- Dec 31, 2005
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Highlights:
So basically, Schafer asks for 400k, gets 3300k. The game was originally set to be released in October 2012, taking about 6 months of development. Here we are in July 2013 with no game to be seen and Schafer is out of money.
Schafer predicts that completing half of the game would be done in July 2014 (more than two years since the Kickstarter), but by cutting a bunch of crap he can get it out in January 2014. Then, he claims that the second half would be out by April/May 2014, before the first half would have even been completed without the cuts? Sure, Schafer.
I found this tidbit particularly interesting.
No, this is not the normal development process. Kotick said that Schafer was terrible at handling a budget and creating a schedule, and Schafer told everyone that Kotick was just being an evil money-grubber. Everyone tooks Schafers side. EA stepped to the plate and found out the same thing - Schafer is a black hole that just swallows money without putting out an actual product. Schafer again claims that EA is just being cheap and it isn't his fault that his game isn't ever done.
Now we get to see how Schafer really handles a schedule because there is no publisher to absorb and spin this news. Schafer spent 3.3 million dollars to make 25% of a 2D point-and-click in longer than 2 years.
I am worried about the effect this will have on Kickstarter. This was sort of Kickstarter's flagship project. It turned the website into a blockbuster, and here it is far from delivering on any of the promises.
Highlights:
Double Fines Broken Age Being Split in Half
by Patrick Klepek on July 2, 2013
Theres too much game and not enough money (yet).
Broken Age is well into development, but Double Fine Productions has hit a snag. The games scope is bigger than its budget allows for. In a letter to backers thats leaked out, studio founder and designer Tim Schafer is proposing the game be split in half.
I think I just have an idea in my head about how big an adventure game should be, so its hard for me to design one thats much smaller than Grim Fandango or Full Throttle, said Scahfer. Theres just a certain amount of scope needed to create a complex puzzle space and to develop a real story. At least with my brain, there is.
Double Fine is responsible for putting crowdfunding service Kickstarter on the map for video games, raising over $3 million for a new adventure game. Its easy to forget the studio only asked for $400,000 originally, but the response was enormous, and it raised well over that amount during its funding run.
When the studio looked at the likely schedule for the game it wanted to build, the first half of the game wouldnt be done until July 2014--more than a year from now. The second half wouldnt be finished until well into 2015. The Kickstarter money wouldnt last that long, and so unless the games gutted from top to bottom, Schafers team needs more money. The question is how. Another Kickstarter wouldn't work, nor a publisher.
Right now, Schafer is proposing some modest cuts are made to the first half of the game, and its released in January, instead of July. While backers would receive a first look, that half of the game would go on sale through Steam Early Access, so other people could have a look at it--and pay for it.
That means we could actually sell this early access version of the game to the public at large, and use that money to fund the remaining game development, said Schafer. The second part of the game would come in a free update a few months down the road, closer to April-May.
I want to point out that Broken Ages schedule changes have nothing to do with the team working slowly, he continued. They have been kicking ass and the game looks, plays, and sounds amazing. Its just taking a while because I designed too much game, as I pretty much always do. But were pulling it in, and the good news is that the games design is now 100% done, so most of the unknowns are now gone and its not going to get any bigger.
So basically, Schafer asks for 400k, gets 3300k. The game was originally set to be released in October 2012, taking about 6 months of development. Here we are in July 2013 with no game to be seen and Schafer is out of money.
Schafer predicts that completing half of the game would be done in July 2014 (more than two years since the Kickstarter), but by cutting a bunch of crap he can get it out in January 2014. Then, he claims that the second half would be out by April/May 2014, before the first half would have even been completed without the cuts? Sure, Schafer.
I found this tidbit particularly interesting.
It should be noted that development hiccups, delays, and added funding are a regular part of the development process--its just never made public until way after the fact, if ever. Im curious how people respond to this, given that it exposes the ugly, changing, messy, and unexpected ways games are made today.
No, this is not the normal development process. Kotick said that Schafer was terrible at handling a budget and creating a schedule, and Schafer told everyone that Kotick was just being an evil money-grubber. Everyone tooks Schafers side. EA stepped to the plate and found out the same thing - Schafer is a black hole that just swallows money without putting out an actual product. Schafer again claims that EA is just being cheap and it isn't his fault that his game isn't ever done.
Now we get to see how Schafer really handles a schedule because there is no publisher to absorb and spin this news. Schafer spent 3.3 million dollars to make 25% of a 2D point-and-click in longer than 2 years.
I am worried about the effect this will have on Kickstarter. This was sort of Kickstarter's flagship project. It turned the website into a blockbuster, and here it is far from delivering on any of the promises.