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DFA Episode One // A Perfect Storm for Adventure

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    Warning: This episode may contain language unsuitable
    for young children or your workplace.
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    Or we could do the black thing, and we could--,
    and we could be like--
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    There is that black--yeah.
    -Yeah, the black thing.
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    I'm just--I need to get accustomed
    to money being around.
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    That's the thing, I just--this is part of the physical therapy
    of getting me used to actually not being afraid of money.
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    Richard Branson went through the same thing.
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    You guys, what is this stuff, it's all over me.
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    -Beautiful.
    -I can't apply money to myself.
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    -Oh, my God, there's a lot.
    -I can't self-terminate.
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    -Here, help me apply money.
    -I can't self-monetize.
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    2 Player Productions Presents
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    So this is a more recent
    point-and-click adventure game.
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    I have to show you someone else's
    'cause I haven't made one in a long time...
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    ...I used to make them back in the '90s.
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    This is Machinarium.
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    You play this little robot and you click around.
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    In these kind of games you walk the character around
    by clicking on the ground somewhere.
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    You can pull on this handle here and I can make
    this mine cart come through the room.
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    -I'm sorry, what's that?
    -I pulled on this handle.
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    Oh, that's right, this doesn't work until I do this.
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    That's what a lot of adventure game playing is like, you're
    like, "Oh this doesn't--why doesn't this work?"
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    "Oh, I need this gear first, I need to get the gear on the
    sprocket."
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    And so they move at a slower pace.
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    And some people really like that but it also means they're
    not exactly as attention-getting and as visceral...
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    ...and maybe as a big blockbuster action game.
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    And that led us to this point now where it's really hard to
    get one of these games made these days...
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    ...or at least get funding for it from a publisher.
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    But before getting into all that, what put you on the map,
    like just describe the game...
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    ...that got you into game famous?
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    Game famous.
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    You know, each game we made in the '90s,
    we got a little more recognition for it...
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    ...and we were always pretty savvy about getting
    our names on the box, sort of like "Hey--"
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    You know, you had to kind of act like
    you're famous before you're famous.
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    That sounds funny, I learned that from an interview
    with David Lee Roth about Van Halen.
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    They're like, "We always acted like we were hot shit,"
    and so people treated us that way.
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    Ladies and gentlemen, founder of Double Fine
    Productions, and our good friend, Tim Schafer.
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    I think, like many of you, I've known what I wanted
    to do since I was a very young child.
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    I remember the day I turned to my mother
    and I said, "Mom, I want to win awards."
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    And she said, "Son, sports trophies mean a lot
    of running around and the Nobel Peace Prize,
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    you have to support world peace
    and even, like, Best Actor at the Oscars...
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    ...means a rudimentary attendance
    to your physical appearance."
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    I said, "Mom, isn't there an award
    I can win while leading a sedentary lifestyle...
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    ...and glorifying violence and letting my
    personal appearance go to hell?"
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    She said, "Yes, my son, there is,"
    and that's why we are here tonight.
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    We had a big hit, Full Throttle, it was called
    Full Throttle and it sold a million copies...
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    ...and that was really big
    for those PC graphic adventures.
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    And then I made a game called Grim Fandango
    and that won Game of the Year with GameSpot,
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    that was the big thing that helped a lot.
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    Grim Fandango is set in
    the land of the dead, yeah, so.
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    And it sold about half a million units and it was seen
    as not being commercially successful...
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    ...and it was one of the reasons
    that adventure games died.
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    And I heard a friend of mine, who worked
    in another game company saying,
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    "We tried to get an adventure game made,"
    and they said, "Well look, Grim Fandango...
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    ...didn't do that well, so obviously, and it was a good game
    and it won Game of the Year...
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    ...and if Game of the Year can't sell as many copies
    as it needs to then maybe that genre is dead."
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    So I feel some responsibility.
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    To make a good game and make it do well.
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    He's been excited about it, I mean he's wanted
    to return to adventure games for a while...
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    ...and it's just been a matter of not knowing
    how to make that happen.
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    Fans are always saying they want one, but a publisher
    would say, "We can't make money doing those."
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    So, something like Kickstarter shows up, which is this
    crowd sourcing website where everybody can...
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    ...back a project--you pitch your project and you get
    backers and then if you meet your goals...
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    ...you get the money and you build your project.
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    Doing an adventure game is interesting
    'cause it's the only way you could do that:
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    letting the fans like, kind of put
    their money where their mouth is.
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    Is that--did I get the backwards, yeah.
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    No, you're right, yeah, some loudmouth fan, "I don't want
    to buy Trenched, but what about an adventure game?"
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    Exactly.
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    So explain your Kickstarter campaign,
    what have you just done?
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    Yeah, what have we done?
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    Oh, sorry, I didn't see you there.
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    You caught me indulging in one
    of my many impressive hobbies.
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    I'm Tim Schafer.
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    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...
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    ...one of these adventure games that most
    publishers don't want to fund these days?
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    One of my favorite types of games
    to make is adventure games.
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    But these days it seems like adventure games
    are almost a bit of a lost art form.
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    They exist in our dreams and our memories
    and in Germany.
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    Maybe that would get people excited about
    getting a chance to do something...
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    ...that couldn't be funded any other way.
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    It's perfect, we got the perfect team
    here at Double Fine to make it.
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    We got the inventor of the genre here, Ron Gilbert--
    oh look, there he is right now!
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    Maybe he'll help us.
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    He'll help us.
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    We've always talked about wanting to do,
    you know, more classic adventure stuff.
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    And so doing the Kickstarter thing, it's like, yeah I mean
    that sounds really like an interesting idea.
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    I think we were both very skeptical
    about the amount of money.
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    So, we're asking for this much to make the game
    and this much to film it.
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    And that may seem like a lot of money,
    but it's really not that much...
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    ...for a game budget these days,
    it's pretty small actually.
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    And I just never thought you could get the kind of money
    that would actually pay for a whole game budget.
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    Hello, potential backers!
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    I'm gonna do all three options, thank you for donating well
    over the amount we asked for, that's so great!
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    We have too much money now.
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    Damn you, why haven't anyone given us any money?
    I'm so sad.
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    That doesn't seem believable.
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    -We don't need that one anyway.
    -Yeah, we're not gonna use that one.
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    Or just moderately--hello, thank you for dedicating
    the appropriate amount of...
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    'Cause the previous projects in Kickstarter had only
    been--I don't know what the max was before then...
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    ...but it looked like they were like 40 grand, I mean,
    we were used to making projects that were like...
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    ...Brütal, like $20 million,
    and these smaller games were like $2 million.
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    It's like, no way you can get $2 million
    from Kickstarter, could you?
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    First 8 Hours
    of the Kickstarter Campaign
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    They've got these groups that are scattered
    across the country and the world of people...
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    ...who want a certain thing and what publishers wouldn't
    put that on paper, like "How many of them are there?
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    Okay, if we make a game for x-million dollars,
    can we make x--30 times that?"
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    No, because there's only these few people.
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    I hope this works out because it is kind of--that if enough
    people got together they could actually make a game...
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    ...like this happen, and game that we haven't
    really been able to make happen...
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    ...for business reasons for like many, many years.
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    Because of current market--
    what was the phrase I was using?
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    Market conditions?
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    Current market realities,
    when they cancelled adventure games.
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    Or we'll just prove all those publishers right.
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    Or we'll just prove them all right.
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    Since founding Double Fine Productions in 2000, Tim
    Schafer has enjoyed critical acclaims for his games...
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    ...but only modest commercial success.
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    His conflicts with publishers over games such as
    Psychonauts and Brütal Legend are well known...
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    ...within the videogames industry.
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    Hi.
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    No, I mean nothing I had done before prepared me
    for what it's like to work for publishers.
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    When you're working with a publisher, a lot of times
    they get involved with design decisions...
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    ...and you have to make compromises.
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    You have publishers out there, from the outside
    kind of poking in and making you do things.
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    You know, that's where, I think,
    things can kind of come off the rails.
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    And the way it felt, I don't know if this makes any sense,
    but in my head,
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    like the creative process of making a game...
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    ...was like, you're looking at this field of floating
    multicolored dots that are drifting slowly to the ground.
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    And eventually when they hit the ground,
    they're going to make like a painting on the floor...
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    ...but you've gotta kind of like move them around,
    get them in the right and see...
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    ...and then as they fall, you start to see where you need
    more color and you move them around...
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    ...and slowly they settle and you just,
    ah they settle and then you're done.
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    So you'll be like, "Tim, what are you doing
    with that green dot?"
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    It's like, "I can't tell you."
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    You'll be like, "Okay, that dot, can we just nail that down,
    can we just say where that's gonna be?"
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    And I'm like, "No."
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    "So let's just say where all the red dots are gonna be,
    okay, can you just nail all the red dots down?"
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    I'm like, "No!"
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    "How about if we just start on this edge and we just take
    all the dots, like this and just nail those dots?"
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    Like, "No!"
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    Yeah, the games industry as a whole,
    I think, is in a really weird spot...
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    ...where it's like we're like the film industry
    used to be way back in the day...
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    ...where the publishers are running mostly everything--
    is kind of how it was for a long time...
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    ...and it's only now that people are starting to like,
    seek out the creators of the games that--
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    People who are making the game and try to actually
    support those people and lift them up a bit.
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    Because Tim Schafer has consistently
    put out quality games.
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    Games that have very large
    and dedicated followings.
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    People would probably pay him
    just to spit on their screen.
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    And we do appreciate that, we show our appreciation
    by doing what we've done...
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    ...by giving them the funding
    for this game in eight hours.
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    The whole, like past month has been a complete blur,
    it's gone so quick.
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    But yeah, we were in Vegas for D.I.C.E.
    the day that we launched.
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    And we had had a hard month,
    because we'd had a game cancelled.
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    The whole team were trying to figure out...
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    ...whether we could swing having this team stay on...
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    ...or do we have to let go of 12 people
    to keep the company afloat.
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    We've never laid off anyone for money before,
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    so we were, um, and even
    besides the financial concerns,
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    it's just such a--it doesn't feel like you're winning
    when you have a game cancelled.
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    You feel like a big--you know, you've lost.
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    I'm about to launch our first Kickstarter project.
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    It kind of just all came together
    right when we were out there,
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    and we had a bit of time before a meeting,
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    and we were like, "We could launch this today."
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    And I did have to like decide when
    we launched our Kickstarter that for time,
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    we were like, "I guess $200,000,
    we can make something for $200,000,"
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    and I had to accept that I might
    only get $200,000, right?
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    And then I was nervous about it
    so I upped it to three, right?
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    And so it was like, yeah,
    we can make something for $300,000,
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    'cause we could, 'cause that's what--you know,
    we've been talking about iPhone games recently,
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    and that's like, three people for six months
    or something like that.
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    Yeah, we can make something
    with three people for six months.
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    It would look like a flash game or it would look like an
    iPhone game,
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    but it would technically be a game...
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    by all scientific definitions.
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    Ah, nervous!
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    Launch.
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    Review, I have to review it.
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    Oh man, that was...such a letdown.
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    Okay.
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    No, that's just a bunch of fine print.
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    Just a--I never read these things anyway.
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    -Should I do it?
    -Yeah, do it.
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    It couldn't hurt, right?
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    It could, but we're not gonna let it.
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    And I remember like, as soon as we hit it up
    and we refreshed, it was like at $30.
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    We were like, "Holy crap, there's already $30."
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    You think I'm gonna look at how much, uh--
    I don't care about money, I'm not gonna look.
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    Let me look for just one second.
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    What are we at?
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    Okay so we posted this, what, two hours ago, right?
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    Two hours ago--we launched
    our Kickstarter project two hours ago.
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    Hundred and six thousand dollars and fifty-six--
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    hundred and six.
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    I can't even count, it's so high.
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    It's such a high number, that's crazy.
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    It's too much money.
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    Yeah, so when we hit a million,
    that was definitely like...
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    ...that was a day after,
    one day after we launched, right?
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    What are we at?
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    I want to just say I love you guys
    and not for the money.
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    Nine, nine, nine, seventy-three--
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    Three!
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    Oh my God, they're counting down
    to a refresh.
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    F5!
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    Two!
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    -It's exciting, isn't it?
    -Oh my God, it's so exciting!
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    What's the number?
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    Refresh!
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    Refresh!
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    Refresh!
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    Internet has crashed.
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    No!
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    Internet has crashed.
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    -What?
    -No!
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    Where's my phone?
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    The internet's crashed.
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    -I think they all died.
    -They're dying!
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    Are you guys okay?
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    What happened?
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    Oh, they're being crushed,
    it's horrible.
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    Oh no!
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    No!
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    What happened?
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    -It's a million dollars.
    -Is it?
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    That's what a million dollars sounds like.
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    What do you mean it crashed?
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    It crashed.
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    Kickstarter crashed.
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    Kickstarter crashed.
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    Kickstarter crashed, yeah!
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    No!
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    Yeah!
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    Wait, wait.
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    Yeah, that was definitely one of the high points
    where it was like, "Holy crap, this is a huge thing."
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    A million in 24 hours!
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    Tim Schafer, you just made a million dollars
    in 24 hours, what are you doing?
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    I gotta make a game.
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    Over the last few days, Tim Schafer from Double Fine
    took to crowd funding site Kickstarter...
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    ...to fund his next game.
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    It feels like a happening, you know what I mean?
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    Like, it feels like an event.
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    They're raising money at a clip
    of a thousand dollars per minute.
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    It's incredible.
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    One question that is on everybody's mind:
    you get the million dollars.
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    Did you immediately withdraw it all,
    put it into a vault,
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    and then dive into it like Scrooge McDuck style?
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    Then during Kickstarter, really like it made it an--
    I don't know what it was,
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    but it made everyone just take
    that big basket of money...
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    ...and shake it out over our heads.
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    It really was like the end of "It's a Wonderful Life."
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    Okay.
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    So excited!
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    Thumbs up!
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    Thumbs up, yes.
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    That was pretty amazing.
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    It was amazing.
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    I told you adventure games
    are not dead!
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    The thing that I noticed was that
    it was just such a morale booster,
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    the whole team, and I think it just
    felt like a lot of good will and love...
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    ...coming towards the company,
    and everyone got super excited about it,
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    and 'cause it was like this feeling
    of like, we knew those people were out there,
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    we knew they were, but--'cause sometimes
    they don't show up when you make a game.
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    You make a game, you release it,
    and you're like...
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    ...thought it was gonna sell a lot
    and it didn't,
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    you're like, "Where are all those people
    that it feels like there's all this good will out there?"
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    If it hits two million--
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    -One of us has to shave.
    -Jeff's shaving.
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    Lee has to shave my scrotum
    if it gets to two million.
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    Only if Jeff agrees to do it on camera.
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    -Congratulations.
    -You went there.
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    It had been a long time since we'd had an experience
    where we felt like we were the winners.
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    We were at D.I.C.E. and I was walking through D.I.C.E.
    feeling like a winner,
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    which is really kind of like--
    not that I feel like a loser,
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    but usually you feel like the, um...
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    ...alternative to money.
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    Tim's First Day Back
    at the Office
  • 16:38 - 16:41
    I hear them,
    I hear them.
  • 16:41 - 16:44
    Still here,
    still here.
  • 16:44 - 16:47
    I mean, I'm proud of all of our games
    and I wouldn't switch 'em...
  • 16:47 - 16:50
    ...with anyone else's games,
    but usually walking at a convention like that,
  • 16:50 - 16:53
    you're talking to the people who made Uncharted,
    and they're really nice,
  • 16:53 - 16:56
    and you're like, "Congratulations on that game,
    did really well for you."
  • 16:57 - 17:02
    And like, you don't often feel like--
    you feel like they're the family member...
  • 17:02 - 17:05
    ...who's like still living at home,
    like, yeah,
  • 17:05 - 17:08
    and they're all really nice to us, but, you know,
    we haven't--
  • 17:08 - 17:09
    it's different when you make
    a bunch of money.
  • 17:09 - 17:13
    And we raised $1.7 million
    on Kickstarter.
  • 17:16 - 17:18
    -That auto-refresh thing?
    -Yes.
  • 17:18 - 17:22
    We were in the hotel room and I was listening
    on Skype on the iPad,
  • 17:22 - 17:24
    Just hear this room like:
  • 17:24 - 17:28
    Then all of a sudden:
  • 17:28 - 17:30
    Distortion sound as everyone lost their shit.
  • 17:30 - 17:35
    And right now, we're almost $2.5 million,
    and we have six more days to go.
  • 17:35 - 17:38
    Everything moved really quickly,
    and I actually didn't really have a chance...
  • 17:38 - 17:44
    ...to like let everything sit in until yesterday,
    when it finished, and I was like...
  • 17:44 - 17:49
    ...finally, it like hit me, and I was like,
    "Holy crap, we did something really crazy here."
  • 17:51 - 17:52
    Two minutes!
  • 17:52 - 17:54
    Two minutes!
  • 17:56 - 17:58
    Nine thousand viewers.
  • 17:58 - 18:01
    So like we cleared in advance,
    I'm gonna shake this up...
  • 18:01 - 18:06
    ...and I'm gonna spray it all over your head.
  • 18:06 - 18:07
    Why is that...
  • 18:07 - 18:10
    Ron--my God, that's terrible for your teeth!
  • 18:10 - 18:11
    Two minutes!
  • 18:11 - 18:14
    Two minutes.
  • 18:14 - 18:16
    Oh, jeez.
  • 18:16 - 18:17
    That was premature!
  • 18:17 - 18:19
    Premature!
  • 18:19 - 18:20
    Premature!
  • 18:20 - 18:25
    There's still a part of my skeptical,
    pessimistic brain that says,
  • 18:25 - 18:26
    "Well, you could never do this again,"
  • 18:26 - 18:31
    that this was really kind of this
    one-time perfect storm thing.
  • 18:31 - 18:34
    But I don't know, I mean, maybe not.
  • 18:46 - 18:47
    Done!
  • 18:47 - 18:49
    Yeah!
  • 18:56 - 19:00
    I've been so happy about that,
    ever since Kickstarter started,
  • 19:00 - 19:02
    just thinking about how
    I still have to answer to people,
  • 19:02 - 19:04
    like people who funded the game,
    you know,
  • 19:04 - 19:07
    but they're exactly the people
    I want to answer to.
  • 19:07 - 19:10
    Those are the people I'm makin' the dots for, right,
    and all those things, like--
  • 19:10 - 19:14
    and so, it's like...
  • 19:14 - 19:18
    it's just a really liberating and freeing thing
    to just think that I'm just gonna have to worry...
  • 19:18 - 19:20
    ...about how good the game is
    and almost nothing else.
  • 19:28 - 19:30
    Love you guys.
  • 19:30 - 19:31
    It has been an amazing experience.
  • 19:31 - 19:33
    So much love.
  • 19:33 - 19:36
    We know that it's not all about us
    and Double Fine,
  • 19:36 - 19:40
    but about you, the fans, and what you guys want to say
    and do with your money...
  • 19:40 - 19:43
    ...and choose to do and make things happen
    for yourself.
  • 19:43 - 19:47
    I mean, I don't want to make a huge speech here,
    'cause I'll get all choked up.
  • 19:47 - 19:48
    Too late.
  • 19:48 - 19:49
    Too late.
  • 19:50 - 19:53
    But I just--I don't want to say
    this is the end of the, you know,
  • 19:53 - 19:55
    the old games industry as we know it.
  • 19:55 - 19:58
    It's not, it's not.
  • 19:58 - 20:03
    And it's not--and it's not like a total replacement
    of all publishers and publishing games.
  • 20:03 - 20:07
    There's still gonna be--there still might be
    a few games made by publishers after today.
  • 20:07 - 20:08
    Just a couple games.
  • 20:08 - 20:12
    But it does mean if you've ever been told
    that you're part of a niche market,
  • 20:12 - 20:16
    if you've ever, like, when you were a kid
    and you had your favorite TV show cancelled,
  • 20:16 - 20:19
    or you hear about your favorite band
    being dropped by their label for not selling enough,
  • 20:19 - 20:22
    and you've just been like,
    "Why does a big company get to choose...
  • 20:22 - 20:25
    ...what music I listen to, or what movies
    I watch, or what TV shows I watch,
  • 20:25 - 20:29
    or what game I get to play,"
    now you know that they can't do that anymore.
  • 20:29 - 20:30
    You can choose.
  • 20:30 - 20:32
    So thanks everybody, very much.
  • 20:36 - 20:39
    Thank you to the team,
    everybody!
  • 20:42 - 20:46
    Thanks my parents for backing the project,
    and everyone else's parents who backed the project.
  • 20:46 - 20:48
    Does anyone else want to thank anybody?
  • 20:48 - 20:49
    Thank you!
  • 20:50 - 20:51
    Thank you!
  • 20:51 - 20:52
    Thank you.
  • 20:52 - 20:56
    Thanks everyone,
    and now we dance.
  • 20:56 - 20:57
    Everyone!
  • 21:00 - 21:02
    Ron's dancing!
  • 21:28 - 21:31
    Special thanks to our backers.
  • 21:31 - 21:34
    We couldn't have done it without you!
Title:
DFA Episode One // A Perfect Storm for Adventure
Description:

www.doublefine.com/dfa

Missed the Kickstarter? Didn't have a credit card you say?! Just wanted to be fashionably late?!??!

Come be a part of Double Fine's historic Kickstarter Adventure! The project is now accepting paypal contributions, and for the low low price of $15 you too can get a copy of the game, participate in the exclusive forums, and watch the documentary series!

This first episode of the series is just a taste of what's to come. Watch Tim and the Adventure team create a new game from beginning to end, and come make your voice heard in the backer forums. It's the future of game dev, totally 2.0!

DISCLAIMER: Tim still loves Cookie Monster. He just got excited.

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Video Language:
English
Duration:
23:28
2playerproductions edited English subtitles for DFA Episode One // A Perfect Storm for Adventure
2playerproductions added a translation

English subtitles

Revisions