wulf3n said:
Pedro The Hutt said:
That was their first mistake. You don't go to Kickstarter with just "HEY, I want to make a game!",
How was it a mistake? It worked.
Pedro The Hutt said:
you don't go with a publisher with that vague of an idea, you'd get laughed out of their offices, so why should you do any different on Kickstarter?
Why should you? I don't know, but they did, and got what they asked.
Because I'm beginning to see that Double Fine and War Z fans are quite similar, they're willing to forgive, ignore, dismiss any mistake they make, or just pretend no mistake was ever made. And will gladly accept anything they say as truth without even thinking about doubting their words.
With any other Kickstarter this would've failed, "Oh so you want to make a space sim? Come back when you've got something to show", but no, somehow because it's Tim Bloody Schafer he got away with it.
Pedro The Hutt said:
I've seen games with playable and enjoyable prototypes fail (ie. Death Inc.) but just on a vague notion of a point and click they bloody get three million? Where is the sense in that. Why should you give all that money to someone who at the time has no idea what he's going to make beyond the genre? Any other person would've had a failed Kickstarter for being vague.
The pros of fan loyalty.
Blind fan loyalty, no less.
Pedro The Hutt said:
And people were frankly bloody stupid for just going in fully blind and backing Schafer
Are we not allowed to spend our money how we choose?
Of course you are, just like I'm allowed to point out it was not the wisest decision the backers have ever made.
Pedro The Hutt said:
even though we know full well thanks to Brütal Legend and some other projects that 1) he's perfectly capable of delivering a dud.
If an average review score of 8/10 is a dud, then I'm perfectly happy with any Double Fine dud.
By that logic every Call of Duty is a great game too. Sadly in today's gaming press (and with Metacritic weighing reviews), a high average score isn't necessarily indicative of a high quality game. Brütal Legend tried to do too many things at once and didn't do any of them well. They also attempted to deceive their fans by trying to make it look like mostly an adventure game in the trailers when it was in fact mostly an RTS, a poorly executed RTS. It also didn't help that certain elements of the plot were painfully predictable if you knew your Shakespeare.
Pedro The Hutt said:
So really, the backers are at fault for this situation for jumping on it as blindly as they did in the first place, you don't back a project that has nothing to show for itself, that's responsible Kickstarter usage 101.
True, but I've seen no backer complaining. We accepted the fact that this could happen when we backed the project.
I have, including someone who works in the game industry herself so she knows how those things work.
Pedro The Hutt said:
2) prone to falling victim to feature creep when left to his own devices.
Have you been watching Totalbiscuit? It bugged me when he said this as well.
It's not really feature creep [at the very least we can't tell] as we don't know when in production these so called "features" appeared. I get what you're trying to say, the scope of the project was larger than the resources they had, but that's not feature creep.
Pedro The Hutt said:
Double Fine SHOULD by all means have had a game planned out for $400k when they went to Kickstarter, rather than just the vaguest notion of wanting to make some kinda point & click.
Why?
Because then they wouldn't have been in the situation they were in, the core idea of successfully making a game is to have a solid plan before going in and not deviating from it, or as little as possible. If they had an outline for making a $400k game then they also would've had a better idea about what they could and couldn't afford to do. If they then ended up making as much as they did then they could've better assessed what of their added money could go towards what, and perhaps save the rest aside for marketing, getting booths at trade shows and so on. Now they instead designed for a $3m game and seemingly grossly overestimated how far they could go with $3m and are refusing to compromise on any aspect of the game's development and are now basically trying to get money wherever they can find it, that's clearly a sign of mismanagement, and if you wish for any further evidence that Tim Schafer is the last man you want to put in charge of a budget or a studio, here's a quote from the man himself on Reddit [http://www.reddit.com/r/IAmA/comments/1e0ijv/i_am_a_tim_schafer_ama/c9vlqkm].
The truth is I always act as if I didn't have to worry about profits, had all the money in the world, and no technical limits. Maybe that's why my games are considered "niche," why they go over budget, and why my programmers have to work so hard. So basically, I'd be doing exactly what I'm doing right now!
He's basically George Lucas, great ideas man, great in one aspect of making their craft (special effects and writing dialogue, respectively), but both have their downfalls, like getting too many ideas to put into one project, that need to be held in check by a good producer who is still above them. Have someone like that in place and you end up with A New Hope or Full Throttle. Take that away and well...