It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
avatar
Mrstarker: Daedalic makes their games in Visionaire Studio with the help of (low-paid? unpaid?) interns. They are not exactly pushing the envelope.
avatar
StingingVelvet: Who says we wanted Double Fine to push the envelope? We wanted them to make an old school adventure game.
Speak for yourself. I wanted something at least in the vicinity of the same ballpark as Grim Fandango.They promised nothing more than an old school point and click adventure game. That does not mean retro pixel art.

avatar
StingingVelvet: they say bluntly they fucked up and spent too much,
Nope. The scope grew and they decided to get more money to finish it, instead of cutting it.

avatar
StingingVelvet: they say bluntly the game can't be finished unless they get more money than they currently have,
Sure, that is true. Not at the current scope.

avatar
StingingVelvet: and it's a fact the game is like a year late already.
A bigger game will take longer to make.

avatar
StingingVelvet: But say that, rather than say they are doing nothing wrong.
I am not saying that. I'm mostly just pointing out some of the misconceptions.

avatar
StingingVelvet: And also realize some of us didn't want am amazingly new redefinition of the genre or whatever, we wanted Deponia with Tim Schafer dialog and puzzle design.
Surely that's up to them what kind of game they make. And if they put in a bunch of their own money to do that, what is wrong with it?

avatar
Crosmando: For a start, they need to take a pay-cut, a big one. Second they need to hire a hardass producer to oversee the financials of their projects. Third they should definitely downsize to a core team of about 20 developers, the artists should work from home and the core programmers in office, in order to keep pay-roll down.
Funnily enough, this is for the most part already the case.
Post edited July 06, 2013 by Mrstarker
avatar
Mrstarker: Speak for yourself. I wanted something at least in the vicinity of the same ballpark as Grim Fandango.They promised nothing more than an old school point and click adventure game. That does not mean retro pixel art.
Fine, but Tim Schäfer clearly stated that $3 million was more than enough for that project.

avatar
StingingVelvet: they say bluntly they fucked up and spent too much,
avatar
Mrstarker: Nope. The scope grew and they decided of getting more money to finish it, instead of cutting it.
Erm, no. Tim openly said that he misjudged the budget.

avatar
StingingVelvet: and it's a fact the game is like a year late already.
avatar
Mrstarker: A bigger game will take longer to make.
He never changed the release date until the very last moment when it was already overdue. If the project was expected to last longer, he should have known this.

avatar
StingingVelvet: But say that, rather than say they are doing nothing wrong.
avatar
Mrstarker: I am not saying that. I'm mostly just pointing out some of the misconceptions.
No, you've been playing down DF's mistakes. There's a difference.

avatar
StingingVelvet: And also realize some of us didn't want am amazingly new redefinition of the genre or whatever, we wanted Deponia with Tim Schafer dialog and puzzle design.
avatar
Mrstarker: Surely that's up to them what kind of game they make. And if they put in a bunch of their own money to do that, what is wrong with it?
Because that was not what was agreed when gamers donated $3 million of their money. It's not a difficult concept. You enter into an agreement, you honour that agreement.

"I'm going to make an in-depth CRPG."
*Gets $3 million*
"Ah fuck it, I'm going to put in $1 million of my own money and make a military FPS."
I presonally don't care about release dates. Take all the time you need, Tim.

What I DO wanna know is this:

What's the projected total cost of the game?
How much money have they amassed so far (and how much is still needed) ?
How much money is still left of what they have amassed so far? Basically, is development going to halt at some point, whilst they gather more $$ ?


(Notice the two dollar signs, that' right DOUBLE MONEY)
Post edited July 06, 2013 by Tranquil.Suit
avatar
jamyskis: snip
thanks for putting everything I wanted to say in nice words ;)
avatar
Tranquil.Suit: To be fair, if you gave Tim an infinite amount of money, he would make one hell of an adventure game.
Yes, but it would be released in March 2874.
avatar
Tranquil.Suit: To be fair, if you gave Tim an infinite amount of money, he would make one hell of an adventure game.
avatar
zlep: Yes, but it would be released in March 2874.
Don't worry. I'll wait.
avatar
SpooferJahk: It is a shame that Double Fine did not deliver what they wanted but this is a good example of how Kickstarter isn't always the raging success it is built up to be.
avatar
Elmofongo: The guys who made the Takedown kickstarter only broke even with their goal $200,000 and their game is still coming out this fall.

Big budgets means nothing.
I'm beginning to wonder if it's a bigger detriment to a project to think you have more money than you need, than it is to only just have the amount you need. Generally the Kickstarter projects I've backed or followed that have only just made their goals have done fine, regardless of experience (or lack thereof) or of whether the total was $10,000 or $1,000,000. The ones with the big budget or time blowouts seem to be the overfunded ones. I daresay scope creep doesn't help (as apparently in this case), but I wonder if there's also a misleading feeling of unlimited resources that comes with "hitting it big" on Kickstarter.
avatar
Mrstarker: Surely that's up to them what kind of game they make. And if they put in a bunch of their own money to do that, what is wrong with it?
Obviously your thought process is "we gave Tim Schafer three million dollars to be an artist with." That's fine. A lot of people however cared about more than that, and the stated goals of the project. You mention Grim Fandango, which was not a point and click. He specified "old school point and click," the most advanced of which is probably Grey Matter.

Anything outside of that is him saying "well I'd rather do X so fuck the plan," which I have very little sympathy for (especially when it goes way over budget and over time).
I found this on Ron Gilbert's blog, a 2004 estimate of the cost of a 2D adventure.
Not entirely relevant, but..
avatar
jamyskis: Erm, no. Tim openly said that he misjudged the budget.
Erm, no. He said he designed too much game.

avatar
jamyskis: He never changed the release date until the very last moment when it was already overdue. If the project was expected to last longer, he should have known this.
What release date? The October 2012 one? That has been the only "release date" so far and it's utterly unrealistic to expect them to have finished the larger game by that time. Even the current release date is not an official one. Just an estimate given to backers.

avatar
jamyskis: No, you've been playing down DF's mistakes. There's a difference.
Did Tim design a game that's too big? Yes. The only question here is whether you agree with their solution of getting more money instead of cutting the scope.

avatar
jamyskis: Because that was not what was agreed when gamers donated $3 million of their money. It's not a difficult concept. You enter into an agreement, you honour that agreement.
There was no agreement that they would use only the money from the Kickstarter. And most of the backers agree with them putting in their own money.
avatar
StingingVelvet: Obviously your thought process is "we gave Tim Schafer three million dollars to be an artist with." That's fine. A lot of people however cared about more than that, and the stated goals of the project. You mention Grim Fandango, which was not a point and click. He specified "old school point and click," the most advanced of which is probably Grey Matter.

Anything outside of that is him saying "well I'd rather do X so fuck the plan," which I have very little sympathy for (especially when it goes way over budget and over time).
The game is still point and click. It's not a 3D platformer or an FPS or an RPG.
Post edited July 06, 2013 by Mrstarker
avatar
GoatBoy: I found this on Ron Gilbert's blog, a 2004 estimate of the cost of a 2D adventure.
Not entirely relevant, but..
Not too irrelevant. In the hypothetical budget, the game is big enough to be completed in one year's work, and the majority is allocated to paying staff (programmers and artists). Given that Double Fine realised that their game is big enough for the first half to be finished in July 2014 (making the entire game about a 4.5 year project) you can see that staff costs would be phenomenal.

The quote from Daedalic shows they make excellent adventure games on a much lower budget, presumably in part because they take nowhere near that amount of time to create one game.
avatar
Mrstarker: The game is still point and click. It's not a 3D platformer or an FPS or an RPG.
Well you're the one talking about Grim Fandango. And the point is a point and click adventure game doesn't need the money and time he is pouring into it.
avatar
StingingVelvet: Well you're the one talking about Grim Fandango. And the point is a point and click adventure game doesn't need the money and time he is pouring into it.
I said, and I quote...

avatar
Mrstarker: I wanted something at least in the vicinity of the same ballpark as Grim Fandango.
I didn't say I wanted a game like Grim Fandango.

Maybe you wanted a small point and click to the tune of Edna and Harvey, and I don't blame you, these were fun games, but I wanted something Tim Schafer and Double Fine are capable of.

Am I taking a risk with Double Fine? Sure. But that's what Kickstarter is. It's not pre-order, it's not investment, it's patronage. The sooner people realize that the better.
Post edited July 06, 2013 by Mrstarker
avatar
Elmofongo: The guys who made the Takedown kickstarter only broke even with their goal $200,000 and their game is still coming out this fall.

Big budgets means nothing.
avatar
zlep: I'm beginning to wonder if it's a bigger detriment to a project to think you have more money than you need, than it is to only just have the amount you need. Generally the Kickstarter projects I've backed or followed that have only just made their goals have done fine, regardless of experience (or lack thereof) or of whether the total was $10,000 or $1,000,000. The ones with the big budget or time blowouts seem to be the overfunded ones. I daresay scope creep doesn't help (as apparently in this case), but I wonder if there's also a misleading feeling of unlimited resources that comes with "hitting it big" on Kickstarter.
It's easier to manage less, the question becomes whether or not you have enough to deal with any unexpected items that come up. You can't always plan for every contingency, so it's a good idea to have some extra funds in case something really unexpected happens, like your lead art director being eaten by a grue when the power goes out.
avatar
Mrstarker: Speak for yourself. I wanted something at least in the vicinity of the same ballpark as Grim Fandango.They promised nothing more than an old school point and click adventure game. That does not mean retro pixel art.
Something close to Grim Fandango with 2,2 millions? Yeah, right. Talk about being realistic. Yes, old school adventure game doesn't mean pixel art graphics, but it doesn't mean cutting edge 3D graphics either, especially with a 2,2 million budget, which is FAR from the budget a AAA game requires. I expected something like the games made by Daedalic.