10-02-2012 16:18
Bueno, un día después del terremoto la industria no tiene otro tema de conversación. En este hilo se irán pegando las distintas reacciones sobre el rotundo éxito de Double Fine y toda la avalancha de artículos que están surgiendo al respecto.
Artículo sobre crowdfunding de EDGE del año pasado, http://www.edge-online.com/features/power-crowd-funding
Rockpapershotgun opina al respecto, http://www.rockpapershotgun.com/2012/02 ... more-93540
Y gamasutra hace lo propio, http://www.gamasutra.com/blogs/RyanCrei ... ishing.php
EDGE plantea si Double Fine acaba de matar a las editoras, http://www.edge-online.com/opinion/opin ... -publisher
Reacciones de desarrolladores de la industria al respecto:
Markus ÔÇÿNotchÔÇÖ Persson
Mojang (Minecraft)
"Hopefully this will lead to a lowered need to use traditional publishers, meaning more of the power gets put back in the developers' hands. This will in turn lead to more creative games and less DRM nonsense.
"Double Fine wouldnÔÇÖt have been able to do this game without crowd sourcing, so they had a real need of the service. As a player, it's exactly the type of game I want to help fund."
--
"did you hear? the death-rattle of a million middle men."
ÔÇö Phil Fish (currently working on Fez) @PHIL_FISH
--
Cliff Harris
Positech Games (Gratuitous Space Battles)
"The optimist in me thinks this could apply some decent pressure to the big publishers to offer improved terms and autonomy for devs. At the back of their mind, they will know devs will be thinking, 'Well we could just crowdfund this, and get better terms...' That would be a nice change.
"But IÔÇÖm a bit nervous of it becoming the norm. Really good game design and vision comes from the sort of single-minded arrogance where one person can 'see' how the final product will look. When you crowdfund, you suddenly get thousands of people who legitimately feel that they own part of the design of the game.
As a way of enabling indie games to get made that otherwise could not have been, itÔÇÖs positive, but I suspect most indies who crowdfund a hit game would immediately move to self-financed when they have the means to do so."
--
"I like how apparently Double Fine has spent the last 10+ years working backwards from AAA to crowdfunded indie. The Benjamin Button of dev"
ÔÇö Steve Gaynor (game writer and designer - worked on BioShock 2) @fullbright
--
Simon Oliver
Hand Circus (Rolando)
"This is huge - it has the potential to turn the traditional funding model completely on its head. One of the most significant aspects for me is that it removes barriers for the development of titles that have a clear audience but that don't fit well into a publisher's view of the landscape. The enormous response (already $500k in half a day) sends a loud message to them: 'Your evaluation system doesn't work'.
"And itÔÇÖs working as a standard-bearer for the potential of crowd-sourced funding and energising the gaming community to take part in helping to get original games off the ground.
"On the other hand, Tim, Ron and Double Fine have an enormous fanbase and the demand for a new adventure game from such a talented team is huge. It would be a very different experience for an unknown team with a new IP. There's also the novelty factor in play here as this is a totally new phenomenon for such an established team, and a similar pattern to 'bundle-geddon' could occur as other developers try to replicate its success."
--
"The fact that this can happen is just amazeballs. kck.st/wEuJ8g @Timoflegend @gregricey My first game was a point and click!"
ÔÇö Cliff Bleszinski (design director, Epic Games) @therealcliffyb
--
David Amor
Relentless (Buzz!)
"I contributed $20 to the Double Fine project before I'd finished watching the promo video. Tim Schafer? Ron Gilbert? An old-school adventure game? Where do I sign? The amount of people who could invoke that kind of reaction from me could be counted on one hand.
"But for an unknown indie I would imagine raising Kickstarter funding would be about as hard as getting discovered on the App Store. I'm not discounting it, I'm just suggesting it would be difficult.
"Nonetheless, there's still a role for publishers, but some of the services they offer - such as manufacturing and distribution - are disappearing. They need to re-define what they offer the content creator."
--
"Double Fine managed to avoid about 57 meetings with publishing execs who would have told them that no one wants an adventure game anymore."
ÔÇö Jeff Green (PopCap's director of editorial and social media) @greenspeak
--
Dino Patti
PlayDead (Limbo)
"Right now many publishers have a person, or a board of people, who ÔÇÿgreen lightÔÇÖ games. While this seems innocent, it has some flaws which mainly come down to the fact that nobody can foresee the future (unless the board consists of very talented forture tellers). Having people put down money this early is a really good test of the potential market.
"If larger studios begin using Kickstarter to fund more projects, the challenge will be to get the trust of the consumer at an early stage, though. We donÔÇÖt have the right to judge who needs the money the most - I think great initiatives should be supported. But I would personally be putting my money in projects where I know personal pride and love for games are the main drivers, like in Tim's example."
Dan Marshall
Size Five Games (Ben There, Dan That, Time Gentleman Please!)
"I canÔÇÖt see the likes of Kickstarter becoming de facto any time soon. But it does show that thereÔÇÖs an appetite out there for new, smaller, riskier games. Grey corridor man-shooting has had a good run, but as the growing indie scene has shown, thereÔÇÖs definitely an appetite for different types of game.
YouÔÇÖre never going to fund the likes of BioShock Infinite or Half-Life 3 this way, and thereÔÇÖll always be a market for that sort of thing, so I canÔÇÖt imagine many publishers quaking in their boots. But maybe theyÔÇÖve sat up a little bit and taken notice of this. Hopefully at least one publisher fat cat spat coffee onto his morning paper on hearing the news.
"IÔÇÖd love for Id to say, ÔÇ£You know what? Rage took a million years and billions of dollars to make, whatÔÇÖs say we make a new Quake game with Shamblers?ÔÇØ And because of the new avenues open to them ÔÇô XBLA, Steam, Kickstarter - itÔÇÖs actually a genuine possibility.
"Gamers clamoring for risky properties can now put their money where their mouths are. Wing Commander fans chip in to get a new Wing Commander. Day Of The Tentacle fans chip in for a new Maniac Mansion. A Syndicate top-down strategy game. I know I would. Wouldn't you?"
--
"Congrats, @TimOfLegend and @Double_Fine -- Adventure Kickstarts $1M kck.st/yImh6l PROBLEM: SO MANY POSTERS TO SIGN!"
ÔÇö Tom Hall (game designer and founder of id) @thattomhall
--
Ricky Haggett
Honeyslug (Frobisher Says)
"If you're Tim Schafer and you made all those amazing games it isn't so surprising that you can raise $1.2 million on Kickstarter. If you're a tiny indie that no-one's ever heard of, you'll probably find it a bit harder. Indies have been raising money for projects on Kickstarter for a while now, with varying degrees of success.
"While the Kickstarter model can be a great way to fund projects, it doesn't necessarily work so great for all projects. Sometimes you want to start prototyping a game and just see where it goes - maybe in a completely different direction to where it started. Having a load of anonymous backers on the internet can then become baggage that weighs down a developer on the creative path.
"But I'm not into the idea that successful developers should avoid doing anything which might tred on the toes of less successful developers. Double Fine make lovely games. They've found a new way to make a new lovely game, directly involving fans of their lovely games. I don't see how that can possibly be a bad thing!
"If a company can use Kickstarter to fund something that otherwise wouldn't be made, that has to be positive because by definition something is being made which people want. But I suspect companies like Gameloft and EA have a somewhat different relationship to their 'fans' than Double Fine though."
--
"Congratulations to @TimOfLegend and all my friends at Double Fine on getting a million dollars in less than 24 hours! YOU GUYS ROCK"
ÔÇö Manveer Heir (senior designer on Mass Effect 3) @manveerheir
--
Andrew J Smith
Spilt Milk Studios (Hard Lines)
"If things like Kickstarter become more demonstrably reliable as a source of funding, mainstream publishing is going to have to have a real sit down and think (tea and biscuits optional). But the kind of fan base that has made the Double Fine attempt such a success - the legions of fans who've been clamouring for a point and click game for the past decade or more - is really hard to build. I'm not sure how many publishers would be confident of having that power over their fans.
"Activision et al would find it very hard to get this kind of thing to support the kinds of projects they are used to making, but I wouldn't bet against someone like Yoshinori Ono if he went and tried to crowd-source funds for a new project - even without the Street Fighter brand - and great 'dead' projects like Elite, maybe Jet Set Radio (and until recently XCom) seem perfectly placed to try it.
"The more I think about it, the more I see this maybe starting a trend where the creators and visionaries who guide these projects get as much credit and
power over the game industry (market, funding, whatever) as the great directors do in movies."
--
"See, adventure games aren't dead, they were just out back having a smoke (which, ironically, is going to kill them)."
ÔÇö Ron Gilbert (behind Maniac Mansion and Monkey Island - now working at Double Fine) @grumpygamer
--
Will Luton
Mobile Pie (My Star, Blossom Bristol)
"There's few with the pull of Schafer, so I don't see this as becoming the norm. My buddy James Parker has a point and click project called Byte The Hand, which is very good, and it's currently sat on Kickstarter at $0. Even I haven't put any cash in. That's bad, right? Crowd-funding campaigns seem to either fall in to obscurity or skyrocket.
"People don't wake up thinking, "I'm going to back an indie on Kickstarter today," go to the site and choose the indie they want to back. But Double Fine aren't taking food out the mouths of other indies; this is legitimising the process and I would expect to see more game projects getting more traction off the back of it as people better understand the process.
"I think it moves the industry a little more towards a meritocracy where a good story to be told can gain a lot of traction. If more good creative studios can fund their projects like this, fewer will be going under."
--
"It's the final countdooooooooooooooooown... $200K more and they'll have to change the name to Triple Fine."
ÔÇö Adrian Chmielarz (People Can Fly founder) @adrianchm
--
Jeremiah Slaczka
5th Cell (Scribblenauts)
"What Tim and Double Fine have done is increased awareness of how Kickstarter works as a potential new model to fund indie games. Because of their bold move many more companies and potential investors will look into the Kickstarter model on a smaller scale. I'm glad it paid off for him.
"But the numbers thrown around are just too small to impact mainstream publishing or large developers. Most good XBLA, PSN or Steam indie games cost multiple millions of dollars. So asking for $400,000 (even though that target has now been exceeded) isn't going to net you much. The title Tim wanted to fund made a lot of sense, it's a 2D labor of love based on a dying genre that Tim is known for and publishers wouldn't want to touch.
"The shift of power keeps slowly creeping back to the creative talent. It's a very similar analogue how the early days of the film industry worked."
--
Chris Avellone
Creative director of Obsidian Entertainment
"Hmmmm. I admit, IÔÇÖve got Kickstarter fever now. I feel like a bunch of doors suddenly appeared in game development."
Artículo sobre crowdfunding de EDGE del año pasado, http://www.edge-online.com/features/power-crowd-funding
Rockpapershotgun opina al respecto, http://www.rockpapershotgun.com/2012/02 ... more-93540
Y gamasutra hace lo propio, http://www.gamasutra.com/blogs/RyanCrei ... ishing.php
EDGE plantea si Double Fine acaba de matar a las editoras, http://www.edge-online.com/opinion/opin ... -publisher
Reacciones de desarrolladores de la industria al respecto:
Markus ÔÇÿNotchÔÇÖ Persson
Mojang (Minecraft)
"Hopefully this will lead to a lowered need to use traditional publishers, meaning more of the power gets put back in the developers' hands. This will in turn lead to more creative games and less DRM nonsense.
"Double Fine wouldnÔÇÖt have been able to do this game without crowd sourcing, so they had a real need of the service. As a player, it's exactly the type of game I want to help fund."
--
"did you hear? the death-rattle of a million middle men."
ÔÇö Phil Fish (currently working on Fez) @PHIL_FISH
--
Cliff Harris
Positech Games (Gratuitous Space Battles)
"The optimist in me thinks this could apply some decent pressure to the big publishers to offer improved terms and autonomy for devs. At the back of their mind, they will know devs will be thinking, 'Well we could just crowdfund this, and get better terms...' That would be a nice change.
"But IÔÇÖm a bit nervous of it becoming the norm. Really good game design and vision comes from the sort of single-minded arrogance where one person can 'see' how the final product will look. When you crowdfund, you suddenly get thousands of people who legitimately feel that they own part of the design of the game.
As a way of enabling indie games to get made that otherwise could not have been, itÔÇÖs positive, but I suspect most indies who crowdfund a hit game would immediately move to self-financed when they have the means to do so."
--
"I like how apparently Double Fine has spent the last 10+ years working backwards from AAA to crowdfunded indie. The Benjamin Button of dev"
ÔÇö Steve Gaynor (game writer and designer - worked on BioShock 2) @fullbright
--
Simon Oliver
Hand Circus (Rolando)
"This is huge - it has the potential to turn the traditional funding model completely on its head. One of the most significant aspects for me is that it removes barriers for the development of titles that have a clear audience but that don't fit well into a publisher's view of the landscape. The enormous response (already $500k in half a day) sends a loud message to them: 'Your evaluation system doesn't work'.
"And itÔÇÖs working as a standard-bearer for the potential of crowd-sourced funding and energising the gaming community to take part in helping to get original games off the ground.
"On the other hand, Tim, Ron and Double Fine have an enormous fanbase and the demand for a new adventure game from such a talented team is huge. It would be a very different experience for an unknown team with a new IP. There's also the novelty factor in play here as this is a totally new phenomenon for such an established team, and a similar pattern to 'bundle-geddon' could occur as other developers try to replicate its success."
--
"The fact that this can happen is just amazeballs. kck.st/wEuJ8g @Timoflegend @gregricey My first game was a point and click!"
ÔÇö Cliff Bleszinski (design director, Epic Games) @therealcliffyb
--
David Amor
Relentless (Buzz!)
"I contributed $20 to the Double Fine project before I'd finished watching the promo video. Tim Schafer? Ron Gilbert? An old-school adventure game? Where do I sign? The amount of people who could invoke that kind of reaction from me could be counted on one hand.
"But for an unknown indie I would imagine raising Kickstarter funding would be about as hard as getting discovered on the App Store. I'm not discounting it, I'm just suggesting it would be difficult.
"Nonetheless, there's still a role for publishers, but some of the services they offer - such as manufacturing and distribution - are disappearing. They need to re-define what they offer the content creator."
--
"Double Fine managed to avoid about 57 meetings with publishing execs who would have told them that no one wants an adventure game anymore."
ÔÇö Jeff Green (PopCap's director of editorial and social media) @greenspeak
--
Dino Patti
PlayDead (Limbo)
"Right now many publishers have a person, or a board of people, who ÔÇÿgreen lightÔÇÖ games. While this seems innocent, it has some flaws which mainly come down to the fact that nobody can foresee the future (unless the board consists of very talented forture tellers). Having people put down money this early is a really good test of the potential market.
"If larger studios begin using Kickstarter to fund more projects, the challenge will be to get the trust of the consumer at an early stage, though. We donÔÇÖt have the right to judge who needs the money the most - I think great initiatives should be supported. But I would personally be putting my money in projects where I know personal pride and love for games are the main drivers, like in Tim's example."
Dan Marshall
Size Five Games (Ben There, Dan That, Time Gentleman Please!)
"I canÔÇÖt see the likes of Kickstarter becoming de facto any time soon. But it does show that thereÔÇÖs an appetite out there for new, smaller, riskier games. Grey corridor man-shooting has had a good run, but as the growing indie scene has shown, thereÔÇÖs definitely an appetite for different types of game.
YouÔÇÖre never going to fund the likes of BioShock Infinite or Half-Life 3 this way, and thereÔÇÖll always be a market for that sort of thing, so I canÔÇÖt imagine many publishers quaking in their boots. But maybe theyÔÇÖve sat up a little bit and taken notice of this. Hopefully at least one publisher fat cat spat coffee onto his morning paper on hearing the news.
"IÔÇÖd love for Id to say, ÔÇ£You know what? Rage took a million years and billions of dollars to make, whatÔÇÖs say we make a new Quake game with Shamblers?ÔÇØ And because of the new avenues open to them ÔÇô XBLA, Steam, Kickstarter - itÔÇÖs actually a genuine possibility.
"Gamers clamoring for risky properties can now put their money where their mouths are. Wing Commander fans chip in to get a new Wing Commander. Day Of The Tentacle fans chip in for a new Maniac Mansion. A Syndicate top-down strategy game. I know I would. Wouldn't you?"
--
"Congrats, @TimOfLegend and @Double_Fine -- Adventure Kickstarts $1M kck.st/yImh6l PROBLEM: SO MANY POSTERS TO SIGN!"
ÔÇö Tom Hall (game designer and founder of id) @thattomhall
--
Ricky Haggett
Honeyslug (Frobisher Says)
"If you're Tim Schafer and you made all those amazing games it isn't so surprising that you can raise $1.2 million on Kickstarter. If you're a tiny indie that no-one's ever heard of, you'll probably find it a bit harder. Indies have been raising money for projects on Kickstarter for a while now, with varying degrees of success.
"While the Kickstarter model can be a great way to fund projects, it doesn't necessarily work so great for all projects. Sometimes you want to start prototyping a game and just see where it goes - maybe in a completely different direction to where it started. Having a load of anonymous backers on the internet can then become baggage that weighs down a developer on the creative path.
"But I'm not into the idea that successful developers should avoid doing anything which might tred on the toes of less successful developers. Double Fine make lovely games. They've found a new way to make a new lovely game, directly involving fans of their lovely games. I don't see how that can possibly be a bad thing!
"If a company can use Kickstarter to fund something that otherwise wouldn't be made, that has to be positive because by definition something is being made which people want. But I suspect companies like Gameloft and EA have a somewhat different relationship to their 'fans' than Double Fine though."
--
"Congratulations to @TimOfLegend and all my friends at Double Fine on getting a million dollars in less than 24 hours! YOU GUYS ROCK"
ÔÇö Manveer Heir (senior designer on Mass Effect 3) @manveerheir
--
Andrew J Smith
Spilt Milk Studios (Hard Lines)
"If things like Kickstarter become more demonstrably reliable as a source of funding, mainstream publishing is going to have to have a real sit down and think (tea and biscuits optional). But the kind of fan base that has made the Double Fine attempt such a success - the legions of fans who've been clamouring for a point and click game for the past decade or more - is really hard to build. I'm not sure how many publishers would be confident of having that power over their fans.
"Activision et al would find it very hard to get this kind of thing to support the kinds of projects they are used to making, but I wouldn't bet against someone like Yoshinori Ono if he went and tried to crowd-source funds for a new project - even without the Street Fighter brand - and great 'dead' projects like Elite, maybe Jet Set Radio (and until recently XCom) seem perfectly placed to try it.
"The more I think about it, the more I see this maybe starting a trend where the creators and visionaries who guide these projects get as much credit and
power over the game industry (market, funding, whatever) as the great directors do in movies."
--
"See, adventure games aren't dead, they were just out back having a smoke (which, ironically, is going to kill them)."
ÔÇö Ron Gilbert (behind Maniac Mansion and Monkey Island - now working at Double Fine) @grumpygamer
--
Will Luton
Mobile Pie (My Star, Blossom Bristol)
"There's few with the pull of Schafer, so I don't see this as becoming the norm. My buddy James Parker has a point and click project called Byte The Hand, which is very good, and it's currently sat on Kickstarter at $0. Even I haven't put any cash in. That's bad, right? Crowd-funding campaigns seem to either fall in to obscurity or skyrocket.
"People don't wake up thinking, "I'm going to back an indie on Kickstarter today," go to the site and choose the indie they want to back. But Double Fine aren't taking food out the mouths of other indies; this is legitimising the process and I would expect to see more game projects getting more traction off the back of it as people better understand the process.
"I think it moves the industry a little more towards a meritocracy where a good story to be told can gain a lot of traction. If more good creative studios can fund their projects like this, fewer will be going under."
--
"It's the final countdooooooooooooooooown... $200K more and they'll have to change the name to Triple Fine."
ÔÇö Adrian Chmielarz (People Can Fly founder) @adrianchm
--
Jeremiah Slaczka
5th Cell (Scribblenauts)
"What Tim and Double Fine have done is increased awareness of how Kickstarter works as a potential new model to fund indie games. Because of their bold move many more companies and potential investors will look into the Kickstarter model on a smaller scale. I'm glad it paid off for him.
"But the numbers thrown around are just too small to impact mainstream publishing or large developers. Most good XBLA, PSN or Steam indie games cost multiple millions of dollars. So asking for $400,000 (even though that target has now been exceeded) isn't going to net you much. The title Tim wanted to fund made a lot of sense, it's a 2D labor of love based on a dying genre that Tim is known for and publishers wouldn't want to touch.
"The shift of power keeps slowly creeping back to the creative talent. It's a very similar analogue how the early days of the film industry worked."
--
Chris Avellone
Creative director of Obsidian Entertainment
"Hmmmm. I admit, IÔÇÖve got Kickstarter fever now. I feel like a bunch of doors suddenly appeared in game development."