It's not because it's a game, it's because Tim Schafer is making a game. Go play Monkey Quest, Psychonauts or Grim Fandango to see what all the fuss is about. A lot of people really really love Tim Schafer's games (evidently, if the fund is any indication).jFr[e said:ak93]As much as I want to support this. We don't even know what the game is about... seems like an odd thing to Kickstart.
We are making a game. Wham! 1,000,000 bucks raised and counting. Interesting...
It didn't. They asked for 400,000 which was doubled in a little over half a day and more than tripled before two days. I think the rest is all about gamer enthusiasm (a good thing) and curiosity as to how far the number can go. Not saying the pace will remain like this for the duration of the Kickstarter period, but if the current numbers are any indication, the final tally could very well be well beyond Guinness-worthy.anonymity88 said:Crazy to think that a point and click adventure game would need more than 1 million to get off the ground.
But in your quote, you said that it was probably infeasible, if not worse than our current situation. Unless you were predicting that you were wrong in your first prediction...Jabberwock xeno said:Called it.
Well, not this, but the method used to get the money:
http://www.escapistmagazine.com/forums/read/7.336886-Lawyer-Destroys-Arguments-for-Game-Piracy?page=21#13668796
I suggested that instead of paying for a single copy of a game to pay the devs for their work, you pay the devs directly to fund the game, which then would be devolped based on the amount of money funded, then released for free.
I meant more on the large scale of the entire industry doing it.weirdguy said:But in your quote, you said that it was probably infeasible, if not worse than our current situation. Unless you were predicting that you were wrong in your first prediction...Jabberwock xeno said:Called it.
Well, not this, but the method used to get the money:
http://www.escapistmagazine.com/forums/read/7.336886-Lawyer-Destroys-Arguments-for-Game-Piracy?page=21#13668796
I suggested that instead of paying for a single copy of a game to pay the devs for their work, you pay the devs directly to fund the game, which then would be devolped based on the amount of money funded, then released for free.