Tim Schafer kickstarted the $400,000 he was looking for

Anything that is gaming related that doesn't fit well anywhere else
Post Reply
User avatar
J T
Next-Gen
Posts: 12417
Joined: Wed Mar 25, 2009 6:21 pm
Location: Seattle

Tim Schafer kickstarted the $400,000 he was looking for

Post by J T »

Actually, it was $3,336,371. :shock:

I guess there are still a lot of P&C adventure fans out there.

I mainly started this thread because you should watch Schafer's hilarious pitch for money:



I also wanted to see what people think about kickstarter game projects. Do you think this will be how "dead" genres make a comeback in the future? Will publishers realize that some of the genres of old haven't lost their fanbase, but rather their fanbase has simply been foolishly ignored? I know I'll be buying whatever game comes out of this kickstarted project. Tim Schafer and Ron Gilbert are behind it, what else do I need to know? Why couldn't publishers see it?
My contributions to the Racketboy site:
Browser Games ... Free PC Games ... Mixtapes ... Doujin Games ... SotC Poetry
User avatar
Erik_Twice
Next-Gen
Posts: 6251
Joined: Fri Mar 27, 2009 10:22 am
Location: Madrid, Spain

Re: Tim Schafer kickstarted the $400,000 he was looking for

Post by Erik_Twice »

J T wrote:Why couldn't publishers see it?
Because publishers are trapped in a mentality that rejects anything that is not a blockbuster. Activision is the obvious example here. It considers any game that doesn't sell a million copies and has a version released every year a failure, but the real failure is them killing several profitable franchises that could have made proportionatedly the same money.

Also, giving a game to Schafer, who has captained several market bombs (even if critically aclaimed, and hell, none of them had the obvious market P&C adventures does), is icing the cake of acepting that there's a market for adventures. When strategy games are regarded as "not contemporary", how adventures must be seen as terrible.


Kickstarter and crowdfunding in general will form an important part of the industry sooner or later. Perhaps not when it comes to amount of money made, but probably as a better way of catering to a niche audience. Wargame companies like GMT run in this model, and they have been very succesful.

This model also provides a low risk, low investment solution for creating games that keeps the door open for wider distribution. If your game is a huge success, you can license it to a publisher to make more copies and reach a wider audience.


The downside is that there will be a bubble. Once this game rolls out, lots of developers are going to try to follow this route. And many won't be good developers or have any experience. After Alien Frontiers, a kickstarter boardgame, became a blockbuster, we have seen dozens of projects, most of them being nothing but bland.

But alas, big publishers pull bland stuff all the time and competition will surely lead to good things. Players will become more involved with the games, and now that they are putting their money in front of them, they will be more demanding, which is great.


With this model and digital distribution I think we are on the way for very good things.
Looking for a cool game? Find it in my blog!
Latest post: Often, games must be difficult
http://eriktwice.com/
User avatar
MrPopo
Moderator
Posts: 24194
Joined: Tue Aug 26, 2008 1:01 pm
Location: Orange County, CA

Re: Tim Schafer kickstarted the $400,000 he was looking for

Post by MrPopo »



The Wasteland 2 project hit their $900k goal in 40 hours or so. And they keep raising the number of high tier rewards available due to demand.

So the interesting thing about Kickstarter is you can put in a reward in the $30-50 range which is "you get a copy of the game" and now you are inverting how game funding usually works. Normally, you front $lots so that a studio can produce the game, then you try to make it back with sales. Here you are doing the break-even sales all up front. So any sales outside the kickstart is pure profit.
Blizzard Entertainment Software Developer - All comments and views are my own and not representative of the company.
User avatar
MrNash
32-bit
Posts: 262
Joined: Mon Feb 13, 2012 1:34 pm

Re: Tim Schafer kickstarted the $400,000 he was looking for

Post by MrNash »

I'm really happy to see Double Fine and the folks behind Wasteland 2 hitting, and destroying their targets to get their projects off the ground. The whole kickstarter thing is great for smaller studios, and places that want to put out a niche title to try and muster funding for it.

Like General Norris said, their is the potential for a bubble to form, but the nice thing with the whole kickstarter set up is if there isn't enough interest amongst the public, the project likely won't get off the ground. There'll be a lot of signal to noise ratio as everyone and their mother hops on the kickstarter bandwagon, which I could see being a little annoying, but over the long haul I'm sure it'll ease off.

I'm definitely excited for this model, and curious to see what other projects come out of it. It's one thing to have people like Tim Schafer and Brian Fargo put their names behind such projects. The next big question will be how projects lacking such big industry figures fair when going the kickstarter route.
Ivo
Next-Gen
Posts: 3627
Joined: Tue Mar 28, 2006 11:24 am
Location: Portugal

Re: Tim Schafer kickstarted the $400,000 he was looking for

Post by Ivo »

J T wrote:Why couldn't publishers see it?
It's not necessarily that publishers didn't see it.

People that put money into the kickstarter are putting what they did, not losing opportunity costs, and essentially floating a free loan to Double Fine (and that is assuming there is no risk that the game actually doesn't get made / sucks).

A publisher putting all the money into it is risking a lot more (e.g. even if the game doesn't suck, it may not sell because you were unlucky and it released next to Diablo 3 or whatever). Instead of putting the mon

The situation right now is such that investors look down even on huge successes like Call of Duty because it doesn't have a constant revenue stream like dedicated freemium games!
They don't want 1 million bucks invested in something like this. I almost bet that none of the major publishers are looking at this and wondering "Why didn't I see this, what a lost opportunity".

No doubt however that they would have liked to have had a publisher slice of Minecraft's profits.

Ivo.
Post Reply