DFA Episode One // A Perfect Storm for Adventure
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0:00 - 0:05Warning: This episode may contain language unsuitable
for young children or your workplace. -
0:10 - 0:13Or we could do the black thing, and we could--,
and we could be like-- -
0:13 - 0:16There is that black--yeah.
-Yeah, the black thing. -
0:16 - 0:18I'm just--I need to get accustomed
to money being around. -
0:18 - 0:24That's the thing, I just--this is part of the physical therapy
of getting me used to actually not being afraid of money. -
0:24 - 0:26Richard Branson went through the same thing.
-
0:26 - 0:31You guys, what is this stuff, it's all over me.
-
0:31 - 0:32-Beautiful.
-I can't apply money to myself. -
0:33 - 0:35-Oh, my God, there's a lot.
-I can't self-terminate. -
0:35 - 0:39-Here, help me apply money.
-I can't self-monetize. -
0:41 - 0:432 Player Productions Presents
-
1:06 - 1:10So this is a more recent
point-and-click adventure game. -
1:10 - 1:13I have to show you someone else's
'cause I haven't made one in a long time... -
1:13 - 1:15...I used to make them back in the '90s.
-
1:15 - 1:17This is Machinarium.
-
1:17 - 1:19You play this little robot and you click around.
-
1:19 - 1:23In these kind of games you walk the character around
by clicking on the ground somewhere. -
1:23 - 1:27You can pull on this handle here and I can make
this mine cart come through the room. -
1:27 - 1:30-I'm sorry, what's that?
-I pulled on this handle. -
1:30 - 1:33Oh, that's right, this doesn't work until I do this.
-
1:33 - 1:38That's what a lot of adventure game playing is like, you're
like, "Oh this doesn't--why doesn't this work?" -
1:38 - 1:41"Oh, I need this gear first, I need to get the gear on the
sprocket." -
1:41 - 1:43And so they move at a slower pace.
-
1:43 - 1:50And some people really like that but it also means they're
not exactly as attention-getting and as visceral... -
1:50 - 1:53...and maybe as a big blockbuster action game.
-
1:53 - 1:57And that led us to this point now where it's really hard to
get one of these games made these days... -
1:57 - 2:00...or at least get funding for it from a publisher.
-
2:00 - 2:05But before getting into all that, what put you on the map,
like just describe the game... -
2:05 - 2:08...that got you into game famous?
-
2:08 - 2:10Game famous.
-
2:10 - 2:14You know, each game we made in the '90s,
we got a little more recognition for it... -
2:14 - 2:18...and we were always pretty savvy about getting
our names on the box, sort of like "Hey--" -
2:18 - 2:25You know, you had to kind of act like
you're famous before you're famous. -
2:25 - 2:28That sounds funny, I learned that from an interview
with David Lee Roth about Van Halen. -
2:28 - 2:32They're like, "We always acted like we were hot shit,"
and so people treated us that way. -
2:32 - 2:39Ladies and gentlemen, founder of Double Fine
Productions, and our good friend, Tim Schafer. -
2:43 - 2:47I think, like many of you, I've known what I wanted
to do since I was a very young child. -
2:47 - 2:56I remember the day I turned to my mother
and I said, "Mom, I want to win awards." -
2:56 - 3:01And she said, "Son, sports trophies mean a lot
of running around and the Nobel Peace Prize, -
3:01 - 3:06you have to support world peace
and even, like, Best Actor at the Oscars... -
3:06 - 3:10...means a rudimentary attendance
to your physical appearance." -
3:10 - 3:15I said, "Mom, isn't there an award
I can win while leading a sedentary lifestyle... -
3:15 - 3:20...and glorifying violence and letting my
personal appearance go to hell?" -
3:20 - 3:25She said, "Yes, my son, there is,"
and that's why we are here tonight. -
3:27 - 3:31We had a big hit, Full Throttle, it was called
Full Throttle and it sold a million copies... -
3:31 - 3:34...and that was really big
for those PC graphic adventures. -
3:34 - 3:39And then I made a game called Grim Fandango
and that won Game of the Year with GameSpot, -
3:39 - 3:41that was the big thing that helped a lot.
-
3:41 - 3:46Grim Fandango is set in
the land of the dead, yeah, so. -
3:46 - 3:52And it sold about half a million units and it was seen
as not being commercially successful... -
3:52 - 3:54...and it was one of the reasons
that adventure games died. -
3:54 - 3:57And I heard a friend of mine, who worked
in another game company saying, -
3:58 - 4:02"We tried to get an adventure game made,"
and they said, "Well look, Grim Fandango... -
4:02 - 4:06...didn't do that well, so obviously, and it was a good game
and it won Game of the Year... -
4:06 - 4:11...and if Game of the Year can't sell as many copies
as it needs to then maybe that genre is dead." -
4:11 - 4:14So I feel some responsibility.
-
4:14 - 4:18To make a good game and make it do well.
-
4:19 - 4:22He's been excited about it, I mean he's wanted
to return to adventure games for a while... -
4:22 - 4:27...and it's just been a matter of not knowing
how to make that happen. -
4:27 - 4:34Fans are always saying they want one, but a publisher
would say, "We can't make money doing those." -
4:34 - 4:40So, something like Kickstarter shows up, which is this
crowd sourcing website where everybody can... -
4:40 - 4:44...back a project--you pitch your project and you get
backers and then if you meet your goals... -
4:44 - 4:46...you get the money and you build your project.
-
4:46 - 4:50Doing an adventure game is interesting
'cause it's the only way you could do that: -
4:50 - 4:54letting the fans like, kind of put
their money where their mouth is. -
4:54 - 4:56Is that--did I get the backwards, yeah.
-
4:56 - 5:01No, you're right, yeah, some loudmouth fan, "I don't want
to buy Trenched, but what about an adventure game?" -
5:01 - 5:03Exactly.
-
5:03 - 5:06So explain your Kickstarter campaign,
what have you just done? -
5:06 - 5:09Yeah, what have we done?
-
5:09 - 5:12Oh, sorry, I didn't see you there.
-
5:12 - 5:15You caught me indulging in one
of my many impressive hobbies. -
5:15 - 5:16I'm Tim Schafer.
-
5:16 - 5:20And so we put a pitch video up where we said we want to
make a game and the idea was what if we made... -
5:20 - 5:24...one of these adventure games that most
publishers don't want to fund these days? -
5:24 - 5:27One of my favorite types of games
to make is adventure games. -
5:27 - 5:32But these days it seems like adventure games
are almost a bit of a lost art form. -
5:32 - 5:36They exist in our dreams and our memories
and in Germany. -
5:36 - 5:39Maybe that would get people excited about
getting a chance to do something... -
5:39 - 5:41...that couldn't be funded any other way.
-
5:41 - 5:43It's perfect, we got the perfect team
here at Double Fine to make it. -
5:43 - 5:48We got the inventor of the genre here, Ron Gilbert--
oh look, there he is right now! -
5:48 - 5:50Maybe he'll help us.
-
5:52 - 5:53He'll help us.
-
5:53 - 5:59We've always talked about wanting to do,
you know, more classic adventure stuff. -
5:59 - 6:04And so doing the Kickstarter thing, it's like, yeah I mean
that sounds really like an interesting idea. -
6:04 - 6:09I think we were both very skeptical
about the amount of money. -
6:09 - 6:14So, we're asking for this much to make the game
and this much to film it. -
6:14 - 6:16And that may seem like a lot of money,
but it's really not that much... -
6:16 - 6:19...for a game budget these days,
it's pretty small actually. -
6:19 - 6:23And I just never thought you could get the kind of money
that would actually pay for a whole game budget. -
6:23 - 6:25Hello, potential backers!
-
6:25 - 6:30I'm gonna do all three options, thank you for donating well
over the amount we asked for, that's so great! -
6:30 - 6:33We have too much money now.
-
6:33 - 6:38Damn you, why haven't anyone given us any money?
I'm so sad. -
6:38 - 6:40That doesn't seem believable.
-
6:40 - 6:42-We don't need that one anyway.
-Yeah, we're not gonna use that one. -
6:42 - 6:47Or just moderately--hello, thank you for dedicating
the appropriate amount of... -
6:47 - 6:51'Cause the previous projects in Kickstarter had only
been--I don't know what the max was before then... -
6:51 - 6:57...but it looked like they were like 40 grand, I mean,
we were used to making projects that were like... -
6:57 - 7:00...Brütal, like $20 million,
and these smaller games were like $2 million. -
7:00 - 7:03It's like, no way you can get $2 million
from Kickstarter, could you? -
7:07 - 7:11First 8 Hours
of the Kickstarter Campaign -
7:20 - 7:25They've got these groups that are scattered
across the country and the world of people... -
7:25 - 7:32...who want a certain thing and what publishers wouldn't
put that on paper, like "How many of them are there? -
7:32 - 7:36Okay, if we make a game for x-million dollars,
can we make x--30 times that?" -
7:36 - 7:38No, because there's only these few people.
-
7:38 - 7:43I hope this works out because it is kind of--that if enough
people got together they could actually make a game... -
7:43 - 7:46...like this happen, and game that we haven't
really been able to make happen... -
7:46 - 7:51...for business reasons for like many, many years.
-
7:51 - 7:54Because of current market--
what was the phrase I was using? -
7:54 - 7:56Market conditions?
-
7:56 - 8:01Current market realities,
when they cancelled adventure games. -
8:01 - 8:04Or we'll just prove all those publishers right.
-
8:04 - 8:06Or we'll just prove them all right.
-
8:14 - 8:18Since founding Double Fine Productions in 2000, Tim
Schafer has enjoyed critical acclaims for his games... -
8:18 - 8:20...but only modest commercial success.
-
8:20 - 8:24His conflicts with publishers over games such as
Psychonauts and Brütal Legend are well known... -
8:24 - 8:26...within the videogames industry.
-
8:28 - 8:30Hi.
-
8:30 - 8:34No, I mean nothing I had done before prepared me
for what it's like to work for publishers. -
8:34 - 8:40When you're working with a publisher, a lot of times
they get involved with design decisions... -
8:40 - 8:42...and you have to make compromises.
-
8:43 - 8:49You have publishers out there, from the outside
kind of poking in and making you do things. -
8:49 - 8:52You know, that's where, I think,
things can kind of come off the rails. -
8:52 - 8:55And the way it felt, I don't know if this makes any sense,
but in my head, -
8:55 - 8:57like the creative process of making a game...
-
8:57 - 9:02...was like, you're looking at this field of floating
multicolored dots that are drifting slowly to the ground. -
9:02 - 9:06And eventually when they hit the ground,
they're going to make like a painting on the floor... -
9:06 - 9:08...but you've gotta kind of like move them around,
get them in the right and see... -
9:08 - 9:12...and then as they fall, you start to see where you need
more color and you move them around... -
9:12 - 9:16...and slowly they settle and you just,
ah they settle and then you're done. -
9:16 - 9:18So you'll be like, "Tim, what are you doing
with that green dot?" -
9:18 - 9:21It's like, "I can't tell you."
-
9:21 - 9:24You'll be like, "Okay, that dot, can we just nail that down,
can we just say where that's gonna be?" -
9:24 - 9:25And I'm like, "No."
-
9:25 - 9:28"So let's just say where all the red dots are gonna be,
okay, can you just nail all the red dots down?" -
9:28 - 9:29I'm like, "No!"
-
9:29 - 9:34"How about if we just start on this edge and we just take
all the dots, like this and just nail those dots?" -
9:34 - 9:35Like, "No!"
-
9:35 - 9:39Yeah, the games industry as a whole,
I think, is in a really weird spot... -
9:39 - 9:44...where it's like we're like the film industry
used to be way back in the day... -
9:44 - 9:49...where the publishers are running mostly everything--
is kind of how it was for a long time... -
9:49 - 9:55...and it's only now that people are starting to like,
seek out the creators of the games that-- -
9:55 - 10:00People who are making the game and try to actually
support those people and lift them up a bit. -
10:00 - 10:04Because Tim Schafer has consistently
put out quality games. -
10:04 - 10:08Games that have very large
and dedicated followings. -
10:08 - 10:12People would probably pay him
just to spit on their screen. -
10:12 - 10:16And we do appreciate that, we show our appreciation
by doing what we've done... -
10:16 - 10:21...by giving them the funding
for this game in eight hours. -
10:21 - 10:25The whole, like past month has been a complete blur,
it's gone so quick. -
10:25 - 10:31But yeah, we were in Vegas for D.I.C.E.
the day that we launched. -
10:31 - 10:34And we had had a hard month,
because we'd had a game cancelled. -
10:34 - 10:36The whole team were trying to figure out...
-
10:36 - 10:39...whether we could swing having this team stay on...
-
10:39 - 10:42...or do we have to let go of 12 people
to keep the company afloat. -
10:42 - 10:45We've never laid off anyone for money before,
-
10:45 - 10:49so we were, um, and even
besides the financial concerns, -
10:49 - 10:52it's just such a--it doesn't feel like you're winning
when you have a game cancelled. -
10:52 - 10:56You feel like a big--you know, you've lost.
-
10:56 - 10:59I'm about to launch our first Kickstarter project.
-
10:59 - 11:02It kind of just all came together
right when we were out there, -
11:02 - 11:03and we had a bit of time before a meeting,
-
11:03 - 11:05and we were like, "We could launch this today."
-
11:05 - 11:10And I did have to like decide when
we launched our Kickstarter that for time, -
11:10 - 11:12we were like, "I guess $200,000,
we can make something for $200,000," -
11:12 - 11:16and I had to accept that I might
only get $200,000, right? -
11:17 - 11:20And then I was nervous about it
so I upped it to three, right? -
11:20 - 11:24And so it was like, yeah,
we can make something for $300,000, -
11:24 - 11:26'cause we could, 'cause that's what--you know,
we've been talking about iPhone games recently, -
11:26 - 11:29and that's like, three people for six months
or something like that. -
11:29 - 11:30Yeah, we can make something
with three people for six months. -
11:30 - 11:34It would look like a flash game or it would look like an
iPhone game, -
11:34 - 11:37but it would technically be a game...
-
11:37 - 11:39by all scientific definitions.
-
11:39 - 11:43Ah, nervous!
-
11:43 - 11:47Launch.
-
11:47 - 11:49Review, I have to review it.
-
11:49 - 11:52Oh man, that was...such a letdown.
-
11:52 - 11:53Okay.
-
11:53 - 11:55No, that's just a bunch of fine print.
-
11:55 - 11:58Just a--I never read these things anyway.
-
11:58 - 11:59-Should I do it?
-Yeah, do it. -
12:00 - 12:02It couldn't hurt, right?
-
12:02 - 12:07It could, but we're not gonna let it.
-
12:07 - 12:11And I remember like, as soon as we hit it up
and we refreshed, it was like at $30. -
12:11 - 12:13We were like, "Holy crap, there's already $30."
-
12:13 - 12:18You think I'm gonna look at how much, uh--
I don't care about money, I'm not gonna look. -
12:18 - 12:21Let me look for just one second.
-
12:21 - 12:22What are we at?
-
12:22 - 12:25Okay so we posted this, what, two hours ago, right?
-
12:25 - 12:29Two hours ago--we launched
our Kickstarter project two hours ago. -
12:29 - 12:33Hundred and six thousand dollars and fifty-six--
-
12:33 - 12:35hundred and six.
-
12:35 - 12:36I can't even count, it's so high.
-
12:36 - 12:38It's such a high number, that's crazy.
-
12:38 - 12:40It's too much money.
-
12:40 - 12:44Yeah, so when we hit a million,
that was definitely like... -
12:44 - 12:47...that was a day after,
one day after we launched, right? -
12:47 - 12:48What are we at?
-
12:48 - 12:50I want to just say I love you guys
and not for the money. -
12:50 - 12:53Nine, nine, nine, seventy-three--
-
12:53 - 12:54Three!
-
12:54 - 12:57Oh my God, they're counting down
to a refresh. -
12:57 - 12:58F5!
-
12:58 - 13:00Two!
-
13:04 - 13:06-It's exciting, isn't it?
-Oh my God, it's so exciting! -
13:06 - 13:08What's the number?
-
13:08 - 13:09Refresh!
-
13:09 - 13:11Refresh!
-
13:11 - 13:12Refresh!
-
13:12 - 13:14Internet has crashed.
-
13:14 - 13:16No!
-
13:16 - 13:18Internet has crashed.
-
13:18 - 13:22-What?
-No! -
13:22 - 13:23Where's my phone?
-
13:23 - 13:25The internet's crashed.
-
13:31 - 13:34-I think they all died.
-They're dying! -
13:36 - 13:37Are you guys okay?
-
13:37 - 13:40What happened?
-
13:40 - 13:41Oh, they're being crushed,
it's horrible. -
13:41 - 13:43Oh no!
-
13:43 - 13:47No!
-
13:47 - 13:51What happened?
-
13:51 - 13:53-It's a million dollars.
-Is it? -
13:53 - 13:55That's what a million dollars sounds like.
-
13:55 - 13:57What do you mean it crashed?
-
13:57 - 13:58It crashed.
-
13:58 - 14:00Kickstarter crashed.
-
14:00 - 14:02Kickstarter crashed.
-
14:02 - 14:05Kickstarter crashed, yeah!
-
14:05 - 14:06No!
-
14:11 - 14:13Yeah!
-
14:14 - 14:15Wait, wait.
-
14:15 - 14:22Yeah, that was definitely one of the high points
where it was like, "Holy crap, this is a huge thing." -
14:22 - 14:23A million in 24 hours!
-
14:23 - 14:28Tim Schafer, you just made a million dollars
in 24 hours, what are you doing? -
14:27 - 14:30I gotta make a game.
-
14:30 - 14:34Over the last few days, Tim Schafer from Double Fine
took to crowd funding site Kickstarter... -
14:35 - 14:36...to fund his next game.
-
14:36 - 14:38It feels like a happening, you know what I mean?
-
14:38 - 14:39Like, it feels like an event.
-
14:39 - 14:41They're raising money at a clip
of a thousand dollars per minute. -
14:42 - 14:42It's incredible.
-
14:43 - 14:46One question that is on everybody's mind:
you get the million dollars. -
14:46 - 14:48Did you immediately withdraw it all,
put it into a vault, -
14:48 - 14:51and then dive into it like Scrooge McDuck style?
-
14:51 - 14:55Then during Kickstarter, really like it made it an--
I don't know what it was, -
14:55 - 14:58but it made everyone just take
that big basket of money... -
14:58 - 15:01...and shake it out over our heads.
-
15:01 - 15:03It really was like the end of "It's a Wonderful Life."
-
15:10 - 15:12Okay.
-
15:23 - 15:26So excited!
-
15:28 - 15:29Thumbs up!
-
15:29 - 15:33Thumbs up, yes.
-
15:33 - 15:34That was pretty amazing.
-
15:34 - 15:36It was amazing.
-
15:36 - 15:41I told you adventure games
are not dead! -
15:41 - 15:43The thing that I noticed was that
it was just such a morale booster, -
15:43 - 15:48the whole team, and I think it just
felt like a lot of good will and love... -
15:48 - 15:50...coming towards the company,
and everyone got super excited about it, -
15:50 - 15:53and 'cause it was like this feeling
of like, we knew those people were out there, -
15:53 - 15:56we knew they were, but--'cause sometimes
they don't show up when you make a game. -
15:56 - 15:58You make a game, you release it,
and you're like... -
15:58 - 15:59...thought it was gonna sell a lot
and it didn't, -
15:59 - 16:04you're like, "Where are all those people
that it feels like there's all this good will out there?" -
16:04 - 16:05If it hits two million--
-
16:05 - 16:08-One of us has to shave.
-Jeff's shaving. -
16:08 - 16:12Lee has to shave my scrotum
if it gets to two million. -
16:14 - 16:17Only if Jeff agrees to do it on camera.
-
16:17 - 16:19-Congratulations.
-You went there. -
16:19 - 16:22It had been a long time since we'd had an experience
where we felt like we were the winners. -
16:22 - 16:27We were at D.I.C.E. and I was walking through D.I.C.E.
feeling like a winner, -
16:27 - 16:30which is really kind of like--
not that I feel like a loser, -
16:30 - 16:32but usually you feel like the, um...
-
16:32 - 16:36...alternative to money.
-
16:37 - 16:39Tim's First Day Back
at the Office -
16:38 - 16:41I hear them,
I hear them. -
16:41 - 16:44Still here,
still here. -
16:44 - 16:47I 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 - 16:53you're talking to the people who made Uncharted,
and they're really nice, -
16:53 - 16:56and you're like, "Congratulations on that game,
did really well for you." -
16:57 - 17:02And 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 - 17:08and they're all really nice to us, but, you know,
we haven't-- -
17:08 - 17:09it's different when you make
a bunch of money. -
17:09 - 17:13And we raised $1.7 million
on Kickstarter. -
17:16 - 17:18-That auto-refresh thing?
-Yes. -
17:18 - 17:22We were in the hotel room and I was listening
on Skype on the iPad, -
17:22 - 17:24Just hear this room like:
-
17:24 - 17:28Then all of a sudden:
-
17:28 - 17:30Distortion sound as everyone lost their shit.
-
17:30 - 17:35And right now, we're almost $2.5 million,
and we have six more days to go. -
17:35 - 17:38Everything 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 - 17:52Two minutes!
-
17:52 - 17:54Two minutes!
-
17:56 - 17:58Nine thousand viewers.
-
17:58 - 18:01So 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 - 18:07Why is that...
-
18:07 - 18:10Ron--my God, that's terrible for your teeth!
-
18:10 - 18:11Two minutes!
-
18:11 - 18:14Two minutes.
-
18:14 - 18:16Oh, jeez.
-
18:16 - 18:17That was premature!
-
18:17 - 18:19Premature!
-
18:19 - 18:20Premature!
-
18:20 - 18:25There's still a part of my skeptical,
pessimistic brain that says, -
18:25 - 18:26"Well, you could never do this again,"
-
18:26 - 18:31that this was really kind of this
one-time perfect storm thing. -
18:31 - 18:34But I don't know, I mean, maybe not.
-
18:46 - 18:47Done!
-
18:47 - 18:49Yeah!
-
18:56 - 19:00I've been so happy about that,
ever since Kickstarter started, -
19:00 - 19:02just thinking about how
I still have to answer to people, -
19:02 - 19:04like people who funded the game,
you know, -
19:04 - 19:07but they're exactly the people
I want to answer to. -
19:07 - 19:10Those are the people I'm makin' the dots for, right,
and all those things, like-- -
19:10 - 19:14and so, it's like...
-
19:14 - 19:18it'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 - 19:30Love you guys.
-
19:30 - 19:31It has been an amazing experience.
-
19:31 - 19:33So much love.
-
19:33 - 19:36We know that it's not all about us
and Double Fine, -
19:36 - 19:40but 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 - 19:47I mean, I don't want to make a huge speech here,
'cause I'll get all choked up. -
19:47 - 19:48Too late.
-
19:48 - 19:49Too late.
-
19:50 - 19:53But I just--I don't want to say
this is the end of the, you know, -
19:53 - 19:55the old games industry as we know it.
-
19:55 - 19:58It's not, it's not.
-
19:58 - 20:03And it's not--and it's not like a total replacement
of all publishers and publishing games. -
20:03 - 20:07There's still gonna be--there still might be
a few games made by publishers after today. -
20:07 - 20:08Just a couple games.
-
20:08 - 20:12But it does mean if you've ever been told
that you're part of a niche market, -
20:12 - 20:16if you've ever, like, when you were a kid
and you had your favorite TV show cancelled, -
20:16 - 20:19or you hear about your favorite band
being dropped by their label for not selling enough, -
20:19 - 20:22and 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 - 20:29or what game I get to play,"
now you know that they can't do that anymore. -
20:29 - 20:30You can choose.
-
20:30 - 20:32So thanks everybody, very much.
-
20:36 - 20:39Thank you to the team,
everybody! -
20:42 - 20:46Thanks my parents for backing the project,
and everyone else's parents who backed the project. -
20:46 - 20:48Does anyone else want to thank anybody?
-
20:48 - 20:49Thank you!
-
20:50 - 20:51Thank you!
-
20:51 - 20:52Thank you.
-
20:52 - 20:56Thanks everyone,
and now we dance. -
20:56 - 20:57Everyone!
-
21:00 - 21:02Ron's dancing!
-
21:28 - 21:31Special thanks to our backers.
-
21:31 - 21:34We 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.
- Video Language:
- English
- Duration:
- 23:28
2playerproductions edited English subtitles for DFA Episode One // A Perfect Storm for Adventure | ||
2playerproductions added a translation |