Double Fine raises more than $1 million, promises 'better' game
Double Fine's crowd-funded adventure game project has gone on to break records at Kickstarter, now standing at more than $1.3 million.
To say that Double Fine's experiment with crowd-sourcing is working out better than expected is an understatement. Not only did the company reach its goal of $400,000 in a scant 8 hours, the famed developer of Psychonauts broke some Kickstarter records in the process.
With over a million dollars raised, Double Fine's next project will be even more ambitious than planned. With the additional funds, the team promises to offer more platforms, more languages, more music and voice work, and an original soundtrack for the documentary. "We're getting a lot of attention already and it seems like this little project could have an impact beyond itself."
The Kickstarter page currently stands at over $1,300,000, with 35,901 backers. Studio head Tim Schafer tweeted early yesterday that it set the records for most funds raised in 24 hours, and highest number of backers, so all the funds since then are serving to make that record higher. The Kickstarter still has 32 days left, so suffice to say Double Fine overestimated how long this would take.
"Guys, I'll make you a deal," Schafer tweeted as it ticked toward the million mark last night. "If we hit $980K I'll add RTS elements to the game," Schafer said, making an obvious nod to Brutal Legend. "And if we hit $1M, I'll take them back out," he added, as a jab to the game's mixed reception.
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Steve Watts posted a new article, Double Fine raises more than $1 million, promises 'better' game.
Double Fine's crowd-funded adventure game project has gone on to break records at Kickstarter, now standing at more than $1.3 million.-
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The RTS factor of Brutal Legend shows why if you can get out from big publishers, the better off you are.
DF 's intent with BL *was* an RTS game, comparable to Herzog Zwei; it was there from day one. Now, granted, within the game, the RTS was not well explained and lacked some of the more fundamental controls that RTS gamers would expect, etc., so it is not that DF is innocent of screwing that up.
But what did happen is that when they went to, first, Vivendi and then to EA to talk about promotion of this game, and they mentioned "RTS", they were told that was basically a bad word to console games and completely downplay all aspects of it. DF couldn't sell this game as an RTS so everything pre-release was focused on the open world/beat-em-up/driving aspects.
Even if you followed the game literature, the first idea of an RTS game up in the mention of "stage battles" in the articles that came out in the month or so before release, but yet "real time strategy" was never said.
If you can't talk to anybody about how a game is RTS-based, it is rather difficult to get feedback in the right manner to make sure the RTS aspect worked. I think most agree that BL's RTS mechanisms just needed a bit of tweaking, or with some additions, to get right to make it enjoyable, and it wouldn't have required a reconstruction of the entire game. But as shipped and as couldn't be patched, what we got fell far from people's expectations.
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And now Chris Avellone, the writer for Planescape, is considering making an old school isometric rpg that would be funded by kickstarter. That would kick ass.
I hope this develops some weird trend where developers attempt to make more niche games for the PC. It's great seeing Doublefine get so much money already just to make an adventure game.-
Well, he didn't exactly specify: https://twitter.com/#!/ChrisAvellone/status/168014910675099650
But he did say he was up for it!-
Actually: http://www.rockpapershotgun.com/2012/02/10/obsidian-want-to-know-what-you-want-them-to-make/
Forum thread to drop your ideas in: http://forums.obsidian.net/blog/1/entry-158-if-obsidian-kickstarter/-
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The controls sucked, the hacking minigame wasn't very good, and the AI was kinda janky.
I say this a huge fan of the game, and if I had to give it a score it'd be either a 7.5/10 or an 8/10. As far as storytelling and character interaction, only The Longest Journey/Dreamfall would stack up. The ripples your choices make throughout the story are amazing. If they had launched the game with not-shit controls I would probably have declared it a top 10 all time games, but instead I finished it once and I doubt I'll play it again any time soon. It was another in a long line of amazing but deeply flawed Obsidian games.-
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It wasn't even about the difficulty, story wise I felt like they went for the obvious twist instead of doing something truly unique and that gave the rest of the game a lot more potential in my head then what the payoff provided.
Also, I slept with all the chicks right at the very end of the game, it kind of took me out of the immersion. He was no where near hot enough to bag them all that close together.
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This is a nice write up from the perspective of kickstarter: http://www.kickstarter.com/blog/24-hours
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It actually kind of brings a tear to my eye. Its so fucking exciting to see a new avenue for talented people to finally get the freedom to just make the games they want (and deserve) to make. What makes it even more beautiful is that its only possible because the people who he entertained as children love his work so much they are willing to shell out their money on no more info than a promise. Its fucking beautiful.
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