Double Fine Adventure Kickstarter project by Double Fine [ended, $3.3 Million funded]

Gave my 30 dollars... I'm mostly doing it for the documentary. It will be a glorious insight into game development, and I need it.
 
I really would like the extra funds to go to great V.O. acting.

Nolan North Mode. Many joke about this every time his VO role in an upcoming game is announced, and there is no better opportunity for it to become a reality.
 
44 people putting up 1,000 blows my mind too. So many generous people

This is actually one of the best way to spend money. Rich people already have TVs, cars, etc., but probably a lot of them grew up with Tim's games. If I had 1000$ to spare easily I would do it as well.
 
44 people putting up 1,000 blows my mind too. So many generous people

It's not necessarily generous people. This is a chance to buy/fund something you could never have otherwise. If I could pay $30 for Tool to hurry up and put out their new cd I would do so.
 
This is actually one of the best way to spend money. Rich people already have TVs, cars, etc., but probably a lot of them grew up with Tim's games. If I had 1000$ to spare easily I would do it as well.

If I were rich, I would've donated $150k and asked for my very own smiling Ron Gilbert.
 
It's not necessarily generous people. This is a chance to buy/fund something you could never have otherwise. If I could pay $30 for Tool to hurry up and put out their new cd I would do so.

I'd say $1,000 for a game to be made is generous no matter what the game is or how much money you have :P
 
Tim Schafer said:
In 1990, Monkey Island took nine months to make and cost $200,000. In the early ’90s, we were really excited if we sold 100,000 copies of a PC graphic adventure. I think Monkey Island 2 sold 25,000 copies. Full Throttle is the first game I made that cost $1 million. That was 1995 and we were shocked. Before that they had cost around $300,000.
>>> Link

Just to have an idea... Different times of course, but by the end, they'll have a budget similar, if not higher, to what Tim and Co had for their last big games at LucasArts back in the day.
 
Point and click adventure fans have been saving their money for this occassion.

Considering how many high quality and high profile adventure games has come out recently (not including the indie releases) the fans have been saving ALL their money :(
 
Publishers tell us that adventure games are dead. Our fans tell us they aren’t.
Who is right? Well, I think it’s about time we found out!
Into the THUNDERDOME!

And by THUNDERDOME, I mean KICKSTARTER!
Looks like the fans take this one easy.
 
Hopefully this means this will become Doublefine's next main project and not a side project. The initial proposal describes a very small team working under Tim's "supervision ". I want this getting Tim and Ron's full attention. :)
 
as someone who considered getting 03/03/04 tattooed on his arm, to commemorate the death of Sam and Max: Freelance Police, the day LucasArt's accountants and lawyers and new management decided that there wasn't enough of an audience for an adventure game anymore, seeing this number continue to increase in leaps and bounds fills my heart with so much warmth.

when Tim setup his own studio, i was like, "cool! he'll make an awesome adventure game now he doesn't have lucasarts telling him he can't!".

but it didn't happen, because publishers continued to ignore the existing fanbase.

still doubt we exist publishers? $738,324 and counting.
 
I just kinda can't believe that this is happening. Another point and click game by the people who have made the best point and clicks EVER? HOORAH.

...I'd like to see if they can shatter their own kickstarter record with Psychonauts 2. -.-
 
Publishers are watching their world fall apart.

Sorry but posts like this are just dumb. The reason this does so well (though yes, much better than one would expect) is that it's a game by some of the most famous people in game design, backed by an established developer with a professional track record, while the word is spread through a network of internet celebrities like Notch. Of course that's gonna make waves.

But the little guy with his ambitious proof of concept pitch is still gonna struggle, Kickstarter or not.
 
How much FMV does $600,000 buy?

For Square-Enix? A 3 second title screen for FF XV.

I donated a chunk of money. I await having a sleepover at Tim Shafer's house.

Get a cell sample so that we can clone him in the future.

They'll figure that with that much money, they would better make an AAA blockbuster first-person shooter with top of the line voice-acting by Nolan North.

Obviously the next step for point-and-click adventure is to become a point-and-shoot adventure.
 
Sorry but posts like this are just dumb. The reason this does so well (though yes, much better than one would expect) is that it's a game by some of the most famous people in game design, backed by an established developer with a professional track record, while the word is spread through a network of internet celebrities like Notch. Of course that's gonna make waves.

But the little guy with his ambitious proof of concept pitch is still gonna struggle, Kickstarter or not.

this is true of course, but it's funny that you mention Notch in here. Minecraft sort of made all it's money with a similar idea. sell the game before it's finished, to fund it's completion. that's how Notch BECAME an internet celebrity after all.

if the proof of concept pitch is fun, that little guy CAN make it, even if it's likely to be a struggle. do what Notch did. sell the pitch with an open price, with the promise of getting all the latest betas all the way through to the final game.
 
While I applaud their passion, I hate seeing a name like Double Fine basically stealing attention away from smaller Kickstarter campaigns by individuals who actually need funding to help a project take off. DF, for example has no "need" for funding for an adventure game, they could easily pitch this to a publisher and get funded in a snap.

Putting aside the last comment (which, as already has been established, is just factually wrong) -- what makes you think it's stealing attention from other products? Past statements from Kickstarter have indicated that people who contribute once are far more likely to contribute to future projects, and we've already had people in this thread talk about finding other cool, worthwhile projects while browsing the site after first hearing about it because of Double Fine.

The success of a project like this is going to have a direct, tangible effect in making future Kickstarter projects more visible and successful, as well as helping to cement the crowdsourcing concept as legit and viable even further. Your hostility is entirely misplaced.
 
this is true of course, but it's funny that you mention Notch in here. Minecraft sort of made all it's money with a similar idea. sell the game before it's finished, to fund it's completion. that's how Notch BECAME an internet celebrity after all.

if the proof of concept pitch is fun, that little guy CAN make it, even if it's likely to be a struggle. do what Notch did. sell the pitch with an open price, with the promise of getting all the latest betas all the way through to the final game.
Works for some, doesn't for others. Not every game is Minecraft (and it has barely evolved after a certain point too btw, it's pretty much what people bought still, after the introduction of survival it's all been minor fluff). Kenshi has a similar model but it's probably not doing nearly as well at this point, it's not the kind of game you can enjoy before it's fully featured up to a point. It'll probably have to at least reach the early betas of Mount&Blade before people truly care. And of course never achieve Minecraft success since it's not a game everyone can play. Oh, and good luck funding a game like Shenmue 3 in such a way. 1 million is one thing, 50-100 a whole other. Yeah, publishers aren't going to be scared of things like this man.

Anyway, glad this did so well, I hope the end result will be worthwhile, but that they got funded in this manner doesn't mean they won't try to actually make a game that sells the most it can and thus may fall victim to the same things publishers would demand in terms of audience, accessibility, etc, even if it's self published via DD...

Really hope the Nexus 2 guys will give kickstarter a shot, doing their attempt via a site nobody knew was bound to lead to failure, even though the proposition was better (dibs to shares of profits). The situation itself didn't help matters of course, as it's also not a game everyone would play, and few had heard of the first one...
 
Works for some, doesn't for others. Not every game is Minecraft (and it has barely evolved after a certain point too btw, it's pretty much what people bought still, after the introduction of survival it's all been minor fluff). Kenshi has a similar model but it's probably not doing nearly as well at this point, it's not the kind of game you can enjoy before it's fully featured up to a point. It'll probably have to at least reach the early betas of Mount&Blade before people truly care. Oh, and good luck funding a game like Shenmue 3 in such a way. Yeah, publishers aren't going to be scared of things like this man.

oh, i don't disagree that this isn't scaring publishers, i'm just pointing out that you don't NEED to be an established name to make it with similar tactics, as Notch demonstrates. it's hugely unlikely yes, but it can happen.
 
tumblr_lz4fcbbgCk1qcarcko1_400.gif


I feel like this gif adequately sums everything up.
 
this is true of course, but it's funny that you mention Notch in here. Minecraft sort of made all it's money with a similar idea. sell the game before it's finished, to fund it's completion. that's how Notch BECAME an internet celebrity after all.

if the proof of concept pitch is fun, that little guy CAN make it, even if it's likely to be a struggle. do what Notch did. sell the pitch with an open price, with the promise of getting all the latest betas all the way through to the final game.

That is true, but let's not forget that Minecraft at least in its beginning was a project of pretty limited scope. But I am more referring to the kinds of titles that traditionally sat between AAA games and indie titles. These are still very much dependent on actual publishers.

What may indeed (and of course hopefully) be going out of style is the concept of the publisher as a gargantuan cross-industry behemoth that has too much power. What we need more are mid-sized companies like Stardock and Paradox that listen to their audience and are willing to experiment.

Really hope the Nexus 2 guys will give kickstarter a shot, doing their attempt via a site nobody knew was bound to lead to failure, even if the situation itself didn't help matters (nobody knows of Nexus :/).

I thought it had already picked up a few hundred thousand bucks? Or did I remember wrong?
 
The reason this does so well (though yes, much better than one would expect) is that it's a game by some of the most famous people in game design, backed by an established developer with a professional track record, while the word is spread through a network of internet celebrities like Notch. Of course that's gonna make waves.

To elaborate on your "professional track record" thing, in the last 18 months, Double Fine has shipped 4 new games (Costume Quest, Stacking, Trenched, OUAM), 2 ports (Psychonauts Mac + PC update, Costume Quest PC), 2 non-game applications (Action Happy Funtime Whatever, Psychonauts Vault), and they're about to ship 2 more ports (Stacking PC, Trenched PC)... plus DLC for all four of the games they shipped.

It's pretty clear they'll get a project done once they start it.
 
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