As far as I can tell, you're angry because you fell for marketing doubletalk.
I will not deny the fact that I'm angry about this shit. But in this case, I would call this the sane behavior instead of parroting "Everything is fine", "Everything is following a plan" ...
I'd understand if this was actually related to DFA, but The Cave is a budget title released by a major publisher. It's not any worse than Stacking or the other dumb post-Psychonauts Double Fine games.
he still cannot code, animate, design or produce the game on his own.
he still cannot code, animate, design or produce the game on his own.
He can try to design!
http://www.doublefine.com/games/my_game_about_me
Hello backers! I'm not sure if you realized, but today is a very special day: it's the one-year anniversary of us launching the Kickstarter project that started this whole crazy adventure! It's truly been an amazing year. Having the opportunity to work on an adventure game and make it in such a creatively stimulating environment with all of you guys by our side has been a wonderful experience.
It's pretty incredible to take a look at the Double Fine Adventure Table of Contents page (http://www.doublefine.com/dfa) and see the multitude of documentary episodes, Sidequests, and forum posts we've already released. We look forward to sharing many more details on the game as it continues to take shape, both with you guys and soon with the broader public!
For those of you anxiously awaiting the next amazing documentary episode from 2 Player Productions, I can assure you it's in the works right now. (But we do have two Sidequest videos! See below.) As with us, 2 Player's attention was focused on Amnesia Fortnight for pretty much all of December. However, they just finished shooting their footage for the next episode and should have something ready for you by the end of the month! The whole team came out of Amnesia Fortnight really energized and we've staffed up a bit in all disciplines, so you can expect to see a lot of progress being made. And it will address all those icky money issues that came in the last episode.
Speaking of! We were totally blown away from the reaction to that last episode. The issues that episode touched on are all too common to the game development process. It was great to see that you guys reacted to it so positively and retained such strong trust in us. I can assure you we've been through these kinds of things before and have always managed to come out on top.
What we didn't expect was the tremendous number of people asking to lend more direct support to the project. That is honestly incredible. For you kind souls out there, we've put together a few ways that you can help the Reds team and the studio as a whole continue to do what we do:
REDS PRINTS
You met our super-talented art intern Majus in the documentary. Then you un-met him, because he went back to Germany. Well, get ready to meet him again, in the form of Art. Because we're selling high-quality prints of his Reds team portrait! All proceeds directly benefit the Reds project. You can even pitch in a few extra bucks if you want to--and you can see the total sum we've collected to date from Slacker Backers, print sales, and tips:
http://www.doublefine.com/dfapay
AMNESIA FORTNIGHT
Since Amnesia Fortnight ended, we've been working on a way to make the whole bundle available again, and this is what we ended up with: a special edition boxed set, with the 2 Player Productions documentaries in HD on Blu-ray, and all the prototypes on a DVD. There are also custom signed slipcases for each game, created by the teams' artists. We also have a digital-only version, if you don't want the whole box. Proceeds from the AF2012 bundle will go to various Double Fine projects as needed.
http://www.doublefine.com/fortnight
OUYA
We also recently worked out a very exciting deal: Reds is coming to Ouya, the upcoming Android-based console that had its own big Kickstarter last year. Lots of our fans have requested this, but we weren't able to commit to it until now. We've worked out a deal with the makers of Ouya that will actually result in some extra money for the Reds budget, so it worked out well all around. We're also planning on bringing The Cave, our most recent release, to the system. We'll have more details about this down the road.
SIDEQUESTS
Even though we don't have a new full episode just yet, there are two Sidequests to tide you over. (You can't watch the videos from your email--you'll need to view this update on the Kickstarter site, or watch the videos on the backer forum.)
Brandon Dillon: "There Are Potentially Some Legal Issues"
http://vimeo.com/57156391
Reds programmer Brandon Dillon discusses his early love of adventure games and his career leading to his current role at Double Fine.
Ray Crook: "I Think It's Okay That I'm Still Here"
http://vimeo.com/59265764
Longtime Double Fine lead animator Ray Crook talks about his origins as an artist, and how he has weathered more than a decade at Double Fine.
(N.B.: To follow the forum content links, you must have a Double Fine forum account registered using the same email address that was associated with your Kickstarter account when you pledged. Our system only runs the verification process once every two hours, so give it a bit of time. If you're still having problems after a few hours, send us a Kickstarter message and we'll get it figured out.)
But the idea that because we made Primordia for pennies and Vogel makes Spiderweb games for $20k (if you treat his income as profit, rather than cost; not clear which way you should count it), DoubleFine should be able to make a Monkey Island quality game for $200k doesn't seem right to me. Whether it should cost millions, I don't know. But I wouldn't beat up on industry professionals too much for not just working out of their basement or whatever.
Well the three Kinect games are the only ones that fit to your description. The others are not like they are made to his daughter. Custome quest, Stacking, Iron brigade are on par with Psychonauts and DOTT in terms of theme (not story or quality). They are lighthearted stuff with humor and occasinal dark elements.My only big concern is that Tim Schafer has "lost his mojo" since becoming a father and rather wants to produce games for his little daughter (Sesame Street, Kinect Party, Happy Action Theater...) than do any game in the style he loved to do back in the day, although Stacking and Costume Quest weren't bad/were pretty good.
Custome quest, Stacking, Iron brigade
I think their biggest problem has been that they were trying to make a $3 million game when they only really had about $2.5 million.But the idea that because we made Primordia for pennies and Vogel makes Spiderweb games for $20k (if you treat his income as profit, rather than cost; not clear which way you should count it), DoubleFine should be able to make a Monkey Island quality game for $200k doesn't seem right to me. Whether it should cost millions, I don't know. But I wouldn't beat up on industry professionals too much for not just working out of their basement or whatever.
But the argument isn't that DoubleFine should be able to make a new Monkey Island game for $200k; it's that they should be able to make a decent game for $3 million. I don't think that's unreasonable. And keep in mind that being a Kickstarter might mean a lower salary at first, but companies won't have to share their revenues with publishers, so they stand to make much more.
I don't know if you have played those games, but Stacking is not a sweet little children game, like Sesame street for example. Custom Quest is more lighthearted, but still not Kinect Adventrue category.Custome quest, Stacking, Iron brigade
Of those games, only Iron Brigade doesn't look like it's for children. However, it's a shooter, not an adventure game.
I think their biggest problem has been that they were trying to make a $3 million game when they only really had about $2.5 million.
No, they had that figured out pretty early on:So it took them 6 - 9 months to figure out their budget?
Hello backers! One of the key themes of this project is TRANSPARENCY. We really want to share the whole process with you, and that includes something that is usually a big secret on a game: Where does all the money go? Sorry if you don’t talk about money in your family, because we’re going to talk about it here. As you may know, we recently raised quite a bit. $3,446,371 to be specific. But that money has to go towards a lot of different things, and that’s what we’ve been working on figuring out over the past couple weeks. In order to schedule out and staff this game, we first had to actually figure out what the game’s budget would be. And now we can share a bit of insight into that process!
Fees
The first thing to be deducted from our total was Amazon fees. For every payment made through Kickstarter, Amazon took 5%. After that, Kickstarter took their 5%. There were a handful of failed transactions that were never corrected as well, leaving our final total after fees and failed transactions at $3,099,660.
Rewards
The next step of this process was figuring out how much it would cost to make and ship all of the physical rewards we offered. It was important that we set aside all this money up front so we could deliver products that live up to our high standards (holy cow you guys are going to be so stoked when you see this stuff). We also wanted to make sure the process of getting this all shipped out had as little impact on the team as possible, so we hired the amazing folks over at Fangamer to handle manufacturing, storing, packing, and shipping all of the rewards. Here’s the breakdown on where it landed:
It may look like a lot of money, but hey it’s a lot of rewards! These numbers were actually all being run while the Kickstarter project was still underway. Each time we prepared to add a new reward we ran the numbers to see how much it would cost to offer the new reward to existing backers. For each new reward, that amount was covered within hours of adding the item to the project, so this amount paid for itself and then some by enticing more of you lovely backers to sign up.
Documentary
After Kickstarter, Amazon, and rewards had been accounted for, we were left with $2,626,429. At this point we were ready to split the money with 2 Player Productions. Originally, 2PP was asking for $100,000, but just like us they were asking for a bare bones budget and their production has expanded quite a bit in reaction to the unexpected amount of support and interest in the project. It meant not just following us for 6 months, but for an entire year. It also meant covering a lot more travel (they’re in Portland, we’re in SF), buying new equipment, and paying for an amazing score from Terrance Lee. Taking this all into account, we agreed that a fair split would be to give 2PP 15% of the money after fees and rewards. This put the documentary budget at $393,964.
Game
Using the modern miracle that is math, that means we can now deduce that our game budget is $2,232,465. That’s way higher than $300,000! And will most definitely ensure that this game is suuuuuuuuuuper awesome!
I don't think you can really make an adventure game without voice acting at this point. And if you're going to do it, you need to do it right -- basically all those gorgeous European adventure games are ruined by crappy voice acting, whereas good voice acting has spun gold out of solid but not great scripts (Sacrifice and Soul Reaver pop to mind, and the Blizzard games' stories benefit hugely from this). Great voice acting on top of a great script can be amazing -- take Psychonauts. Likewise, cutscenes done well can make a game feel like an extension of childhood fantasy of a playable cartoon. I still think a huge part of why Primordia works -- to the extent it works -- is that the introductory cutscene that Victor did feels like it could be a Don Bluth cartoon.Expensive elements that don't add much, such as cutscenes and voice acting, are put into the game.
Keep in mind that DFA pulled in more money than the budget for Full Throttle, even adjusted for inflation (~75% of Grim Fandango's budget, adjusted for inflation). Is it more difficult now to make such a game than it was in 1995?
We also see situations such as the Coles, who said they couldn't make a Quest for Glory type game for $400k - yet Quest for Infamy is doing just that for $60k.
Maybe there's just some huge developmental doughnut hole between indies and veterans, but from what I've seen, it looks like a lot of developers just can't manage their budgets. If Double Fine is running out of funds after making 8x their goal, why not give the money to indies instead?
I don't think you can really make an adventure game without voice acting at this point. And if you're going to do it, you need to do it right -- basically all those gorgeous European adventure games are ruined by crappy voice acting, whereas good voice acting has spun gold out of solid but not great scripts (Sacrifice and Soul Reaver pop to mind, and the Blizzard games' stories benefit hugely from this). Great voice acting on top of a great script can be amazing -- take Psychonauts. Likewise, cutscenes done well can make a game feel like an extension of childhood fantasy of a playable cartoon. I still think a huge part of why Primordia works -- to the extent it works -- is that the introductory cutscene that Victor did feels like it could be a Don Bluth cartoon.
I was going to cry bullshit, but damn, you seem to be right. I have no idea how they made Full Throttle on that budget! That said, they were leveraging an existing engine and a team of artists and designers who had lived that genre for a while, which probably pushed costs down. Full Throttle is also on the short side of adventure games -- not compared to Primordia or something, but compared to classic commercial games. It's also 320x200 (I think). One of the things that we got most heavily criticized for regarding Primordia was the screen resolution. Maybe DF could get away with it because they have more of a right to be retro, but they probably figured that they had to up the resolution. Higher resolution art requires a lot more frames of animation, which increases the art load.
I think that was actually their initial plan for 300k, but once they got 3 million they assumed people wanted more flashiness.I understand you just mean to explain things from their point of view, but for people who care about older games this is more inflammatory still. I mean, not only did those 320x200 games look way better than higher resolution games of today, but they also are cheaper to make. Why the hell don't developers just go back to the old tools and ways?
A couple things. First, the point of Kickstarter is to crowdfund projects where conventional funding isn't available. That sort of means more or less mainstream, but not necessarily. In this instance, I'm not sure any adventure games have been able to secure significant conventional funding in the United States in a decade outside of the Telltale games, which almost exclusively rely on licensed IP. So any adventure game is going to be outside the mainstream, especially when it is not leveraging an existing IP. In any event, it's not clear to me why "retro" has to mean retro to 1990 rather than retro to 1996 -- by which point 320x200x256 was more or less over and done with. Second, even assuming that in some respects the project should be outside the mainstream and that that means retro sensibilities, that doesn't mean developers must maximize non-mainstream-ness or retro-ness. I mean, EGA would be more retro than VGA, a parser would be more retro than a pointer, keywords more retro than dialogue trees, etc. Cutting VO would push you back to, I dunno, early VGA era?the point of the kickstarter was to try something a little less mainstream, so to me it sounds like no voice over would fit right in
I mean, not only did those 320x200 games look way better than higher resolution games of today, but they also are cheaper to make. Why the hell don't developers just go back to the old tools and ways?
They created 3D skeletons to do movement, but have 2D images on top of them.
Bickering in defense of a project that doesn't even really excite me seems like a squander of my 100th post, but so be it!
A couple things. First, the point of Kickstarter is to crowdfund projects where conventional funding isn't available. That sort of means more or less mainstream, but not necessarily.
In this instance, I'm not sure any adventure games have been able to secure significant conventional funding in the United States in a decade outside of the Telltale games, which almost exclusively rely on licensed IP. So any adventure game is going to be outside the mainstream, especially when it is not leveraging an existing IP.
In any event, it's not clear to me why "retro" has to mean retro to 1990 rather than retro to 1996 -- by which point 320x200x256 was more or less over and done with.
Second, even assuming that in some respects the project should be outside the mainstream and that that means retro sensibilities, that doesn't mean developers must maximize non-mainstream-ness or retro-ness. I mean, EGA would be more retro than VGA, a parser would be more retro than a pointer, keywords more retro than dialogue trees, etc.
Cutting VO would push you back to, I dunno, early VGA era?
I say all of this being someone who loves the 320x200 era of adventure games. But DFA isn't my vanity project or yours. It's Double Fine's. If this is the game they want to make, then it's their prerogative. They were deliberately evasive in the KS pitch: "Other than that it will be an old school adventure, we're not sure. That's the beauty of it! Everything will unfold in front of the cameras with help from you!" In my view, all that really means is that it has to resemble some adventure game prior to, say, 2005. There's a huge range of stuff there. (I haven't seen any of the development videos, as I'm not a backer, so if their game were truly not an "old school adventure" but rather, say, another Trine clone a la The Cave, then maybe there would be an argument that they're not delivering.)
All I can say is that, having just gone through the process of releasing Primordia, the market for old school adventure games isn't what you think it is. Almost every review, even the good ones, criticized the game's low resolution and low frames of animation. Almost all of them asserted the puzzles were too hard (which seems incorrect), or involved pixel hunting (which is just factually untrue). A great number of them said there were too many inventory items (you seldom have more than five or six and cap out at like 15, and then only if you're metagaming to max out inventory) or too many puzzles (what else do you want in an adventure game? it's like complaining about Medal of Honor because it involves too much shooting). All of them praised where we removed classic adventure tropes (removing "adventure game logic," backtracking, deaths, impossible situations, and writing stuff down); if people overlooked the ways in which we eliminated these tropes, they tended to criticize them. Several criticized the game for requiring you to write stuff down, which the game doesn't (it has an autonote feature).
If these criticisms were coming exclusively from young reviewers on IGN and GameSpot, it would be one thing, but we got them from even sites dedicated to adventure games and reviewers who are steeped in classic adventure gaming.
Now, I think DF might do a better job designing their graphics to accommodate low resolution, and -- as I said -- the mere fact of classic designers being involved would get them a huge amount more slack. But I'm pretty sure they've read the tea leaves correctly if they've concluded that even hard core adventure fans no longer like traditional adventure games.
Possibly I'm just traumatized. Who knows? (Incidentally, our reviews haven't even been that bad!)
In any event, it's altogether possible that the DF team would just rather work in higher resolution. Again, it's their prerogative! I don't think "old school adventure" entails low resolution given Curse of Monkey Island, Broken Sword, King's Quest VII (yech), Grim Fandango, etc.
(snip...)
what else do you want in an adventure game?
but we got them from even sites dedicated to adventure games and reviewers who are steeped in classic adventure gaming.
All I can say is that, having just gone through the process of releasing Primordia, the market for old school adventure games isn't what you think it is. Almost every review, even the good ones, criticized the game's low resolution and low frames of animation. Almost all of them asserted the puzzles were too hard (which seems incorrect), or involved pixel hunting (which is just factually untrue). A great number of them said there were too many inventory items (you seldom have more than five or six and cap out at like 15, and then only if you're metagaming to max out inventory) or too many puzzles (what else do you want in an adventure game? it's like complaining about Medal of Honor because it involves too much shooting). All of them praised where we removed classic adventure tropes (removing "adventure game logic," backtracking, deaths, impossible situations, and writing stuff down); if people overlooked the ways in which we eliminated these tropes, they tended to criticize them. Several criticized the game for requiring you to write stuff down, which the game doesn't (it has an autonote feature).