Double Fine Raises $700,000 In 24 Hours With Crowdfunding
redletterdave writes "San Francisco-based game developer Double Fine took to Kickstarter to fund its next game project, and so far, the studio has enjoyed unprecedented success through crowdsourcing. The project, which was announced by the studio's founder Tim Schafer on Wednesday night, has already raised more than $700,000 in less than 24 hours. The funding frenzy has set new Kickstarter records for most funds raised in the first 24 hours, and highest number of backers of all-time, though both of those numbers are still growing. Schafer says he will build a 'classic point-and-click adventure game' in a six-to-eight month time frame, and will document the entire production process for fans to observe and give input on the game's development, which 'will actually affect the direction the game takes.'"
Does this mean that the technorati's news narrative will change from startups saving everything to crowdsourcing saving everything?
...so as a German I, naturally, had to support this... But all jokes aside, as a diehard adventure fan I'm really excited about it, especially the documentary part. Let's see what they do with all the excess money.
Oh my god, I can't believe it!
Excuse the sarcasm, but it has been obvious for a decade that publishers and traditional investment firms into game development have been a defunct and dying breed, it has just taken forever for any real game studios to take the risk to stop getting fucked (losing the copyright to their own media, sharing most of the sales, having no rights to distribution or advertising) to get funding and publicity.
Why do you publish this *now*? Why not 24 hours ago, when they were still looking for funds? Surely you must have one adventure game fan in your staff.
Schafer says he will build a 'classic point-and-click adventure game' in a six-to-eight month time frame, and will document the entire production process for fans to observe and give input on the game's development, which 'will actually affect the direction the game takes.'"
So basically they've made a slow online social interaction game, about making a game.
Down the rabbit hole we go! Fun!
"What in the name of Fats Waller is that?"
"A four-foot prune."
Fuck yeah!
Btw, to those who don't know who Tim Schafer is, he was the Lead Designer on Day of the Tentacle, Full Throttle and Grim Fandango. Ron Gilbert, who is also on the team, is the guy who designed Monkey Island. This is the stuff of legends, people. I never thought this could ever happen.. Kickstarter really works!
Keep in mind that this is Double Fine.
Its current backer pledging rate of about $1,000/minute (yes, I'm serious) is not the norm. Check out other game projects at KickStarter. Most don't even make it to their funding goal when their funding goal is $4,000 - let alone the $400,000 that Double Fine had set.
Double Fine, however, is well-known in the gaming community. As are some of the names that attached themselves to this project. This in term allows them to leverage their existing social networks (followers on twitter, friends at facebook), their industry contacts, and get noticed by other sites (such as Slashdot) more easily.
Compare this, if you will, to the Humble Bundle. Yes, games within the Humble Bundle generally do quite well. But do they do quite well because of the game, or because of the Humble Bundle association?
That said, this is still very cool, and I would be very surprised if this project didn't top the #1 slot for most funded, most over-funded (absolute and percentage-wise), fastest to reach funding goal, highest funding rate and more at KickStarter. In fact, I'm sure KickStarter staff did a double-take at suddenly gaining hundreds of new accounts, about 130 per minute in the last hour, backing this project alone.
It's hilarious how surprised the devs' comments are. They expected the fundraiser would flop, and then they made their requested amount in less than a day... twice! I bet they are amazed and horrified that there was an actual business model there that everyone missed all this time.
Ron is with Tim Schafer for this project! Thats the best ting on this story! Like most here I literally grew up with Maniac Mansion and Monkey Island and so I am totally looking forward to this game, whatever it might be! Best thing what they should do with the money is buying the Monkey Island franchise from LA... and maybe get Steve Purcell in the boat too!
Someone hasn't read The Mythical Man Month...
"There ought to be limits to freedom." -George W. Bush
Let's hope it's not "Limbo of the Lost" all over again!
http://en.wikipedia.org/wiki/Limbo_of_the_Lost
Make it a text adventure game for $1000, use the rest of the money for beer...
Dark Reflection
Game publishers the world over probably just thought to themselves, "Oh crap." Publishers of any medium are less needed every day, and I think a lot more people just realized it. Why even bother, if you're a big enough name, to try to get funding from a publisher when you can cut out the middle man?
Are there any plan to release the game for free or even under CC licence if some threshold of money is reached? That would be really cool!
If I invest $1,000 in this project what return on the investment can I expect?
Especially as a person who is working on one at this very moment. Boy I just love those graphics! Eh, it'll be worth it.
I'd quite like to see how others do it, in particular the absolute legends of the genre.
Can't fund hard enough. If I had a spare 135k around, it'd so go there. Screw getting a new house, time to fund greatness.
Monkey Island and Psychonauts were some of my FAVOURITE games.
Kickstarter is the new patronage , seriously: what was old is new again. I'd like to be a "patron of the games" please!
Shh.
BRING IT BACK! WOOOOOOOOOOOOO.
I find this to be highly innapropriate for a company who does this on the regular, and expects to make a profit and not sure using crowdsourced funding. It's pretty offensive in fact. I think there isn't an uproar because its double fine.
What's next? This years madden is held hostage through kickstarter for 1 million dollars?
you know, from fred ford and paul reiche. the people who made star control 2. (known as ur quan masters now).
a sequal to it would be great. ...........
a sequal to star control 2 i mean. NOT to star control 3. i consider it 'another game'.
Read radical news here
This is great for Double fine. I don't see why they've gotten such a brisk response. It's worse than a Gamestop preorder. Give over your money now, for maybe a game in a year. Oh you can watch us make it and join our forums. The game target selling price, not mentioned. Topic: adventures game that's it . I don't see any more detail on the website.. Not even a commitment to not use onerous DRM. This isn't some tiny scrappy Indie, it's a house with AAA titles under it's belt. I like adventure games too but I'll just buy if it gets made and if it's good. To me this is giving charity money to a for profit entity, and there's lots of causes more worthy than the charity home for widows and adventure games.
For those who cannot be bothered to actually rtfa:
The actual kickstarter page
I have to say, this strikes me as a damn fine idea. Even if people do not participate in the kickstarter itself the game will still be on sale on Steam once completed, and with a large marketing headstart. win-win.
LOL, Kickstarter is the biggest scam on the planet. So I give them money to develop a product. *I* take the *risk* and they reap all of the reward. If I am going to invest into an idea, it will be for equity in that idea, not a free ride for someone else to possibly make millions..
If I am going to invest into an idea, it will be for equity in that idea, not a free ride for someone else to possibly make millions..
Agreed. If you have enough money to invest then that is the correct route to take.
But this model is more for people who just want to toss $1-$20 at something and you'll probably not bother getting your lawyer involved.
The kickstarter project says their goal was $400,000 ($300,000 for the game and $100,000 for the video documentary). I looked at the kickstarter page and saw a picture of the Double Fine team. There were 47 people in the picture. I have to ask - how do you pay 47 people with a budget of $300,000? I realize they're around $900,000 right now, but that's still only $19,000 per person, which would only get you a few months work. How are these numbers realistic? Or am I looking at it the wrong way -- should I (and everybody else on this thread) look at the kickstarter money not as funding the game's development, but as a way to create the startup funds for the game, afterwhich they'll be looking for lots of investors?
So double fine wants people to give them money so they can make a game to sell back to them? I understand the point of fund raising, but its usually done so to benefit someone else, not so people can donate money so they can buy a product later.
Or is this game going to be free when it comes out meaning people paid for it anyway and it isnt free? And if so who wants to pay a unrefundable payment for a product that they dont even know what it is let alone if it will be worth it whenever the hell it finally comes out?
If double fine made games good enough to sell well then they wouldnt need to beg for cash. Its not like they dont get marketing for their stuff. For gods sake jack blake was on the tongiht show promoting the game and the stacking game was mentioned in a few major print magazines with big full page articles and on a lot of websites. But neither sold because they werent exceptionally good or worth paying full price for.
Brutal legend was god awful to a fault. The story cut in and out, it was only enough of a story to make the game about 6 hours long (well the game was 40 hours if you spent time driving around a terribly controlled car across a barren and boring landscape to do the same mini games over and over about 934 times each), voice acting sucked, ending sucked, characters were paper thin and it was basically just a boring game held up by a few peoples names. I loved the metal world idea but it was so cliched, ham handed and forceful that it came across as lame.
Stacking was just boring, nothing much to say other than the idea was great but the execution wasnt there.
Rest is just garbage.
It's just a matter of trust. If you want a great reward, you must first take great risk. Even if I didn't make any money off of it, a new unique game released would be reward enough for me.
The problem is that almost all success stories with new business models so far have been something like this:
But what if it's not a video game? What if it's, say, a board game? The niche board game industry (as in, board games not published by Hasbro) has been rapidly shifting to Kickstarter. Basically, the model goes something like this:
1: Design and test boardgame to be close to playable.
2: Bring game to boardgame conventions and meetup groups, allow people to test it out to get a bit of buzz.
3: Start a Kickstarter page. The rewards for backing the project are essentially pre-orders for the game. You donate $40 to the project, you're promised a copy of the game in the mail as soon as it comes out, and maybe a bonus pack of something for your support.
4: Kickstarter money game is used to fund the initial production of said game.
For example, check out this new fighting card game called BattleCON. That game is being published by a small, local studio with basically no name brand value. That game got shopped around a little, they put out a starter pack in a pdf for people to download to test, and the game doubled its Kickstarter goal. The first printing just came out a couple of months ago, and I've heard nothing but good things about it so far, including hearing a boardgame podcast put the game in their best-of-2011 list.
So really, why can't videogames do the same thing? It's a bigger project, you'll need to build buzz in different ways, but I don't doubt that it could happen to more people than just DoubleFine.
The game is now well over $1 million raised and show no signs of slowing down. http://venturebeat.com/2012/02/09/double-fine-adventures-tim-schafer-ron-gilbert-kickstarter-record-million/ Schafer wrote an update on the Kickstarter page, saying the extra money will mean they can put the game on more platforms. So in examining the economics, this upfront surge is going to be a multiplier once the game is actually published. Another thing to factor in, of course, is that Kickstarter gets 5% and Amazon payments gets 5%. If Kickstarter could figure out a way to cut Amazon out of the picture, a lot more money would go the creators.
God how I wish... unfortunately Toys for Bob is now swimming in money for having made Skylanders... so they will probably churn out sequels to that instead of focusing on FRUNGY THE SPORT OF KINGS!
Work an entire life time, making a huge network of people and money, only to end up begging at the end. And tons of people applauds you for that.
I guess its never too late in career to start begging.