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

But what if GameStop is the company that goes bankrupt? Or if Obama prints so much fiat currency that it becomes worthless and only bricks of gold can buy things? How can you be sure you'll get your money back? These are all crazy hypotheticals :p
Well if they had $1.5M in the bank, it would definitely look more likely.

I invested, I don't think they'll go under. The point is that it's an obvious risk with a high chance of success, which is not the same as a company who's been selling used games for a decade or more and has the profit margins to prove it. They could all go under, sure, but I'm not directly funding the development of anything gamestop does via "backing". It really is all about how you define it - which sucks.
 
NO! Bad Chaiblo. I don't want anyone using it as the main source of transaction. It won't make sense. It's called "Kickstarter" for a reason: it's for those that don't have revenue and need some sort of assurance that people want a product. Valve has everything they need. Everything. The only reason they work with EA is they dont want to print discs, ship them, keep track of it, erc. On PC, they're their own publishers.

Last thing I want is Valve keeping games on ransom and making it only when people pay, despite them having the money.

I believe he means having kickstarter/kickstarter type application integrated into steam, not funding a Valve game.
 
I bought Brutal Legend about a year ago for PS3 and it froze every time I played it so I traded it in. Is the 360 version any better?
 
Well if they had $1.5M in the bank, it would definitely look more likely.

I invested, I don't think they'll go under. The point is that it's an obvious risk with a high chance of success, which is not the same as a company who's been selling used games for a decade or more and has the profit margins to prove it. They could all go under, sure, but I'm not directly funding the development of anything gamestop does via "backing". It really is all about how you define it - which sucks.

however you define it, this game brought in $1.1 million dollars upfront in a little over a day. that's a great thing. as i said, if they can come in on budget, then every sale they make when the game comes out is pretty much pure profit after steam take their cut. most games don't make any money until after they're finished and they've sold a bunch of copies, and that's if they're lucky enough to even sell through enough titles to break even.
 
exactly. the project is funded. it doesn't need to pay back the investors anything other than the finished project, so it doesn't need to 'sell' a single copy. to be a success it just needs to come in on budget. baring a massive unforeseen disaster, it's already a success,
That's breaking even, not success. Most publishers don't set out to just hit thirty million, recoup, and call it a day.

I can understand with this amount of money, Double Fine doesn't need crazy sales after the fact. They've already made substantially more than their projected budget. If they can get more, however, I'm sure they would. Why strop at the troposphere when you can reach outer space? And hopefully not ask people for money again to develop games? That's another point of investing - long term viability.
 
I first played through Secret of Monkey Island on my Sega CD, which totally spawned my love for point-and-click adventure games.

If a console release means a broader audience for this game, then anyone opposing it is outright silly!
 
however you define it, this game brought in $1.1 million dollars upfront in a little over a day. that's a great thing. as i said, if they can come in on budget, then every sale they make when the game comes out is pretty much pure profit after steam take their cut. most games don't make any money until after they're finished and they've sold a bunch of copies, and that's if they're lucky enough to even sell through enough titles to break even.

They are selling the game for $15. It's the same as going to a publisher, getting $400,000 from them and then making $1.5 million in sales.

Remember though, they are going to everything that possibly could be spend on the game. $400,000 was bare minimum to make it happen. Now, they will add more languages, much dialogues, a bigger soundtrack, and possibly availability in multiple consoles. That costs a lot more to do and will be wisely spend. Expect PSN and XBLA.
 
You know what would be nice, if Brutal Legend was somehow retrofitted into an adventure game. I like the characters, the universe, the music, the writing, the atmosphere, but I do no care for the gameplay at all.
 
Unless the broader audience are reading about the project on their PS3 jeff_rigby approved Webkit browsers, they almost certainly have a computer capable of running this game :p

Actually unless it's released on a Ipod Touch gen 2 I won't be able to get it. My laptop sucks and all I have is a PS3 and a Wii atm. So, yeah, I hope it releases on PS3 or Wii U at a later time. Before the 30 odd days are up I will support this game even if I can't play it yet. I bought Portal 2 for PS3 last year and loaded the free game to my Steam account on my crappy laptop. I can't even play that yet. LOL. It will be worth it for the dev movies though. Some day I will be able to play it and it will be mine forever on Steam anyway.
 
I first played through Secret of Monkey Island on my Sega CD, which totally spawned my love for point-and-click adventure games.

If a console release means a broader audience for this game, then anyone opposing it is outright silly!

Hell yeah, me too! Interminable loading times and all!
 
I bought Brutal Legend about a year ago for PS3 and it froze every time I played it so I traded it in. Is the 360 version any better?

I played the game start to finish on the 360 sometime last year and didn't have any lock ups or problems that I can recall.

It's been $5, and even $3 once if I remember correctly, so give it a shot. I loved the game.
 
That's breaking even, not success. Most publishers don't set out to just hit thirty million, recoup, and call it a day.

I can understand with this amount of money, Double Fine doesn't need crazy sales after the fact. They've already made substantially more than their projected budget. If they can get more, however, I'm sure they would. Why strop at the troposphere when you can reach outer space? And hopefully not ask people for money again to develop games? That's another point of investing - long term viability.

they don't *need* any sales. paying the staff on this project for 10 months and not leaving the project, or company, with any less money in the bank than they started is sustained business. that's presuming it gets *zero* sales which is i think the wilder presumption than *comes in on budget* which obviously isn't a given but it's way likelier than no sales at all.

all the while, Double Fine are making other games which may or may not make money. this won't prop any of those up, but it won't put any added pressure on them either.

look at this another way, if Double Fine don't lose or make a penny on this game, but have the wages of the staff who work on this paid for 10 months, they mightn't green light a sequel at their risk, but they'd probably do a sequel through Kickstarter again.

why not? and so long as the people who pitched in were happy with what they ultimately got out of it, why wouldn't a good number of them pitch in again?
 
Yeah. So? How does it affect you if it get released on consoles? Plus, the Sam & Max games work well on the PS3.

As long as the controls aren't compromised to work on consoles. Sam & Max is a perfect example of what I'm worried about. Definitely not "point and click". That requires a mouse. And a cursor. And a clicky button.

Anyway, I'm sure we don't have to worry. They will almost certainly focus on making the Steam version great first, then port it elsewhere.
 
I was in at $15, but if they thinking of opening this up to more platforms, I will give $30. Big fan of double fine. Bring to android, and I will be a extremely happy camper. I'm excited to see the behind the footage stuff.
 
They are selling the game for $15. It's the same as going to a publisher, getting $400,000 from them and then making $1.5 million in sales.

Remember though, they are going to everything that possibly could be spend on the game. $400,000 was bare minimum to make it happen. Now, they will add more languages, much dialogues, a bigger soundtrack, and possibly availability in multiple consoles. That costs a lot more to do and will be wisely spend. Expect PSN and XBLA.

sometimes developers make a game on contract, where they take a lump sum to make a game for a publisher, who then hopes to make all the money on the sales. Blood 2's development at Monolith was funded that way, for example. they were just contracted to make the game.

a dev takes such an offer because they can guarantee the wages of their staff for however long, and all the while continue trying to make other deals and get other games off the ground.

Double Fine are in an even better position cause any actual sales will be profit from day one, presuming it comes in on budget.

all this talk of platforms... what engines do Double Fine use for their development? inhouse or not, is it multiplatform friendly (including iOS and Androids)?
 
I'm going to bed.

When I wake up, they're going to be at three times their initial target, aren't they? At *least*. Probably well on their way to four.
 
sometimes developers make a game on contract, where they take a lump sum to make a game for a publisher, who then hopes to make all the money on the sales. Blood 2's development at Monolith was funded that way, for example. they were just contracted to make the game.

a dev takes such an offer because they can guarantee the wages of their staff for however long, and all the while continue trying to make other deals and get other games off the ground.

Double Fine are in an even better position cause any actual sales will be profit from day one, presuming it comes in on budget.

all this talk of platforms... what engines do Double Fine use for their development? inhouse or not, is it multiplatform friendly (including iOS and Androids)?
Sure, but that's what everyone aims for. Profit - not recouping expenses. Technically they're already profitable, though the final budget has not been shared by Schafer.
 
Actually unless it's released on a Ipod Touch gen 2 I won't be able to get it. My laptop sucks and all I have is a PS3 and a Wii atm. So, yeah, I hope it releases on PS3 or Wii U at a later time. Before the 30 odd days are up I will support this game even if I can't play it yet. I bought Portal 2 for PS3 last year and loaded the free game to my Steam account on my crappy laptop. I can't even play that yet. LOL. It will be worth it for the dev movies though. Some day I will be able to play it and it will be mine forever on Steam anyway.

I think he's saying that unless your laptop is from the previous millennium (and yours is not) it should be able to play the PC version of the game. There is no way you can't play this game if you have a PC of some sort.
 
sometimes developers make a game on contract, where they take a lump sum to make a game for a publisher, who then hopes to make all the money on the sales. Blood 2's development at Monolith was funded that way, for example. they were just contracted to make the game.

a dev takes such an offer because they can guarantee the wages of their staff for however long, and all the while continue trying to make other deals and get other games off the ground.

Double Fine are in an even better position cause any actual sales will be profit from day one, presuming it comes in on budget.

all this talk of platforms... what engines do Double Fine use for their development? inhouse or not, is it multiplatform friendly (including iOS and Androids)?

All of the games they have made since BL use the Brutal Engine they made in house, and it works with pretty much everything imaginable.
 
I'm going to bed.

When I wake up, they're going to be at three times their initial target, aren't they? At *least*. Probably well on their way to four.
Likely. I joined in at around the $100k mark last night. Things have certainly picked up traction since then.
 
sometimes developers make a game on contract, where they take a lump sum to make a game for a publisher, who then hopes to make all the money on the sales. Blood 2's development at Monolith was funded that way, for example. they were just contracted to make the game.

a dev takes such an offer because they can guarantee the wages of their staff for however long, and all the while continue trying to make other deals and get other games off the ground.

Double Fine are in an even better position cause any actual sales will be profit from day one, presuming it comes in on budget.

all this talk of platforms... what engines do Double Fine use for their development? inhouse or not, is it multiplatform friendly (including iOS and Androids)?

I agree with you but it won't work well in Steam. Kickstarter deserves all the revenue from this and will attract more developer to it. Adding it in Steam will be a confined situation where devs will be forced to release it only in Steam and not on their own preferred platform. As good as Steam is, no one likes a monopoly and restrictions.

That said, their engine (if unchanged) is multiplatform and their port for Stacked was awesome.
 
I think he's saying that unless your laptop is from the previous millennium (and yours is not) it should be able to play the PC version of the game. There is no way you can't play this game if you have a PC of some sort.

How can you be so sure? Nowhere did Double Fine state it's not going to be a 3D game. The games TellTale put out still require a modestly powerful PC to get a decent frame rate at a good resolution.
 
You know what would be nice, if Brutal Legend was somehow retrofitted into an adventure game. I like the characters, the universe, the music, the writing, the atmosphere, but I do no care for the gameplay at all.
If anything I'd love to see adventure sequel(s) for it. It obviously will never get a big budget for another open world action/strategy game so might as well not let the IP go to waste.


lol, can't believe this. Pathetic way for them to go about it.
 
Wow at the hate. I guess the internet has to have hate.

This is a fantastic thing. Double Fine has a track record. They will deliver. They won't fuck up the PC controls if there are console ports.

This is SO much better than getting the money from a publisher, because they will OWN THE IP, and that isn't so easy to do if a publisher is funding development (note that Trenched is TM and copyright Microsoft).

Hopefully this starts a trend. And hopefully a bunch of fly-by-night wannabee developers don't fuck it up by taking money for something that they can't deliver.
 
today, at 9:37 PM this game is looking pretty damn likely to make a profit, yes?
Well again, Schafer hasn't set the final budget. He said he'd add more, but not at what cost. Understandable given the game isn't in production yet and the details aren't final.

I'd say they have plenty of money to work with given their initial budget. I imagine $400k was for a "good" game. Hopefully we'll see something "great".
 
Plus the way the talking points are set up. Some of them are just grounded enough that it might give you pause as to whether or not it's pure trolling.

It's a double troll both for Double Fine fans and people who are legit interested in Ankh or Arkh or whatever it is. Great job, troll!
 
Sure, but that's what everyone aims for. Profit - not recouping expenses. Technically they're already profitable, though the final budget has not been shared by Schafer.

What? Not necessarily... These guys aren't some publicly traded company whose fate is governed by their shareholders. They are passionate game developers who want to make a decent wage while continuing to work on making awesome video games.

As long as their operating/development expenses don't exceed the funding they've received, they'll be all right. Sure, making a ton more money of the sales of the game once it's finished would be great and would help Double Fine fund and publish future products, but I'm sure their main goal is simply to get by comfortably while doing what they love.
 
today, at 9:37 PM this game is looking pretty damn likely to make a profit, yes?

It's profitable that they have the money from a promise? Yes. Is it profitable when it's done? No one knows. Game development costs vary drastically, and if they do aim to add multiple platforms and languages as they promised, expect it to be higher than $400,000. Also, they pay kickstarter a certain amount of money as well. They'll pay PayPal as well. They'll pay Valve (and Sony/Microsoft/Apple) as well.
 
What? Not necessarily... These guys aren't some publicly traded company whose fate is governed by their shareholders. They are passionate game developers who want to make a decent wage while continuing to work on making awesome video games.

As long as their operating/development expenses don't exceed the funding they've received, they'll be all right. Sure, making a ton more money of the sales of the game once it's finished would be great and would help Double Fine fund and publish future products, but I'm sure their main goal is simply to get by comfortably while doing what they love.

and this isn't even their biggest game in production.
 
I am enjoying watching this project - amazing
KuGsj.gif


yay I got new backers too http://kck.st/AsOKOG

I don't feel so bad
 
It's profitable that they have the money from a promise? Yes. Is it profitable when it's done? No one knows. Game development costs vary drastically, and if they do aim to add multiple platforms and languages as they promised, expect it to be higher than $400,000. Also, they pay kickstarter a certain amount of money as well. They'll pay PayPal as well. They'll pay Valve (and Sony/Microsoft/Apple) as well.

and? listen, when they asked for $400,000 i'm sure they had factored in how much money they'd actually get. whatever percentage of that $1.1 million that they'll actually get, if it's more than 50% that's enough money to make a DD adventure game. if they make one, on budget, they need to sell exactly ONE copy to make profit.

so yeah. unless they can't come in on budget, this thing is pretty much guaranteed to make a profit, because it doesn't need to pay back a penny of whatever their cut is of the $1,100,000 million invested to date.
 
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