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double fine lost nothing, the customer did!
be proud of this farce all you want.
i am done with your company an it's endless games.
you play the innocence card really well, too bad your actions do not reflect the same.
"double fine is not a random fly-by-night indie dev" you just act like one!
I think you'll find that the dev team has lost a great deal - not being able to work on something you love is even worse than not getting something you'd been hoping for.
They went back to Kickstarter for a different project. The 3.3 million was actually much less once kickstarter fees, fullfillment and 2PP's cut was taken out. Tim tweeted a little while back talking about how much of that was used up in wages. It costs a lot of money to pay people properly, and whilst many developers are willing to work for free on projects they care about, I respect and admire that Double Fine doesn't cut corners in that regard.
It's a shame that many people within the gaming community don't quite understand or have perspective on what it takes to make something. Some perspective should would help people empathise better.
Thanks for dropping in to give a little more detail on what went down. Could you elaborate on why you chose to launch the game in what may be argued was a premature state? Er...Maybe more appropriately, was Double Fine simply uncertain of how early was too early to release a game to Early Access?
I'm not sure if you all didn't want to allocate the resources and time to aid in the development team's keeping communications well established with the community, but it seems like if this was the case that was as you admit, a big mistake. However what was a bigger mistake, it might be argued, was releasing it in the state it was (fairly raw alpha) and not providing it more resources to better develop and maintain communication simultaneously.
I'm not sure how Prison Architect handles this better, maybe it's more effective scheduling or something (or it being Introversion's sole focus as a studio), but from what I've read, it sounds like Spacebase was sort of similarly limited in terms of people despite being connected with Double Fine, pressing it to focus more on development than synchronous development and communications. Thus I have to wonder, if you saw these problems emerging and growing into making Spacebase more of a financial drain than it was profitable, why didn't you help them more to stem this? Were no other developers willing/interested in the project and/or were they too busy with their own?
Was this simply the result of a misstep in your first move into Early Access, and if so, besides improving communication, how do you see Double Fine improving their release of games to Early Access?
~cue maybe(?!) response~
Also, we did get 3.4M for Broken Age, and we spent that on Broken Age. Then we did NOT actually go back to Kickstarter for more money. That is a common misconception. We took the money we made selling Act 1 to pay for Act 2, plus we put in our own money.
So, we are using the money we make to make games, and I think that's pretty good money management. What would be bad money management would be continuing development on a game that costs more each month than it makes.
...Well this was unexpected. Any chance you might address my questions? =O I'm really interested in if you guys think maybe you just released Spacebase a little too early in development, which led to it not receiving enough sales to effectively finance further development
Thanks for some clarity on this Tim. I've been a pretty big support of all of Double Fine's projects in the past; but this has shaken my faith in the Double Fine name. I expected more out of this title and am greatly disppointed in this result.
Those statements make clear a large part of the disconnect I see between expectations and what goes on inside of a small developer. Every employee has to be funded by something: A publisher deal, a kickstarter, an outside investor, or the sales of our games. The last item is not a huge amount, and sometimes not there at all, so really the answer is the first three.
All of the resources you're asking me to throw at Spacebase are currently funded by one of those first three things. How would Midnight City feel we took a programmer they paid for to work on Costume Quest 2, and sent them to work on Spacebase? Would it be right to take someone paid for by the Massive Chalice backers and put them on Spacebase? Or one of the programmers Indie Fund paid for to work on Hack N Slash?
People on Spacebase have to be funded by Spacebase. Or any money that we have sitting in the bank, which in our case is not much. Still we have put a lot of that kind of money into the game as well.
And the biggest difference between Prison Architect and Spacebase? A lot more people bought Prison Architect. If you really want to compare Spacebase to another early access game, you need to find a similar story of a game that did not sell as well as was expected. How did they handle the lack of funds? We've tried to handle this difficult situation as well as possible.
Thanks for your questions!
-Tim
[update]
Correction to the above-- Spacebase was funded by Spacebase revenue AND its initial investment by Indie Fund. So the game did have a chunk of development paid for, but then how far it went beyond that depended on how well the game performed. Also, my example of borrowing someone from Hack N Slash is a little funny considering they were both funded by Indie Fund. :) But it's still true--we assume they would not like us shifting people around like that without consulting them first.
This is along the lines of what I'd like to hear about. How do they intend to avoid this situation in the future with their Early Access titles, and improve working with Early Access in the future. =O
Thanks for the answer to that specific part. I suspected that might have played a major role in how it was developed, but I wasn't totally sure how things were organized. I thought if nothing else, there might be staff available not necessarily for development but for keeping the community up to date, however I can easily see now that that's simply not the case. I really do appreciate the response, albeit I was more concerned with your thoughts on how the release state of the game may have influenced its sales as well as how you aim to improve later Early Access releases.
Nevertheless I'm still extremely impressed you're doing this, so please don't take my response as ungrateful in that regard.
Edit: Uh. For anyone else that was completely unaware of this, if the Wikipedia page is up to date, Double Fine is only 65 people. I don't know about anyone else, but I had no idea how many people were working there until I just checked. This explains a lot, at least for me concerning how thin they may sometimes stretch themselves.
Given that the product is going to differ dramatically from what was being implied or suggested, if not outright promised at the beginning of the alpha cycle, and given the fact that despite your answers many of us feel that 1.0 is little more than Double Fine closing the doors on the game and pulling the plug and by your own admission now, that's what is happening.
Are you prepared to offer refunds to people who feel that the product is not up to the standard set by DoubleFine or that the product is not of Merchantable Quality? Or are those of us who have decent consumer protection laws (such as in the UK or Aus) going to have to invoke the spectre of our relevant local laws to get some kind of closure on the matter?