maybe if they weren't developing 3 games at once they wouldn't have this problem
[quote]Tim Schafer has said that "didn't stop me from getting excited and designing a game so big that it would need even more money."[/quote]
And this is why Tim Schafer is unemployable
More than 5 times their Kickstarter asking price, and they still need more money.
As cool as the premise is, this is retarded.
Honestly, this changes nothing for me.
[QUOTE=KigJow;41295345]More than 5 times their Kickstarter asking price, and they still need more money.[/QUOTE]
8 times.
[QUOTE=KigJow;41295345]More than 5 times their Kickstarter asking price, and they still need more money.[/QUOTE]
To be fair 400, 000 is a bullshit number. You can't make a game for that much if you plan on actually having a development team and paying them, let alone a quality game.
While this is just straight up shitty budgeting, Schafer's still one of my idols. I've loved every game he's worked on and I can't image this will be different.
Then why did they make the goal that?
You can tell I am a fanboy because my only reaction to this news was "when can I get this"
Why does it cost more then 3 million dollars to make a cartoony adventure game?
[QUOTE=HoliestCow;41297778]Why does it cost more then 3 million dollars to make a cartoony adventure game?[/QUOTE]
Because game development is more expensive then you think it is.
don't think you need more than 3.4 mill to develop a nice point & click, Tim.
I do think people are underestimating the cost of production without a publisher. Understand that this isn't an indie project of a couple people, even though it may [I]appear[/I] to be one- this is a whole studio effort. There are a lot of people working on this. Just because its a 2D point-and-click doesn't mean its cheap.
This is pretty stupid, how about actually finishing a game then using that money.
[QUOTE=Skyward;41297866]I do think people are underestimating the cost of production without a publisher. Understand that this isn't an indie project of a couple people, even though it may [I]appear[/I] to be one- this is a whole studio effort. There are a lot of people working on this. Just because its a 2D point-and-click doesn't mean its cheap.[/QUOTE]
Well, it is technically an indie project because Double Fine are an independent developer and they aren't being financed by a publisher. But the production values are certainly higher that most indie games that you'll find.
[QUOTE=Skyward;41297866]I do think people are underestimating the cost of production without a publisher. Understand that this isn't an indie project of a couple people, even though it may [I]appear[/I] to be one- this is a whole studio effort. There are a lot of people working on this. Just because its a 2D point-and-click doesn't mean its cheap.[/QUOTE]
They made more than 8 times the money they asked for and they still ran out. This is just piss poor management.
[QUOTE=markg06;41297887]This is pretty stupid, how about actually finishing a game then using that money.[/QUOTE]
You do realise it costs money to make a game?
[QUOTE=Wiggles;41297921]Well, it is technically an indie project because Double Fine are an independent developer and they aren't being financed by a publisher. But the production values are certainly higher that most indie games that you'll find.[/QUOTE]
I didn't really word that properly, but like I said "an indie project of a couple people". While it is still "indie" I mean to say its not like two guys in their garage making a game. So yeah, higher production values, more people to pay, etc.
[editline]3rd July 2013[/editline]
[QUOTE=Novangel;41295882]Then why did they make the goal that?[/QUOTE]
No doubt the game was initially going to be MUCH smaller than it is now. They didn't expect the kickstarter to skyrocket like it did. Its probably difficult to deal with such a windfall. Again, poor budgeting- but its reasonable to see how they may run into unexpected trouble now.
They were given a lot more money than the initially asking for and now are expected by the donators to make the game MUCH larger than they anticipated because of that. Does that excuse this? Well I'd leave that up to you, but I can see where its coming from.
[QUOTE=Wiggles;41297931]You do realise it costs money to make a game?[/QUOTE]
the game was originally set at $400,000
that means $400,000 and the game gets made because that is the number they set up on their kick starter and told everyone that is what they need to make the game
how they manage to blow 3.4 [B]MILLION[/B] to the point where they are "running out of money" is beyond me and just shows poor management and foresight.
[QUOTE=goon165;41298724]the game was originally set at $400,000
that means $400,000 and the game gets made because that is the number they set up on their kick starter and told everyone that is what they need to make the game
how they manage to blow 3.4 [B]MILLION[/B] to the point where they are "running out of money" is beyond me and just shows poor management and foresight.[/QUOTE]
Because the game obviously didn't get any bigger then they expected.
Nope.
[QUOTE=Skyward;41298792]Because the game obviously didn't get any bigger.[/QUOTE]
Not being able to deliver what was promised because you overcomplicated it just irresponsible
[editline]3rd July 2013[/editline]
[QUOTE=Skyward;41298792]Because the game obviously didn't get any bigger then they expected.
Nope.[/QUOTE]
They're making it, they know how big it is.
[QUOTE=goon165;41298724]the game was originally set at $400,000
that means $400,000 and the game gets made because that is the number they set up on their kick starter and told everyone that is what they need to make the game
how they manage to blow 3.4 [B]MILLION[/B] to the point where they are "running out of money" is beyond me and just shows poor management and foresight.[/QUOTE]
When you set the starter goal at $400,000 and then get 8 times that ammount you have to drastically redesign your entire project, which is hard to do. Plus it's pretty well known that Tim Schafer can't stick to a budget, he should have gotten someone else to have a hardline with him and say "Tim, this is how much money you can spend. You can not go above this limit." And then had like 20% extra just in case.
[QUOTE=Janus Vesta;41298901]When you set the starter goal at $400,000 and then get 8 times that ammount you have to drastically redesign your entire project, which is hard to do. Plus it's pretty well known that Tim Schafer can't stick to a budget, he should have gotten someone else to have a hardline with him and say "Tim, this is how much money you can spend. You can not go above this limit." And then had like 20% extra just in case.[/QUOTE]
You don't have to drastically redesign it, this is what stretch goals are for
You are supposed to plan this shit out.
also I agree, the man needs an anchor
[QUOTE=goon165;41298932]You don't have to drastically redesign it, this is what stretch goals are for
You are supposed to plan this shit out.
also I agree, the man needs an anchor[/QUOTE]
You do realise that this is the game that kicked off the crowdfunded indie game boom over the past 18 months? Nobody was expecting it to do that well and stretch goals weren't a thing yet. There was no way they could have planned for this eventuality.
Oh yay another one of these articles. Let's to over the points again.
[B]There is not a single professional game developer surprised about this development.[/B] Games go over budget all the time in this industry. The fact that we hear about it now is because DF is documenting the WHOLE process for the public, and that's great. DF shows they're competent developers by coming up with a solution that doesn't affect their backers, and which still intends to deliver a great product.
The original Kickstarter money is no factor in this. They went on to make a 3.3M game, not a 400K one. It would probably have gone over budget either way.
[QUOTE=The golden;41301853]Another thing to remember: DF does not have a publisher backing them which can drip-feed them money if they go over-budget like many other games do.[/QUOTE]
Exactly. These are usually the points where a project is at risk of being axed by a publisher. Didn't we Kickstart this game so that wouldn't happen?
Double Fine probably had plenty of budget issues in the past. Now look at the games they produced under those conditions. I don't think there is any reason to worry.
[QUOTE=Wiggles;41297795]Because game development is more expensive then you think it is.[/QUOTE]
I wish gamers weren't such morons and would actually get that modern games are comparable to Hollywood films in terms of budget and work
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