WEBVTT 00:00:00.166 --> 00:00:04.917 Warning: This episode may contain language unsuitable for young children or your workplace. 00:00:10.083 --> 00:00:13.375 Or we could do the black thing, and we could--, and we could be like-- 00:00:13.417 --> 00:00:15.667 There is that black--yeah. -Yeah, the black thing. 00:00:15.708 --> 00:00:18.458 I'm just--I need to get accustomed to money being around. 00:00:18.500 --> 00:00:24.291 That's the thing, I just--this is part of the physical therapy of getting me used to actually not being afraid of money. 00:00:24.333 --> 00:00:26.417 Richard Branson went through the same thing. 00:00:26.458 --> 00:00:30.667 You guys, what is this stuff, it's all over me. 00:00:30.708 --> 00:00:32.500 -Beautiful. -I can't apply money to myself. 00:00:32.542 --> 00:00:34.959 -Oh, my God, there's a lot. -I can't self-terminate. 00:00:35.000 --> 00:00:38.750 -Here, help me apply money. -I can't self-monetize. 00:00:40.708 --> 00:00:43.208 2 Player Productions Presents 00:01:06.166 --> 00:01:10.250 So this is a more recent point-and-click adventure game. 00:01:10.291 --> 00:01:12.750 I have to show you someone else's 'cause I haven't made one in a long time... 00:01:12.792 --> 00:01:14.583 ...I used to make them back in the '90s. 00:01:14.625 --> 00:01:16.542 This is Machinarium. 00:01:16.583 --> 00:01:18.583 You play this little robot and you click around. 00:01:18.625 --> 00:01:22.625 In these kind of games you walk the character around by clicking on the ground somewhere. 00:01:22.667 --> 00:01:27.250 You can pull on this handle here and I can make this mine cart come through the room. 00:01:27.291 --> 00:01:30.125 -I'm sorry, what's that? -I pulled on this handle. 00:01:30.166 --> 00:01:33.083 Oh, that's right, this doesn't work until I do this. 00:01:33.125 --> 00:01:37.875 That's what a lot of adventure game playing is like, you're like, "Oh this doesn't--why doesn't this work?" 00:01:37.917 --> 00:01:41.166 "Oh, I need this gear first, I need to get the gear on the sprocket." 00:01:41.208 --> 00:01:42.834 And so they move at a slower pace. 00:01:42.875 --> 00:01:49.834 And some people really like that but it also means they're not exactly as attention-getting and as visceral... 00:01:49.875 --> 00:01:53.417 ...and maybe as a big blockbuster action game. 00:01:53.458 --> 00:01:57.417 And that led us to this point now where it's really hard to get one of these games made these days... 00:01:57.458 --> 00:02:00.250 ...or at least get funding for it from a publisher. 00:02:00.291 --> 00:02:04.792 But before getting into all that, what put you on the map, like just describe the game... 00:02:04.834 --> 00:02:08.083 ...that got you into game famous? 00:02:08.125 --> 00:02:09.834 Game famous. 00:02:09.875 --> 00:02:13.708 You know, each game we made in the '90s, we got a little more recognition for it... 00:02:13.750 --> 00:02:18.041 ...and we were always pretty savvy about getting our names on the box, sort of like "Hey--" 00:02:18.083 --> 00:02:24.708 You know, you had to kind of act like you're famous before you're famous. 00:02:24.750 --> 00:02:28.125 That sounds funny, I learned that from an interview with David Lee Roth about Van Halen. 00:02:28.166 --> 00:02:32.417 They're like, "We always acted like we were hot shit," and so people treated us that way. 00:02:32.458 --> 00:02:38.625 Ladies and gentlemen, founder of Double Fine Productions, and our good friend, Tim Schafer. 00:02:43.000 --> 00:02:47.291 I think, like many of you, I've known what I wanted to do since I was a very young child. 00:02:47.333 --> 00:02:55.500 I remember the day I turned to my mother and I said, "Mom, I want to win awards." 00:02:55.542 --> 00:03:01.208 And she said, "Son, sports trophies mean a lot of running around and the Nobel Peace Prize, 00:03:01.250 --> 00:03:05.750 you have to support world peace and even, like, Best Actor at the Oscars... 00:03:05.792 --> 00:03:10.333 ...means a rudimentary attendance to your physical appearance." 00:03:10.375 --> 00:03:14.917 I said, "Mom, isn't there an award I can win while leading a sedentary lifestyle... 00:03:14.959 --> 00:03:20.458 ...and glorifying violence and letting my personal appearance go to hell?" 00:03:20.500 --> 00:03:24.959 She said, "Yes, my son, there is," and that's why we are here tonight. 00:03:26.750 --> 00:03:30.708 We had a big hit, Full Throttle, it was called Full Throttle and it sold a million copies... 00:03:30.750 --> 00:03:34.166 ...and that was really big for those PC graphic adventures. 00:03:34.208 --> 00:03:38.667 And then I made a game called Grim Fandango and that won Game of the Year with GameSpot, 00:03:38.708 --> 00:03:40.959 that was the big thing that helped a lot. 00:03:41.000 --> 00:03:45.917 Grim Fandango is set in the land of the dead, yeah, so. 00:03:45.959 --> 00:03:51.542 And it sold about half a million units and it was seen as not being commercially successful... 00:03:51.583 --> 00:03:54.333 ...and it was one of the reasons that adventure games died. 00:03:54.375 --> 00:03:57.458 And I heard a friend of mine, who worked in another game company saying, 00:03:57.500 --> 00:04:01.708 "We tried to get an adventure game made," and they said, "Well look, Grim Fandango... 00:04:01.750 --> 00:04:05.917 ...didn't do that well, so obviously, and it was a good game and it won Game of the Year... 00:04:05.959 --> 00:04:11.166 ...and if Game of the Year can't sell as many copies as it needs to then maybe that genre is dead." 00:04:11.208 --> 00:04:14.458 So I feel some responsibility. 00:04:14.500 --> 00:04:18.500 To make a good game and make it do well. 00:04:18.542 --> 00:04:22.250 He's been excited about it, I mean he's wanted to return to adventure games for a while... 00:04:22.291 --> 00:04:26.625 ...and it's just been a matter of not knowing how to make that happen. 00:04:26.667 --> 00:04:33.542 Fans are always saying they want one, but a publisher would say, "We can't make money doing those." 00:04:33.583 --> 00:04:39.583 So, something like Kickstarter shows up, which is this crowd sourcing website where everybody can... 00:04:39.625 --> 00:04:44.125 ...back a project--you pitch your project and you get backers and then if you meet your goals... 00:04:44.166 --> 00:04:45.917 ...you get the money and you build your project. 00:04:45.959 --> 00:04:49.625 Doing an adventure game is interesting 'cause it's the only way you could do that: 00:04:49.667 --> 00:04:53.792 letting the fans like, kind of put their money where their mouth is. 00:04:53.834 --> 00:04:55.708 Is that--did I get the backwards, yeah. 00:04:55.750 --> 00:05:00.959 No, you're right, yeah, some loudmouth fan, "I don't want to buy Trenched, but what about an adventure game?" 00:05:01.000 --> 00:05:03.166 Exactly. 00:05:03.208 --> 00:05:05.959 So explain your Kickstarter campaign, what have you just done? 00:05:06.000 --> 00:05:09.208 Yeah, what have we done? 00:05:09.250 --> 00:05:11.583 Oh, sorry, I didn't see you there. 00:05:11.625 --> 00:05:14.959 You caught me indulging in one of my many impressive hobbies. 00:05:15.000 --> 00:05:16.083 I'm Tim Schafer. 00:05:16.125 --> 00:05:20.125 And so we put a pitch video up where we said we want to make a game and the idea was what if we made... 00:05:20.166 --> 00:05:23.959 ...one of these adventure games that most publishers don't want to fund these days? 00:05:24.000 --> 00:05:27.083 One of my favorite types of games to make is adventure games. 00:05:27.125 --> 00:05:31.583 But these days it seems like adventure games are almost a bit of a lost art form. 00:05:31.625 --> 00:05:36.000 They exist in our dreams and our memories and in Germany. 00:05:36.041 --> 00:05:38.959 Maybe that would get people excited about getting a chance to do something... 00:05:39.000 --> 00:05:40.625 ...that couldn't be funded any other way. 00:05:40.667 --> 00:05:43.250 It's perfect, we got the perfect team here at Double Fine to make it. 00:05:43.291 --> 00:05:48.417 We got the inventor of the genre here, Ron Gilbert-- oh look, there he is right now! 00:05:48.458 --> 00:05:49.959 Maybe he'll help us. 00:05:52.417 --> 00:05:53.417 He'll help us. 00:05:53.458 --> 00:05:58.625 We've always talked about wanting to do, you know, more classic adventure stuff. 00:05:58.667 --> 00:06:04.417 And so doing the Kickstarter thing, it's like, yeah I mean that sounds really like an interesting idea. 00:06:04.458 --> 00:06:08.583 I think we were both very skeptical about the amount of money. 00:06:08.625 --> 00:06:13.708 So, we're asking for this much to make the game and this much to film it. 00:06:13.750 --> 00:06:16.458 And that may seem like a lot of money, but it's really not that much... 00:06:16.500 --> 00:06:19.000 ...for a game budget these days, it's pretty small actually. 00:06:19.041 --> 00:06:23.250 And I just never thought you could get the kind of money that would actually pay for a whole game budget. 00:06:23.291 --> 00:06:25.417 Hello, potential backers! 00:06:25.458 --> 00:06:30.250 I'm gonna do all three options, thank you for donating well over the amount we asked for, that's so great! 00:06:30.291 --> 00:06:33.000 We have too much money now. 00:06:33.041 --> 00:06:37.750 Damn you, why haven't anyone given us any money? I'm so sad. 00:06:37.792 --> 00:06:39.583 That doesn't seem believable. 00:06:39.625 --> 00:06:41.583 -We don't need that one anyway. -Yeah, we're not gonna use that one. 00:06:41.625 --> 00:06:46.708 Or just moderately--hello, thank you for dedicating the appropriate amount of... 00:06:46.750 --> 00:06:50.708 'Cause the previous projects in Kickstarter had only been--I don't know what the max was before then... 00:06:50.750 --> 00:06:56.792 ...but it looked like they were like 40 grand, I mean, we were used to making projects that were like... 00:06:56.834 --> 00:06:59.500 ...Brütal, like $20 million, and these smaller games were like $2 million. 00:06:59.542 --> 00:07:03.000 It's like, no way you can get $2 million from Kickstarter, could you? 00:07:07.166 --> 00:07:11.041 First 8 Hours of the Kickstarter Campaign 00:07:20.458 --> 00:07:25.417 They've got these groups that are scattered across the country and the world of people... 00:07:25.458 --> 00:07:31.583 ...who want a certain thing and what publishers wouldn't put that on paper, like "How many of them are there? 00:07:31.625 --> 00:07:36.166 Okay, if we make a game for x-million dollars, can we make x--30 times that?" 00:07:36.208 --> 00:07:38.041 No, because there's only these few people. 00:07:38.083 --> 00:07:43.291 I hope this works out because it is kind of--that if enough people got together they could actually make a game... 00:07:43.333 --> 00:07:45.834 ...like this happen, and game that we haven't really been able to make happen... 00:07:45.875 --> 00:07:50.792 ...for business reasons for like many, many years. 00:07:50.834 --> 00:07:54.250 Because of current market-- what was the phrase I was using? 00:07:54.291 --> 00:07:55.542 Market conditions? 00:07:55.583 --> 00:08:00.542 Current market realities, when they cancelled adventure games. 00:08:00.583 --> 00:08:03.875 Or we'll just prove all those publishers right. 00:08:03.917 --> 00:08:05.917 Or we'll just prove them all right. 00:08:14.500 --> 00:08:17.583 Since founding Double Fine Productions in 2000, Tim Schafer has enjoyed critical acclaims for his games... 00:08:17.625 --> 00:08:20.208 ...but only modest commercial success. 00:08:20.250 --> 00:08:23.959 His conflicts with publishers over games such as Psychonauts and Brütal Legend are well known... 00:08:24.000 --> 00:08:26.166 ...within the videogames industry. 00:08:28.166 --> 00:08:29.500 Hi. 00:08:29.542 --> 00:08:33.959 No, I mean nothing I had done before prepared me for what it's like to work for publishers. 00:08:34.000 --> 00:08:40.250 When you're working with a publisher, a lot of times they get involved with design decisions... 00:08:40.291 --> 00:08:42.500 ...and you have to make compromises. 00:08:42.542 --> 00:08:49.041 You have publishers out there, from the outside kind of poking in and making you do things. 00:08:49.083 --> 00:08:52.458 You know, that's where, I think, things can kind of come off the rails. 00:08:52.500 --> 00:08:55.041 And the way it felt, I don't know if this makes any sense, but in my head, 00:08:55.083 --> 00:08:56.583 like the creative process of making a game... 00:08:56.625 --> 00:09:02.458 ...was like, you're looking at this field of floating multicolored dots that are drifting slowly to the ground. 00:09:02.500 --> 00:09:05.583 And eventually when they hit the ground, they're going to make like a painting on the floor... 00:09:05.625 --> 00:09:08.458 ...but you've gotta kind of like move them around, get them in the right and see... 00:09:08.500 --> 00:09:12.458 ...and then as they fall, you start to see where you need more color and you move them around... 00:09:12.500 --> 00:09:16.417 ...and slowly they settle and you just, ah they settle and then you're done. 00:09:16.458 --> 00:09:18.041 So you'll be like, "Tim, what are you doing with that green dot?" 00:09:18.083 --> 00:09:20.667 It's like, "I can't tell you." 00:09:20.708 --> 00:09:24.083 You'll be like, "Okay, that dot, can we just nail that down, can we just say where that's gonna be?" 00:09:24.125 --> 00:09:25.041 And I'm like, "No." 00:09:25.083 --> 00:09:28.291 "So let's just say where all the red dots are gonna be, okay, can you just nail all the red dots down?" 00:09:28.333 --> 00:09:29.375 I'm like, "No!" 00:09:29.417 --> 00:09:33.667 "How about if we just start on this edge and we just take all the dots, like this and just nail those dots?" 00:09:33.708 --> 00:09:34.917 Like, "No!" 00:09:34.959 --> 00:09:38.583 Yeah, the games industry as a whole, I think, is in a really weird spot... 00:09:38.625 --> 00:09:44.125 ...where it's like we're like the film industry used to be way back in the day... 00:09:44.166 --> 00:09:49.041 ...where the publishers are running mostly everything-- is kind of how it was for a long time... 00:09:49.083 --> 00:09:54.959 ...and it's only now that people are starting to like, seek out the creators of the games that-- 00:09:55.000 --> 00:09:59.625 People who are making the game and try to actually support those people and lift them up a bit. 00:09:59.667 --> 00:10:03.875 Because Tim Schafer has consistently put out quality games. 00:10:03.917 --> 00:10:08.166 Games that have very large and dedicated followings. 00:10:08.208 --> 00:10:11.917 People would probably pay him just to spit on their screen. 00:10:11.959 --> 00:10:16.417 And we do appreciate that, we show our appreciation by doing what we've done... 00:10:16.458 --> 00:10:20.834 ...by giving them the funding for this game in eight hours. 00:10:20.875 --> 00:10:25.166 The whole, like past month has been a complete blur, it's gone so quick. 00:10:25.208 --> 00:10:31.000 But yeah, we were in Vegas for D.I.C.E. the day that we launched. 00:10:31.041 --> 00:10:34.208 And we had had a hard month, because we'd had a game cancelled. 00:10:34.250 --> 00:10:35.750 The whole team were trying to figure out... 00:10:35.792 --> 00:10:39.041 ...whether we could swing having this team stay on... 00:10:39.083 --> 00:10:42.333 ...or do we have to let go of 12 people to keep the company afloat. 00:10:42.375 --> 00:10:45.000 We've never laid off anyone for money before, 00:10:45.041 --> 00:10:48.625 so we were, um, and even besides the financial concerns, 00:10:48.667 --> 00:10:52.083 it's just such a--it doesn't feel like you're winning when you have a game cancelled. 00:10:52.125 --> 00:10:56.083 You feel like a big--you know, you've lost. 00:10:56.125 --> 00:10:58.959 I'm about to launch our first Kickstarter project. 00:10:59.000 --> 00:11:02.125 It kind of just all came together right when we were out there, 00:11:02.166 --> 00:11:03.333 and we had a bit of time before a meeting, 00:11:03.375 --> 00:11:05.000 and we were like, "We could launch this today." 00:11:05.041 --> 00:11:09.583 And I did have to like decide when we launched our Kickstarter that for time, 00:11:09.625 --> 00:11:12.208 we were like, "I guess $200,000, we can make something for $200,000," 00:11:12.250 --> 00:11:16.500 and I had to accept that I might only get $200,000, right? 00:11:16.542 --> 00:11:20.041 And then I was nervous about it so I upped it to three, right? 00:11:20.083 --> 00:11:23.500 And so it was like, yeah, we can make something for $300,000, 00:11:23.542 --> 00:11:26.041 'cause we could, 'cause that's what--you know, we've been talking about iPhone games recently, 00:11:26.083 --> 00:11:29.000 and that's like, three people for six months or something like that. 00:11:29.041 --> 00:11:30.166 Yeah, we can make something with three people for six months. 00:11:30.208 --> 00:11:33.583 It would look like a flash game or it would look like an iPhone game, 00:11:33.625 --> 00:11:37.041 but it would technically be a game... 00:11:37.083 --> 00:11:39.000 by all scientific definitions. 00:11:39.041 --> 00:11:43.041 Ah, nervous! 00:11:43.083 --> 00:11:47.208 Launch. 00:11:47.250 --> 00:11:48.917 Review, I have to review it. 00:11:48.959 --> 00:11:51.875 Oh man, that was...such a letdown. 00:11:51.917 --> 00:11:53.166 Okay. 00:11:53.208 --> 00:11:54.917 No, that's just a bunch of fine print. 00:11:54.959 --> 00:11:57.708 Just a--I never read these things anyway. 00:11:57.750 --> 00:11:59.458 -Should I do it? -Yeah, do it. 00:11:59.500 --> 00:12:01.750 It couldn't hurt, right? 00:12:01.792 --> 00:12:06.792 It could, but we're not gonna let it. 00:12:06.834 --> 00:12:11.000 And I remember like, as soon as we hit it up and we refreshed, it was like at $30. 00:12:11.041 --> 00:12:13.041 We were like, "Holy crap, there's already $30." 00:12:13.083 --> 00:12:17.959 You think I'm gonna look at how much, uh-- I don't care about money, I'm not gonna look. 00:12:18.000 --> 00:12:21.166 Let me look for just one second. 00:12:21.208 --> 00:12:22.100 What are we at? 00:12:22.104 --> 00:12:25.417 Okay so we posted this, what, two hours ago, right? 00:12:25.458 --> 00:12:29.041 Two hours ago--we launched our Kickstarter project two hours ago. 00:12:29.083 --> 00:12:33.000 Hundred and six thousand dollars and fifty-six-- 00:12:33.041 --> 00:12:34.959 hundred and six. 00:12:35.000 --> 00:12:36.291 I can't even count, it's so high. 00:12:36.333 --> 00:12:38.125 It's such a high number, that's crazy. 00:12:38.166 --> 00:12:40.208 It's too much money. 00:12:40.250 --> 00:12:43.917 Yeah, so when we hit a million, that was definitely like... 00:12:43.959 --> 00:12:46.667 ...that was a day after, one day after we launched, right? 00:12:46.708 --> 00:12:47.750 What are we at? 00:12:47.792 --> 00:12:50.291 I want to just say I love you guys and not for the money. 00:12:50.333 --> 00:12:52.917 Nine, nine, nine, seventy-three-- 00:12:52.959 --> 00:12:53.959 Three! 00:12:54.000 --> 00:12:56.792 Oh my God, they're counting down to a refresh. 00:12:56.834 --> 00:12:58.083 F5! 00:12:58.125 --> 00:12:59.917 Two! 00:13:04.208 --> 00:13:06.125 -It's exciting, isn't it? -Oh my God, it's so exciting! 00:13:06.166 --> 00:13:07.875 What's the number? 00:13:07.917 --> 00:13:09.083 Refresh! 00:13:09.125 --> 00:13:10.875 Refresh! 00:13:10.917 --> 00:13:12.083 Refresh! 00:13:12.125 --> 00:13:14.166 Internet has crashed. 00:13:14.208 --> 00:13:16.208 No! 00:13:16.250 --> 00:13:17.959 Internet has crashed. 00:13:18.000 --> 00:13:21.834 -What? -No! 00:13:21.875 --> 00:13:23.125 Where's my phone? 00:13:23.166 --> 00:13:24.959 The internet's crashed. 00:13:31.125 --> 00:13:33.500 -I think they all died. -They're dying! 00:13:36.333 --> 00:13:37.333 Are you guys okay? 00:13:37.375 --> 00:13:40.041 What happened? 00:13:40.083 --> 00:13:41.291 Oh, they're being crushed, it's horrible. 00:13:41.333 --> 00:13:43.166 Oh no! 00:13:43.208 --> 00:13:46.875 No! 00:13:46.917 --> 00:13:51.291 What happened? 00:13:51.333 --> 00:13:53.208 -It's a million dollars. -Is it? 00:13:53.250 --> 00:13:55.208 That's what a million dollars sounds like. 00:13:55.250 --> 00:13:56.834 What do you mean it crashed? 00:13:56.875 --> 00:13:58.041 It crashed. 00:13:58.083 --> 00:14:00.333 Kickstarter crashed. 00:14:00.375 --> 00:14:02.000 Kickstarter crashed. 00:14:02.041 --> 00:14:04.917 Kickstarter crashed, yeah! 00:14:04.959 --> 00:14:06.333 No! 00:14:10.834 --> 00:14:12.625 Yeah! 00:14:14.083 --> 00:14:15.083 Wait, wait. 00:14:15.125 --> 00:14:22.000 Yeah, that was definitely one of the high points where it was like, "Holy crap, this is a huge thing." 00:14:22.041 --> 00:14:23.208 A million in 24 hours! 00:14:23.250 --> 00:14:28.000 Tim Schafer, you just made a million dollars in 24 hours, what are you doing? 00:14:27.104 --> 00:14:29.959 I gotta make a game. 00:14:30.000 --> 00:14:34.500 Over the last few days, Tim Schafer from Double Fine took to crowd funding site Kickstarter... 00:14:34.542 --> 00:14:35.542 ...to fund his next game. 00:14:35.583 --> 00:14:37.875 It feels like a happening, you know what I mean? 00:14:37.917 --> 00:14:39.041 Like, it feels like an event. 00:14:39.083 --> 00:14:41.458 They're raising money at a clip of a thousand dollars per minute. 00:14:41.500 --> 00:14:42.500 It's incredible. 00:14:42.542 --> 00:14:45.792 One question that is on everybody's mind: you get the million dollars. 00:14:45.834 --> 00:14:48.291 Did you immediately withdraw it all, put it into a vault, 00:14:48.333 --> 00:14:51.291 and then dive into it like Scrooge McDuck style? 00:14:51.333 --> 00:14:54.708 Then during Kickstarter, really like it made it an-- I don't know what it was, 00:14:54.750 --> 00:14:58.041 but it made everyone just take that big basket of money... 00:14:58.083 --> 00:15:00.667 ...and shake it out over our heads. 00:15:00.708 --> 00:15:02.708 It really was like the end of "It's a Wonderful Life." 00:15:09.500 --> 00:15:11.500 Okay. 00:15:23.117 --> 00:15:25.959 So excited! 00:15:28.041 --> 00:15:29.083 Thumbs up! 00:15:29.125 --> 00:15:33.166 Thumbs up, yes. 00:15:33.208 --> 00:15:34.104 That was pretty amazing. 00:15:34.108 --> 00:15:36.375 It was amazing. 00:15:36.417 --> 00:15:40.875 I told you adventure games are not dead! 00:15:40.917 --> 00:15:43.333 The thing that I noticed was that it was just such a morale booster, 00:15:43.375 --> 00:15:47.542 the whole team, and I think it just felt like a lot of good will and love... 00:15:47.583 --> 00:15:50.291 ...coming towards the company, and everyone got super excited about it, 00:15:50.333 --> 00:15:53.000 and 'cause it was like this feeling of like, we knew those people were out there, 00:15:53.041 --> 00:15:56.000 we knew they were, but--'cause sometimes they don't show up when you make a game. 00:15:56.041 --> 00:15:58.125 You make a game, you release it, and you're like... 00:15:58.166 --> 00:15:59.375 ...thought it was gonna sell a lot and it didn't, 00:15:59.417 --> 00:16:03.959 you're like, "Where are all those people that it feels like there's all this good will out there?" 00:16:04.000 --> 00:16:05.250 If it hits two million-- 00:16:05.291 --> 00:16:08.083 -One of us has to shave. -Jeff's shaving. 00:16:08.125 --> 00:16:11.708 Lee has to shave my scrotum if it gets to two million. 00:16:13.917 --> 00:16:16.792 Only if Jeff agrees to do it on camera. 00:16:16.834 --> 00:16:19.250 -Congratulations. -You went there. 00:16:19.291 --> 00:16:22.375 It had been a long time since we'd had an experience where we felt like we were the winners. 00:16:22.417 --> 00:16:27.417 We were at D.I.C.E. and I was walking through D.I.C.E. feeling like a winner, 00:16:27.458 --> 00:16:30.083 which is really kind of like-- not that I feel like a loser, 00:16:30.125 --> 00:16:32.291 but usually you feel like the, um... 00:16:32.333 --> 00:16:36.000 ...alternative to money. 00:16:37.333 --> 00:16:39.083 Tim's First Day Back at the Office 00:16:38.112 --> 00:16:41.375 I hear them, I hear them. 00:16:41.417 --> 00:16:44.166 Still here, still here. 00:16:44.208 --> 00:16:47.166 I mean, I'm proud of all of our games and I wouldn't switch 'em... 00:16:47.208 --> 00:16:49.917 ...with anyone else's games, but usually walking at a convention like that, 00:16:49.959 --> 00:16:53.125 you're talking to the people who made Uncharted, and they're really nice, 00:16:53.166 --> 00:16:56.500 and you're like, "Congratulations on that game, did really well for you." 00:16:56.542 --> 00:17:02.166 And like, you don't often feel like-- you feel like they're the family member... 00:17:02.208 --> 00:17:04.959 ...who's like still living at home, like, yeah, 00:17:05.000 --> 00:17:07.959 and they're all really nice to us, but, you know, we haven't-- 00:17:08.000 --> 00:17:09.104 it's different when you make a bunch of money. 00:17:09.108 --> 00:17:12.875 And we raised $1.7 million on Kickstarter. 00:17:16.041 --> 00:17:18.250 -That auto-refresh thing? -Yes. 00:17:18.291 --> 00:17:21.792 We were in the hotel room and I was listening on Skype on the iPad, 00:17:21.834 --> 00:17:24.417 Just hear this room like: 00:17:24.458 --> 00:17:27.917 Then all of a sudden: 00:17:27.959 --> 00:17:30.333 Distortion sound as everyone lost their shit. 00:17:30.375 --> 00:17:35.125 And right now, we're almost $2.5 million, and we have six more days to go. 00:17:35.166 --> 00:17:38.208 Everything moved really quickly, and I actually didn't really have a chance... 00:17:38.250 --> 00:17:43.792 ...to like let everything sit in until yesterday, when it finished, and I was like... 00:17:43.834 --> 00:17:48.625 ...finally, it like hit me, and I was like, "Holy crap, we did something really crazy here." 00:17:50.834 --> 00:17:52.166 Two minutes! 00:17:52.208 --> 00:17:53.792 Two minutes! 00:17:55.959 --> 00:17:58.375 Nine thousand viewers. 00:17:58.417 --> 00:18:01.000 So like we cleared in advance, I'm gonna shake this up... 00:18:01.041 --> 00:18:05.708 ...and I'm gonna spray it all over your head. 00:18:05.750 --> 00:18:07.166 Why is that... 00:18:07.208 --> 00:18:09.959 Ron--my God, that's terrible for your teeth! 00:18:10.000 --> 00:18:11.375 Two minutes! 00:18:11.417 --> 00:18:14.417 Two minutes. 00:18:14.458 --> 00:18:15.500 Oh, jeez. 00:18:15.542 --> 00:18:17.166 That was premature! 00:18:17.208 --> 00:18:18.834 Premature! 00:18:18.875 --> 00:18:20.125 Premature! 00:18:20.166 --> 00:18:24.708 There's still a part of my skeptical, pessimistic brain that says, 00:18:24.750 --> 00:18:26.417 "Well, you could never do this again," 00:18:26.458 --> 00:18:31.166 that this was really kind of this one-time perfect storm thing. 00:18:31.208 --> 00:18:33.500 But I don't know, I mean, maybe not. 00:18:46.208 --> 00:18:47.208 Done! 00:18:47.250 --> 00:18:49.083 Yeah! 00:18:56.112 --> 00:19:00.166 I've been so happy about that, ever since Kickstarter started, 00:19:00.208 --> 00:19:02.417 just thinking about how I still have to answer to people, 00:19:02.458 --> 00:19:04.291 like people who funded the game, you know, 00:19:04.333 --> 00:19:06.917 but they're exactly the people I want to answer to. 00:19:06.959 --> 00:19:10.083 Those are the people I'm makin' the dots for, right, and all those things, like-- 00:19:10.125 --> 00:19:13.875 and so, it's like... 00:19:13.917 --> 00:19:17.667 it's just a really liberating and freeing thing to just think that I'm just gonna have to worry... 00:19:17.708 --> 00:19:20.083 ...about how good the game is and almost nothing else. 00:19:28.104 --> 00:19:30.041 Love you guys. 00:19:30.083 --> 00:19:31.041 It has been an amazing experience. 00:19:31.083 --> 00:19:33.083 So much love. 00:19:33.125 --> 00:19:35.917 We know that it's not all about us and Double Fine, 00:19:35.959 --> 00:19:40.083 but about you, the fans, and what you guys want to say and do with your money... 00:19:40.125 --> 00:19:43.125 ...and choose to do and make things happen for yourself. 00:19:43.166 --> 00:19:47.041 I mean, I don't want to make a huge speech here, 'cause I'll get all choked up. 00:19:47.083 --> 00:19:48.083 Too late. 00:19:48.125 --> 00:19:49.458 Too late. 00:19:49.500 --> 00:19:53.000 But I just--I don't want to say this is the end of the, you know, 00:19:53.041 --> 00:19:55.041 the old games industry as we know it. 00:19:55.083 --> 00:19:58.125 It's not, it's not. 00:19:58.166 --> 00:20:02.875 And it's not--and it's not like a total replacement of all publishers and publishing games. 00:20:02.917 --> 00:20:06.959 There's still gonna be--there still might be a few games made by publishers after today. 00:20:07.000 --> 00:20:08.250 Just a couple games. 00:20:08.291 --> 00:20:12.041 But it does mean if you've ever been told that you're part of a niche market, 00:20:12.083 --> 00:20:16.125 if you've ever, like, when you were a kid and you had your favorite TV show cancelled, 00:20:16.166 --> 00:20:19.208 or you hear about your favorite band being dropped by their label for not selling enough, 00:20:19.250 --> 00:20:22.000 and you've just been like, "Why does a big company get to choose... 00:20:22.041 --> 00:20:24.834 ...what music I listen to, or what movies I watch, or what TV shows I watch, 00:20:24.875 --> 00:20:29.125 or what game I get to play," now you know that they can't do that anymore. 00:20:29.166 --> 00:20:30.166 You can choose. 00:20:30.208 --> 00:20:32.250 So thanks everybody, very much. 00:20:36.375 --> 00:20:39.166 Thank you to the team, everybody! 00:20:41.667 --> 00:20:46.166 Thanks my parents for backing the project, and everyone else's parents who backed the project. 00:20:46.208 --> 00:20:48.166 Does anyone else want to thank anybody? 00:20:48.208 --> 00:20:49.458 Thank you! 00:20:49.500 --> 00:20:50.875 Thank you! 00:20:50.917 --> 00:20:52.208 Thank you. 00:20:52.250 --> 00:20:55.542 Thanks everyone, and now we dance. 00:20:55.583 --> 00:20:57.375 Everyone! 00:21:00.104 --> 00:21:02.417 Ron's dancing! 00:21:27.750 --> 00:21:30.834 Special thanks to our backers. 00:21:30.875 --> 00:21:33.750 We couldn't have done it without you!