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

edit: ^^^ I believe you can just amend your pledge to a higher amount, so at some point you'll break into the higher tier rewards if you just keep adding $15.

What a cool idea.

I'm in for $30, first Kickstarter project I've ever pledged to. I hope this is successful for them, it might start something big.

Thank you for your quick response

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I get uncomfortable putting blind trust in ANY developer. And Chavelo you're god damn right I love Double Fine, but that doesnt mean Tim gets my wallet. First copy of this game he sells puts him in the green, but at least we all get a documentary. I'm uneasy about this stuff.

Why are you assuming the $400,000 will cover all the costs of making the game?

Also, making a profit is called being in the black, not green.
 
If I were a rich man, I would pledge all of the monies :(.

A pitiful $15 will have to suffice. I like this idea and have to put my money where my mouth is (always wanted to see what could happen with big names putting a game out without publisher monies).

Granted I wouldn't be too worried about your own personal contribution unless you wanted additional goodies. The fact that Schafer is coming out and wanting to likely lead another adventure game is more than enough to help put up the $15 you may have spent when the game gets released. It's a helpful way to bypass the old rules of thumb and lets gamers talk directly with their money to the souls that create the games they want in the first place.

The fact that it's even happening should be enough for fans of the company's output, as well as fans of the genre itself, be over the moon.
 
I get uncomfortable putting blind trust in ANY developer. And Chavelo you're god damn right I love Double Fine, but that doesnt mean Tim gets my wallet. First copy of this game he sells puts him in the green, but at least we all get a documentary. I'm uneasy about this stuff.

"First copy puts him in the green" implies this is some kind of get-rich-quick scheme at the expense of the fanbase Double Fine has built over the years. You honestly believe that is the case? I'm not calling Schafer some kind of philanthropist, but implying this is a scheme to profit off of the gullible fanbase is incredibly stupid. That goes beyond simply being a skeptic, that goes right off the deep end.

And $400K is the budget just to make the game. You know, the budget he would get if he would've gone with some random publisher. What makes you think that any amount of copies sold "puts him in the green"? That's not how game development works.

EDIT:
Gotta throw this back at you, but why are you assuming they aren't going to make it for half of the cost? These are the kind of things I think about with these kickstarter projects.

He already said he'd put it into additional funding for the game as well as the documentary. What, you think he's just gonna pocket a cool 600 grand? That's kind of illegal.
 
Why are you assuming the $400,000 will cover all the costs of making the game?

Also, making a profit is called being in the black, not green.

Gotta throw this back at you, but why are you assuming they aren't going to make it for half of the cost? These are the kind of things I think about with these kickstarter projects.
 
Gotta throw this back at you, but why are you assuming they aren't going to make it for half of the cost? These are the kind of things I think about with these kickstarter projects.

40 people working 10 hours a day for 6-8 months. $400,000 doesn't even begin to pay for that.
 
Here are the premium pledges which aren't on the Kickstarter page:



I can't even find a picture of a "triangle boxed Day of the Tentacles", but I could find Day of the Tentacles cos play:
I actually have that stored away somewhere.. anyways I'm definitely in for this Kickstarter!
 
Gotta throw this back at you, but why are you assuming they aren't going to make it for half of the cost? These are the kind of things I think about with these kickstarter projects.

HOW DO WE KNOW THE GAME ISN'T ALREADY FINISHED? FUCKING DOUBLEFINE
 
First post here on gaf, first time using kickstarter. In the 90s I was such a huge fan of adventure games (both Lucasarts and Sierra despite the differences in design) that there is no way I can't participate in this.

Yes... maybe it won't be a very good game, who knows? But they are very upfront about it on the video, and that's why I think the documentary is terrific idea. Even if the crash-and-burns, it still will be a very entertaining look at the process.

So, a chance to show my support for a "dead" genre that I love, on Steam, with an studio and people with a seriously good track record for me.... yeah... I'm in.

And if this works, I will start dreaming about a similar thing for space-sims.
 
Gotta throw this back at you, but why are you assuming they aren't going to make it for half of the cost? These are the kind of things I think about with these kickstarter projects.

If I had 400k from random donors - hell, if I had 400k - I would pour it all into the product in order to make it the best fucking product possible.

Because that is what people buy, and that is what I want to make. Good shit.

At this point, you are saying that they are just scamming us.
 
This is all types of awesome. I keep looking the last couple hours and another thousand here and two thousand there. Between when I posted it on Facebook and Twitter and looked again it was up $30k.

I'm really looking forward to the documentary more than the game though. I love that stuff.
 
Gotta throw this back at you, but why are you assuming they aren't going to make it for half of the cost? These are the kind of things I think about with these kickstarter projects.

Come on dude. Starbucks baristas probably make 30k a year. I can't imagine their entire staff will be working on this one project but give me a break. The full game will probably cost at least a million to make.
 
Gotta throw this back at you, but why are you assuming they aren't going to make it for half of the cost? These are the kind of things I think about with these kickstarter projects.

I don't care if they make the game on a $1 budget; As long as the result is a good Tim Schafer adventure game, I consider my $15 is well-spent.
 
Gotta throw this back at you, but why are you assuming they aren't going to make it for half of the cost? These are the kind of things I think about with these kickstarter projects.

All this time I thought "Double Fine" was a reference to the quality of their products. Turns out they're all about extracting "double" the "fine" from their fans for making games.
 
40 people working 10 hours a day for 6-8 months. $400,000 doesn't even begin to pay for that.
I sincerely doubt that they're going to have team that big. I forsee a team of 10 or so people tops with that budget. This is going to be... interesting.
 
I sincerely doubt that they're going to have team that big. I forsee a team of 10 or so people tops with that budget.

Yea I doubt they would use their entire staff to make a single project. These guys probably spend 10k a month on utilities and rent on their office alone though. Acting like people are getting swilled for their $15-$30 contributions is ridiculous.
 
Gotta throw this back at you, but why are you assuming they aren't going to make it for half of the cost? These are the kind of things I think about with these kickstarter projects.
It doesn't matter because that money goes right back to the source "you" trust for entertainment.
The thing is, you don't trust the people over at Double Fine.
Guess what? That's completely fine, your un-assured behavior should be vindicated.

Thanks for the tips, but I think we got this.
 
I sincerely doubt that they're going to have team that big. I forsee a team of 10 or so people tops with that budget. This is going to be... interesting.

The special thanks portion of the credits is going to be longer than the credits list for the actual staff that worked on the game, most likely.
 
And if this works, I will start dreaming about a similar thing for space-sims.

The key element here is having a capable independent developer backing the project. You are, after all, pledging to them.

If more indy devs with a reputable history are willing to adopt a similar business strategy to make games like space sims and dead genres then I will be supporting them all the way.
 
Yea I doubt they would use their entire staff to make a single project. These guys probably spend 10k a month on utilities and rent on their office alone though. Acting like people are getting swilled for their $15-$30 contributions is ridiculous.

The funniest thing is that all of the wild accusations would best be silenced and mutated in to possible criticism when the game is released and you buy the damn thing for $15 anyway. At least then the naysayers would have a pedestal to stand upon with megaphone in hand.
 
The special thanks portion of the credits is going to be longer than the credits list for the actual staff that worked on the game, most likely.

They could do what my friend did when she funded her show for last year's Hollywood Fringe Festival.

Just called us the Kickstarter 117.
 
Gotta throw this back at you, but why are you assuming they aren't going to make it for half of the cost? These are the kind of things I think about with these kickstarter projects.
Because to hire/pay a competent programmer can be anywhere from $60-90K/year and that's if they're just starting out. An artist who's just landing his first gig in the industry at a studio will likely be paid $40-50K if they're on a salary. I can't speak for designers, but I would assume they get paid as much as artists at the very least.

I'm going to go ahead and assume that he's not going to be using newbies for this game but whatever, I'll use the high end of my estimates. Salaries alone for a 6 month dev cycle with an assumed team of 10 people will come to at least:
- 5 artists: $25K each for a total of $125,000
- 5 programmers: $45K each for a total of $225,000

That's a total of $350,000 and I'm assuming that he's using new entries into the industry, isn't paying any overtime, no contract work, etc., etc. $400,000 is a really, really low budget.

And that's before they pay rent and utilities on the premises, any contractor fees and before Tim himself draws a salary.

It's awesome that you think about "these kind of things" but come on! At least try to think a little harder . . .
 
Because to hire/pay a competent programmer can be anywhere from $60-90K/year and that's if they're just starting out. An artist who's just landing his first gig in the industry at a studio will likely be paid $40-50K if they're on a salary. I can't speak for designers, but I would assume they get paid as much as artists at the very least.

I'm going to go ahead and assume that he's not going to be using newbies for this game but whatever, I'll use the high end of my estimates. Salaries alone for a 6 month dev cycle with an assumed team of 10 people will come to at least:
- 5 artists: $25K each for a total of $125,000
- 5 programmers: $45K each for a total of $225,000

That's a total of $350,000 and I'm assuming that he's using new entries into the industry, isn't paying any overtime, no contract work, etc., etc. $400,000 is a really, really low budget.

And that's before they pay rent and utilities on the premises, any contractor fees and before Tim himself draws a salary.

It's awesome that you think about "these kind of things" but come on! At least try to think a little harder . . .


That's not even considering San Francisco payrates or rent. I mean really though I think it's awesome everyone has a right to contribute but Double Fine will need to move some units aside from the ones they are giving to contributors to make this profitable.
 
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