final judgment, but in my experience the best games I've played often wowed me from the get-go. This looked like an indie developer's game that I got as a bonus on one of those bundles.

I've since played a lot more of it, finishing Shay's side and getting what I assume is fairly far in Vella's. Vella's story is far superior to Shay's, so that's good. It still lacks enough story context, and the puzzles are a joke. This is not what I would consider a classic adventure game.

The art and voices are well done, however, although I think money would have been better spent on puzzles and story vs. the voice talent. Some of the transitions, especially on Shay's side in the beginning, were simply terrible and frankly looked like bugs.

I expected better.

Jay G.
02-13-14, 10:14 AM
For those who care, Double Fine has released the DRM-free version of Act 1. Backers can access it via their Humble account, while others can buy the DRM-free version here:
http://brokenagegame.com/buy/

The soundtrack is also available for purchase separately, in addition to the Steam and DRM-free bundle options:
http://doublefine.bandcamp.com/album/broken-age-original-soundtrack

They're still working on a way to offer the documentary for purchase for anyone who missed out on the Kickstarter or slacker backer options.

mattysemo247
02-13-14, 11:49 AM
Is this coming to consoles?

Jay G.
02-13-14, 12:19 PM
Is this coming to consoles?
It's being exclusively released on the OUYA console.
http://www.mcvuk.com/news/read/double-fine-adventure-exclusive-to-ouya-at-launch/0110537

It's likely a timed exclusive, so expect to see it on other consoles a while after the OUYA launch. The OUYA and iOS/Android versions haven't been released yet, I think they're waiting until they've finished the complete version before releasing on those platforms.

Jay G.
04-11-14, 02:01 PM
For those who missed backing the game, the documentary series is now available for purchase from their site:
http://brokenagegame.com/buy/

You can either get just the documentary, or get it bundled with the game or game + soundtrack.

Jay G.
06-12-14, 12:01 PM
Act 1 of the game was just released for iPad for $9.99:
https://itunes.apple.com/US/app/id887649233

Note that this is just Act 1 of the game; Act 2 will be made available via an in-app purchase.

Meanwhile, a Season Pass of the full game has been made available on the Mac Store for $24.99:
https://itunes.apple.com/us/app/broken-age/id621712754

shizawn
07-11-14, 09:40 PM
The latest video update came out a couple days ago. It was a bit on the depressing side as the team was trying their best to hide some disappointment that Broken Age wasn't a runaway success.

Looks like they're shooting for a December release for Act 2.