Is it that hard to get publishers oboard for projects on such low budget? If I were a big publisher I would be more than happy to throw a million or so at projects like this because even if most fail the ones that succeed would generate huge returns due to the low initial investment, plus you'd be able to negotiate rights to sequels if anything was success and good end up with several best selling franchises.
It's not just getting a publisher onboard, it's getting a publisher that won't interfere and force them to make changes to the game. Cut out the publisher and they can make the game that they want to make.
Is it that hard to get publishers oboard for projects on such low budget? If I were a big publisher I would be more than happy to throw a million or so at projects like this because even if most fail the ones that succeed would generate huge returns due to the low initial investment, plus you'd be able to negotiate rights to sequels if anything was success and good end up with several best selling franchises.
Unfortunately publishers see success only in terms of money and quality games don't always translate to big bucks. Psychonauts famously won a fuckton of awards but bombed in terms of sales.
Psychonauts was not a small budget game though, about $15 million at the time, which was not huge blockbuser funding but still significantly more than whatever the budget of this will end up at. You can afford to fund a lot of small downloadable games for a million or two and take a gamble that you will get a big pay out on some of them.
Fair enough, but investing a million or even less at smaller projects like this still sounds like a risky strategy (though I guess the whole industry is high risk).
Is it that hard to get publishers oboard for projects on such low budget? If I were a big publisher I would be more than happy to throw a million or so at projects like this because even if most fail the ones that succeed would generate huge returns due to the low initial investment, plus you'd be able to negotiate rights to sequels if anything was success and good end up with several best selling franchises.
It's not just getting a publisher onboard, it's getting a publisher that won't interfere and force them to make changes to the game. Cut out the publisher and they can make the game that they want to make.
Is it that hard to get publishers oboard for projects on such low budget? If I were a big publisher I would be more than happy to throw a million or so at projects like this because even if most fail the ones that succeed would generate huge returns due to the low initial investment, plus you'd be able to negotiate rights to sequels if anything was success and good end up with several best selling franchises.
It's not just getting a publisher onboard, it's getting a publisher that won't interfere and force them to make changes to the game. Cut out the publisher and they can make the game that they want to make.
Which is to say, an adventure game.
Or the fact that a publisher would be smart enough to ask for some proof of concept, rather than just putting their money on someone who says they want to game "an adventure game". If anyone in publishing okayed a game they knew nothing about they would be fired immediately, and rightly so.
Is it that hard to get publishers oboard for projects on such low budget? If I were a big publisher I would be more than happy to throw a million or so at projects like this because even if most fail the ones that succeed would generate huge returns due to the low initial investment, plus you'd be able to negotiate rights to sequels if anything was success and good end up with several best selling franchises.
It's not just getting a publisher onboard, it's getting a publisher that won't interfere and force them to make changes to the game. Cut out the publisher and they can make the game that they want to make.
Which is to say, an adventure game.
Or the fact that a publisher would be smart enough to ask for some proof of concept, rather than just putting their money on someone who says they want to game "an adventure game". If anyone in publishing okayed a game they knew nothing about they would be fired immediately, and rightly so.
You know what would tickle my funnybone? Imagine if Doublefine were to announce that Psychonauts 2 is now in development... And that they were turning it into a first person shooter.
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Project Update #2: Update #2: New Goodies! Posted by Double Fine and 2 Player Productions
Ahoy, Backers of Adventure! And potential Backers of Adventure! And Haters of Adventure who come here whenever they feel like gnashing their teeth and seething with rage!
To the first group, we’d like to say THANK YOU again for the incredible support you've given this project. You’ve changed the way we are thinking about it, and you’ve changed the way EVERYBODY is thinking about a lot of things.
To say thanks to the first group, to entice the second group to join the first group, and to confound and annoy the third group, we are now offering these NEW REWARDS!
The Digital Soundtrack of the Documentary ($30 reward tier) Listen to the awesome game soundtrack at the same time as the awesome documentary soundtrack! I don’t know if that makes sense, or if it’s even medically advisable, but at least this way you have the option!
Special edition box containing both the game disc and a DVD/Blu-Ray of the documentary ($100 reward tier) Perhaps you’re not hip to this digital download craze. Or maybe you just like really nice boxes to put on your mantel so that your guests might linger and admire them while you pour another scotch. Either way, this is gonna be suuuper rad.
The Double Fine Adventure Book ($60 reward tier for a digital PDF, $500 reward tier for a physical copy) WTF? ART? In your MFing HANDS? Whoa Nellie, this is an exciting new development! Filled with concept art, developer bios, excerpts from the game’s script, and deep dark secrets, this book will further expand on this entire adventure. It will be made available both as a super nice, mantel-ready hardcover book in the $500 reward tier, and as a digital PDF in the $60 reward tier for people who just want to read it on the crapper with their iPads. (By the way, never ask to borrow my iPad.)
SO MANY NEW REWARDS!!!! To memorialize this momentous occasion, we’ve got a special treat for you. About a month before we launched the Kickstarter we filmed a 35 minute conversation in which Tim and Ron discussed what adventure games are, what it is like to make them, and what different forms they’ve taken over the years. It’s like watching Bill Moyers talking to Joseph Campbell, but if those guys were cool. We’ve embedded a 5 minute clip of that conversation below, but you can see the full version here.
This project has really grown into something much larger than we were expecting, which is-scientifically speaking-awesome. Many of you have been asking if this means we’ll be taking a bit more time with the production, and the answer is yes. This is not a cute, quick little game anymore. This is the real deal. This is a capital-G Game. This means that some rewards might show up a bit later than originally intended but fear not, it’s all to make sure we provide you with something that is worthy of the love bomb you detonated over Double Fine. Kaaaaa-blooooxoxoxxoxoxoxoxoxo!
That’s the sound a love bomb makes.
THANKS AGAIN AND WE’LL BE TALKING MORE SOON!!!
Here's the full video:
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