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

The difference is that the Arkh project looks hilariously ambitious to the point where it is born to fail. There is no way that game is ever going to come out. This DoubleFine game is almost a sure shot that it will come out unless Tim pockets the money and flys to China.

They have an entry talking about how they won't show any of the game because if it changes later they'd look silly.
 
The problem with that Arkh game is that it sounds like some sort of bad fan fiction :\
All I see are characters design that are each other's wives, husbands and such. I have no idea what this is even going to be!

It looks like it's going to be exactly what they don't want it to be: a run-of-the-mill stereotypical RPG, only this time, straight white males are the ones being made fun of.

Anyhow.

1.5 million.
 
Ugh at that image. I mean if they just wanted to promote a game with greater diversity I would be all for it.

But instead they:

a. Insulted my favorite genre by saying it's dead (it's not!)
b. Assumed that white guys can't care about diversity (wtf?)
c. Decide that anyone over a certain age shouldn't be playing games (so much for that diversity tactic, eh? I guess you want to limit your audience?)

Also, I really hope that wasn't actually made by them because wow. Atrocious spelling. I r impress.
 
I'm all for fewer games made by old white guys, and I'm even a person in the age demographic that remembers the classic LucasArts adventures. The only thing I've been amused by from Tim Schafer recently is his GDC award show hosting.

But I'm not part of the fanboy hivemind that wants to relive old glories, so I didn't give DoubleFine a cent. Sorry guys, you can burn me in effigy. :P

Why would anyone do that? If you're not interested in the end product, then you shouldn't pledge any money to its funding (unless you simply want to support the company).

Also, it's not just nostalgia speaking. People legitimately want new adventure games (as well as games in plenty of other genres that the big publishers don't consider viable anymore).
 
Very happy for Double Fine on their success here, but you have to wonder what kind of actual sales numbers it'll get on release if such a large portion of the target demographic is already getting the game from this.
 
The difference is that the Arkh project looks hilariously ambitious to the point where it is born to fail. There is no way that game is ever going to come out. This DoubleFine game is almost a sure shot that it will come out unless Tim pockets the money and flys to China.
You'd be surprised how small a difference that actually is. Name recognition, clout, and a proven track history play a far, far larger role.

And as we've seen, with the proper aggregration you can make a lot of money in a short amount of time. I figure Tim Schafer knows what he's doing and won't overshoot, but that doesn't make me invest. It's him, his track record, the nature of games he's worked on, his experience, and the team behind this title.

He has connections. People know who he is, what he's done. He's a name in gaming. That carries a tremendous amount of weight.

What do people think of when I shout Peter Molyneux? Todd Howard? Denis Dyack?
 
Why would anyone do that? If you're not interested in the end product, then you shouldn't pledge any money to its funding (unless you simply want to support the company).

Also, it's not just nostalgia speaking. People legitimately want new adventure games (as well as games in plenty of other genres that the big publishers don't consider viable anymore).

Thing is, I don't really expect anything genuinely "new" out of these devs. Because by crowdsourcing the funding, that means it's going to have a death by a million cuts if the backers aren't happy with the results.
 
The problem with that Arkh game is that it sounds like some sort of bad fan fiction :\
All I see are characters design that are each other's wives, husbands and such. I have no idea what this is even going to be!

The "problem" is that they are nobodies with no history making games, comparing themselves to somebodies with 30 years of game development experience.

Their art actually is quite nice! But, guess what? There's more to making games than nice character concept art and broad, vague statements about social equality.
 
That image is a joke going around /v/. Don't take it seriously.

Thank goodness for that then (I never go there if I can help it.)

Very happy for Double Fine on their success here, but you have to wonder what kind of actual sales numbers it'll get on release if such a large portion of the target demographic is already getting the game from this.

I wonder how much potential profit is a consideration here? It's hard to say.

Anyway, once the game goes on sale I'll be buying a copy or two for friends who didn't donate.
 
Very happy for Double Fine on their success here, but you have to wonder what kind of actual sales numbers it'll get on release if such a large portion of the target demographic is already getting the game from this.

...but these Kickstarter pledges are, effectively, also sales. They're just *extremely* pre preorders.
 
This game was pitched to publishers, and no one bit.
That isn't how they sold it.

Double Fine Kickstarter Pitch said:
Over a six-to-eight month period, a small team under Tim Schafer's supervision will develop Double Fine's next game, a classic point-and-click adventure. Where it goes from there will unfold in real time for all the backers to see.
That tells me over the NEXT six to eight months they will make the game, as there is NO game right now.

There's a lot of subtlety to game deals this statement misses. In that scenario, they may not own the final product, they have to give up a large chunk of the profits, and they are not completely free to make the game they want (and that's not the only downsides, just a few). They way they chose to go about it fixes all the problems of niche publishing. They own the game, they choose the direction, and they retain the profits to pay forward to the next project.
I'm all aware of game deals, and I understand and agree that everything you said is very possible and I'm happy that they have found a funding solution that benefits themselves and the end user. But, this idea that 'no publisher would fund a Double Fine Adventure Game' is a little misleading. It really should be 'no publisher would fund a Double Fine Adventure Game with a contract Double Fine would agree too'.

You realize that even if he would've gotten the 400k from a publisher, he would have a _much_ worse deal at his hands than he does with Kickstarter, right?
Yes, the 5% Kickstarter fee is pretty damn amazing.
 
damn hell they are over a million and I cannot even raise $500
KuGsj.gif


http://kck.st/AsOKOG

oh wait I should be sad :(
Totally off topic, but I really dig your art. Just donated.

Don't know why I never clicked on your tag before either.

There should be a GAFworks kickstarter thread.
 
I'm all for fewer games made by old white guys, and I'm even a person in the age demographic that remembers the classic LucasArts adventures. The only thing I've been amused by from Tim Schafer recently is his GDC award show hosting.

But I'm not part of the fanboy hivemind that wants to relive old glories, so I didn't give DoubleFine a cent. Sorry guys, you can burn me in effigy. :P
Why would anyone burn you? The majority of these people are saying: "I would be willing to buy that game. Here's your money up front." Sure, some people are donating more than that, but this isn't some kind of charity.
 
Thing is, I don't really expect anything genuinely "new" out of these devs. Because by crowdsourcing the funding, that means it's going to have a death by a million cuts if the backers aren't happy with the results.

I don't agree with that logic. They're already making a game that is niche by today's standards. Also, it's Tim Schafer and Double Fine. They aren't really known for making conventional, run-of-the-mill games. They're going to make the game they want to make.
 
Yeah, but why [do you] care more about playing a game of unknown quality or length than [you do about] supporting people around the world that face serious issues every day of their lives?

Think of all that money you could've given to charity but instead gave away to a middling developer for a mediocre game? That's the real issue here apparently.

This argument frustrates me, because it can be made about ANY piece of luxury or disposable income purchase. I presume you buy games that you haven't played before for more than the $40 average donation.

Why don't you not buy those and give all the money to charity instead? If you own a car was it the cheapest that was on sale which did the job you needed? If not why didn't you give the difference to charity?

if the last meal you bought was more expensive than one which gave you the nutritional value you needed why didn't you donate the difference to charity and just get the required sustenance?
 
Ugh at that image. I mean if they just wanted to promote a game with greater diversity I would be all for it.

But instead they:

a. Insulted my favorite genre by saying it's dead (it's not!)
b. Assumed that white guys can't care about diversity (wtf?)
c. Decide that anyone over a certain age shouldn't be playing games (so much for that diversity tactic, eh? I guess you want to limit your audience?)

Also, I really hope that wasn't actually made by them because wow. Atrocious spelling. I r impress.

Come on now. It couldn't be a more obvious parody image if it said "4chan was here!".
 
...but those are, effectively, also sales. They're just *extreme* preorders.
No, those are investments by definition. They're essentially treated like sales by Double Fine, and that's the biggest point of contention I have with their model.

I'm sure Schafer will write this off (or more likely, never respond) as him doing US a favor, but we all know it's the other way around.
 
That tells me over the NEXT six to eight months they will make the game, as there is NO game right now.

The second statement is them saying that they are filming the game's production to put online, which is one of the benefits of funding the game.

That doesn't mean they're generating the ideas in real-time, that no pre-production has been done, or that they haven't pitched it before.
 
Starving children or Double Fine? Double Fine obviously! Starving Children dont make funny vidya, they just die.

I shouldn't snicker but i did. I got like dozen door knockers a year that come and ask for money for charity, i do my bit every so often. But yeah this time i thought i would give money to someplace i want.
 
Again, when did I ever say people shouldn't spend their money how they want or support Double Fine? I said that I would have preferred to see it used differently. As in, my own opinion of the matter. ITT people turn my opinion into an overbearing need to tell everyone how to spend their money.

I'm done. I'll do a final summary. I don't think Double Fine is the greatest developer, but I'm glad they reached their goal. I'm happy to see games get made. I also feel like it would be nice to see people rally around other causes to such a degree. That simple.

Kickstarter has always been about consumerism, not charity. The majority of backers give their money with the primary intent of it being a preorder; the social statement/charity part comes second, if at all. If they didn't spend that money here, it wouldn't have gone to some good cause instead. That money would have gone towards some other game published through regular channels. If by "other cause", you mean some more obscure consumer good on kickstarter that deserves attention, then the amount of media this is generating on Kickstarter will help get eyeballs on those other Kickstarter projects. As soon as I finished my pledge for this, Kickstarter presented me with 3 other similarly themed projects on Kickstarter that I'd never heard of. The 28,262 other backers were also presented with 3 projects. Don't act like this is some zero sum game with Double Fine gobbling up a million dollars that would have gone to other projects. If this project hadn't existed, that million dollars would have gone to pizza, gas, big publisher games, groceries, bills, etc.
 
No, those are investments by definition. They're essentially treated like sales by Double Fine, and that's the biggest point of contention I have with their model.
But they are basically sales. This game has pre-sold nearly 30,000 copies. Sure, it doesn't exist yet ... but that's the risk these people are taking. That's not Double Fine's problem.
 
No, those are investments by definition. They're essentially treated like sales by Double Fine, and that's the biggest point of contention I have with their model.

I'm sure Schafer will write this off (or more likely, never respond) as him doing US a favor, but we all know it's the other way around.

Every game is an investment because it costs money to make it before you can sell it. What's to have a problem with? I don't think anyone has been duped into investing here and its a pretty safe investment given the pedigree of the talent and double fines track record of shipping products.
 
I'm all aware of game deals, and I understand and agree that everything you said is very possible and I'm happy that they have found a funding solution that benefits themselves and the end user. But, this idea that 'no publisher would fund a Double Fine Adventure Game' is a little misleading. It really should be 'no publisher would fund a Double Fine Adventure Game with a contract Double Fine would agree too'.
Pretty much. They're passing the buck.
 
No, those are investments by definition. They're essentially treated like sales by Double Fine, and that's the biggest point of contention I have with their model.

But... they *are* sales. Each one gets a copy of the game. You can spend as much as you like above the $15 mark to get the game. They're as much a sale as a humble indie bundle purchase is... just it's a purchase of the *promise* of the game.

Basically, my confusion boils down to: Why is a purchaser after the release of the game in some way different and more important to a $15 pledger now?
 
Every game is an investment because it costs money to make it before you can sell it. What's to have a problem with? I don't think anyone has been duped into investing here and its a pretty safe investment given the pedigree of the talent and double fines track record of shipping products.
No, it's typically not an investment by me. It was an investment by the publisher first. They shell out the advance for the developer to begin production (and thus own all IP by proxy and get rates beyond their initial sum.. It's a sweet deal if you recoup and hopefully sell boo koo more).
 
But... they *are* sales. Each one gets a copy of the game. You can spend as much as you like above the $15 mark to get the game. They're as much a sale as a humble indie bundle purchase is... just it's a purchase of the *promise* of the game.

Basically, my confusion boils down to: Why is a purchaser after the release of the game in some way different and more important to a $15 pledger now?

Actually, they're not sales. If a project turns out to be unfeasible and the backers end up with nothing, the terms of use at Kickstarter state you're not owed anything back because your money is treated as an investment.
 
Starving children or Double Fine? Double Fine obviously! Starving Children dont make funny vidya, they just die.

Starving children or internet connection? Internet connection obviously! If we don't have starving children I wouldn't be able to make to make snarky comments about people spending their own money!

We aren't giving this money for free, it's like pre-ordering the product, and only paying what we think DoubleFine deserves based in their other games and in the reward system.
 
No, those are investments by definition. They're essentially treated like sales by Double Fine, and that's the biggest point of contention I have with their model.

Unless you're assuming that they are going to take the money and run and not release the game, they're sales. They get a copy of the game.

Actually, they're not sales. If a project turns out to be unfeasible and the backers end up with nothing, the terms of use at Kickstarter state you're not owed anything back because your money is treated as an investment.

I'll bet you $250 USD of my money against $25 of your money that the project comes out. Will you take the bet? If not, what odds would I have to offer you?
 
A friend of mine just put it like this:

Anyone who spends money on something should have spent it on something that either A) improves the world instead, or B) is spent on something I want instead.

Basically, my confusion boils down to: Why is a purchaser after the release of the game in some way different and more important to a $15 pledger now?
I don't know about "more important", but there is a difference. People are taking an investment risk with this ... the return on that investment is the game. They're still basically sales, but there is more to it than that. Double Fine isn't (legally) beholden to anyone to make this game, but that's just how this stuff works.
 
Glad to hear that image was just made by a random troll. It's cool to see an amateur dev can cultivate a following and meet their kickstarter goal. Means good things for devs with an actual pedigree. I followed their tumblr just to see if the game actually goes anywhere.
 
Actually, they're not sales. If a project turns out to be unfeasible and the backers end up with nothing, the terms of use at Kickstarter state you're not owed anything back because your money is treated as an investment.

Then it's a sale of one cubic foot of air :-)
 
How do taxes work for this? Edit: I mean do they have to count this as income? Not sure how this sort of donation thing works when ultimately the product will be for profit.

Anyways, no clue how the game will turn out, but I'm really excited to see the documentary series! I always find 'behind the scenes' stuff fascinating!
 
They really aren't sales, either. Because if I go buy Assassin's Creed, I have not in any way affected the initial development of the game I'm purchasing. It doesn't work that way in this scenario with Double Fine. Furthermore, Double Fine could go belly up tomorrow and I probably won't be getting my money back unless there was a contractual clause saying so (there isn't). They truly make no guarantee as far as I can see.

I would classify the game copies as promotional material, frankly. Freebies or kickbacks you get from investing early that aren't necessarily reported as revenue. Hell, maybe even take a tax cut there.

What does it cost them to provide these copies again? No more than the cost bandwidth or thereabout. That's why you see this coming to fruition in the digital era and not before.
 
They really aren't sales, either. Because if I go buy Assassin's Creed, I have not in any way affected the initial development of the game I'm purchasing. It doesn't work that way in this scenario with Double Fine. Furthermore, Double Fine could go belly up tomorrow and I probably won't be getting my money back unless there was a contractual clause saying so (there isn't). They truly make no guarantee as far as I can see.

I will insure 200% of your purchase of the game (IE up to 2x$15). You will make a profit if Double Fine goes bankrupt before releasing the game.

There, now you have a guarantee. Is it a sale now?
 
They really aren't sales, either. Because if I go buy Assassin's Creed, I have not in any way affected the initial development of the game I'm purchasing. It doesn't work that way in this scenario with Double Fine. Furthermore, Double Fine could go belly up tomorrow and I probably won't be getting my money back unless there was a contractual clause saying so (there isn't). They truly make no guarantee as far as I can see.

I would classify the game copies as promotional material, frankly. Freebies or kickbacks you get from investing early that aren't necessarily reported as revenue. Hell, maybe even take a tax cut there.

What does it cost them to provide these copies again? No more than the cost bandwidth or thereabout. That's why you see this coming to fruition in the digital era and not before.

This is probably a failing on my part, but I'm struggling to see your point.
 
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