1 00:00:04,160 --> 00:00:07,200 Speaker 1: Get in text with technology with tech Stuff from half 2 00:00:07,240 --> 00:00:14,480 Speaker 1: stuff works dot com. Hey there, and welcome to tech Stuff. 3 00:00:14,520 --> 00:00:17,960 Speaker 1: I'm your host, Jonathan Strickland. I'm an executive producer and 4 00:00:18,000 --> 00:00:20,880 Speaker 1: how stuff Works and I love all things tech. And 5 00:00:21,000 --> 00:00:24,680 Speaker 1: in our last episode, we learned about how game designer 6 00:00:24,760 --> 00:00:27,639 Speaker 1: Tim Schafer got his start in the business, first with 7 00:00:27,720 --> 00:00:31,320 Speaker 1: a decade of work at Lucas Arts, creating adventure games 8 00:00:31,360 --> 00:00:34,240 Speaker 1: like Day of the Tentacle and Full Throttle, and then 9 00:00:34,280 --> 00:00:38,080 Speaker 1: as he launched his own game studio called Double Fine Productions. 10 00:00:38,360 --> 00:00:40,839 Speaker 1: We left off talking about how the second title from 11 00:00:40,880 --> 00:00:45,000 Speaker 1: that studio, Brutal Legend, had a laborious development process that 12 00:00:45,080 --> 00:00:48,400 Speaker 1: culminated in a struggle to find a publisher. The studio 13 00:00:48,440 --> 00:00:51,680 Speaker 1: had produced two games at this point, Psycho Nuts and 14 00:00:51,840 --> 00:00:56,000 Speaker 1: the aforementioned Brutal Legend, and they both received a favorable 15 00:00:56,040 --> 00:01:00,920 Speaker 1: response from critics, but they only enjoyed somewhat luke warm sales. 16 00:01:01,400 --> 00:01:04,080 Speaker 1: But let's take a quick step back into those early 17 00:01:04,200 --> 00:01:06,600 Speaker 1: days at Double Fine since I didn't really get to 18 00:01:06,640 --> 00:01:08,600 Speaker 1: dive into too much detail at the end of the 19 00:01:08,640 --> 00:01:11,520 Speaker 1: last episode, and this is going to help us understand 20 00:01:11,520 --> 00:01:13,920 Speaker 1: the journey Tim Shaefer and his company have been on 21 00:01:14,040 --> 00:01:17,319 Speaker 1: since its founding. When the company looked for its first 22 00:01:17,360 --> 00:01:20,600 Speaker 1: office space in the San Francisco area in two thousand one, 23 00:01:20,680 --> 00:01:25,119 Speaker 1: they found there weren't many affordable options. This was right 24 00:01:25,360 --> 00:01:28,840 Speaker 1: toward the end of the dot com bubble inflating, so 25 00:01:29,200 --> 00:01:32,520 Speaker 1: you had a lot of young companies flush with cash 26 00:01:32,600 --> 00:01:35,240 Speaker 1: and they were just taking up office space left and 27 00:01:35,319 --> 00:01:39,280 Speaker 1: right in the Bay area. So originally, Double Find Productions 28 00:01:39,280 --> 00:01:42,880 Speaker 1: rented out an old warehouse on Clara Street, which was 29 00:01:42,920 --> 00:01:46,360 Speaker 1: in a kind of rough neighborhood. The warehouse had no heat, 30 00:01:46,880 --> 00:01:49,600 Speaker 1: and the space heaters they tried to plug in drew 31 00:01:49,640 --> 00:01:52,000 Speaker 1: too much power and would trip the circuit breakers, so 32 00:01:52,040 --> 00:01:55,160 Speaker 1: they couldn't use them. There was a rat problem apparently, 33 00:01:55,480 --> 00:01:58,640 Speaker 1: and the neighborhood was home to troubled individuals and criminals. 34 00:01:58,680 --> 00:02:03,360 Speaker 1: It just was not a good scene. And yet this 35 00:02:03,440 --> 00:02:06,000 Speaker 1: was where the company began to work on its first game, 36 00:02:06,160 --> 00:02:10,639 Speaker 1: the platform er Psycho Knots, set in the various imaginations 37 00:02:10,680 --> 00:02:15,480 Speaker 1: of different characters. For about two years, Double Fine Productions 38 00:02:15,520 --> 00:02:18,520 Speaker 1: stuck around in this warehouse, but in two thousand three 39 00:02:18,880 --> 00:02:22,280 Speaker 1: the price of office space fell dramatically. The dot com 40 00:02:22,280 --> 00:02:24,960 Speaker 1: bubble had burst by then, and many startup companies that 41 00:02:25,080 --> 00:02:29,320 Speaker 1: had driven up the rental prices now no longer even existed, 42 00:02:29,520 --> 00:02:31,840 Speaker 1: so it opened up a vacuum in the office space 43 00:02:31,880 --> 00:02:35,440 Speaker 1: market in San Francisco, and Double Fine Productions was still around, 44 00:02:35,480 --> 00:02:37,600 Speaker 1: so they were able to move into a nicer space. 45 00:02:37,919 --> 00:02:40,960 Speaker 1: They still had not yet launched their game. However, that 46 00:02:41,080 --> 00:02:45,919 Speaker 1: same year, the company experienced a really nasty internal shake up, 47 00:02:45,960 --> 00:02:48,880 Speaker 1: all due to a failed attempt to make game design 48 00:02:48,960 --> 00:02:53,760 Speaker 1: more efficient. During the development process, certain people became level 49 00:02:53,919 --> 00:02:57,280 Speaker 1: designers on Psycho Knots, so it was their job to 50 00:02:57,360 --> 00:03:00,360 Speaker 1: come up with a concept for a specific level within 51 00:03:00,400 --> 00:03:02,840 Speaker 1: the game. They were to write out all the action 52 00:03:02,960 --> 00:03:05,880 Speaker 1: pathways that you could potentially take through that level, and 53 00:03:05,880 --> 00:03:08,639 Speaker 1: they were also supposed to describe all the different game events, 54 00:03:09,000 --> 00:03:11,280 Speaker 1: and then they would hand over this work to an 55 00:03:11,400 --> 00:03:14,799 Speaker 1: artist to bring those ideas to life, and the artists 56 00:03:14,840 --> 00:03:18,040 Speaker 1: were given the job of creating the visual geometry for 57 00:03:18,160 --> 00:03:21,240 Speaker 1: the levels. But that rubbed the designers the wrong way, 58 00:03:21,320 --> 00:03:25,160 Speaker 1: who felt their ideas were being superseded by the artists. 59 00:03:25,160 --> 00:03:29,680 Speaker 1: So you suddenly had this this this struggle between designers 60 00:03:29,720 --> 00:03:33,880 Speaker 1: and artists about how a vision should be realized. The 61 00:03:34,000 --> 00:03:37,400 Speaker 1: level designers and the artists used the same set of tools, 62 00:03:37,920 --> 00:03:40,240 Speaker 1: which turned out to be a bad thing, because soon 63 00:03:40,320 --> 00:03:43,560 Speaker 1: there was this ugly pattern of levels being written and 64 00:03:43,800 --> 00:03:49,480 Speaker 1: overwritten and redesigned repeatedly by both designers and artists competing 65 00:03:49,640 --> 00:03:52,960 Speaker 1: to get their version into the game, and it led 66 00:03:53,000 --> 00:03:56,960 Speaker 1: to unplayable levels. And then one day in two thousand three, 67 00:03:57,400 --> 00:04:01,320 Speaker 1: all but one of the level designer were fired after 68 00:04:01,360 --> 00:04:05,200 Speaker 1: this process had nearly torn the project apart. There was 69 00:04:05,320 --> 00:04:08,160 Speaker 1: no producer on the game at that point, and Tim 70 00:04:08,200 --> 00:04:11,880 Speaker 1: Schaefer was busy handling corporate level issues, so he couldn't 71 00:04:11,880 --> 00:04:14,880 Speaker 1: dedicate his time to overseeing the project directly. He was 72 00:04:14,920 --> 00:04:18,240 Speaker 1: trying to be all things to all people, the lead 73 00:04:18,320 --> 00:04:21,560 Speaker 1: developer on a game while also being the head of 74 00:04:21,600 --> 00:04:25,520 Speaker 1: that company. The one remaining level designer left on staff 75 00:04:25,600 --> 00:04:28,600 Speaker 1: was Eric Robson, who was put in charge of artists, 76 00:04:28,680 --> 00:04:32,040 Speaker 1: and a new department was created called world Builder and 77 00:04:32,080 --> 00:04:35,440 Speaker 1: that became responsible for level design. Things went a little 78 00:04:35,480 --> 00:04:38,840 Speaker 1: bit more smoothly from that point forward, but the shakedown 79 00:04:38,880 --> 00:04:43,480 Speaker 1: and staff understandably upset many on the team. Now at 80 00:04:43,480 --> 00:04:46,719 Speaker 1: the time, Microsoft was signed on to be the publisher 81 00:04:46,720 --> 00:04:48,880 Speaker 1: of Psycho Knots. It was meant to be an Xbox 82 00:04:49,000 --> 00:04:53,920 Speaker 1: exclusive game, Microsoft requested a demonstration of the quote fund 83 00:04:54,120 --> 00:04:57,080 Speaker 1: factor end quote of the game, or else it was 84 00:04:57,120 --> 00:04:59,480 Speaker 1: going to cancel this agreement and say, all right, we're 85 00:04:59,480 --> 00:05:03,200 Speaker 1: not gonna undo your development anymore. So the development team 86 00:05:03,240 --> 00:05:05,560 Speaker 1: got to work and built out a level. It was 87 00:05:05,600 --> 00:05:09,600 Speaker 1: specifically the black Velvetopia level in Psycho Knots. If you 88 00:05:09,680 --> 00:05:12,799 Speaker 1: played the game, maybe you're familiar with it. Microsoft appeared 89 00:05:12,800 --> 00:05:17,280 Speaker 1: to be satisfied and the arrangement continued for a short while. 90 00:05:17,760 --> 00:05:20,920 Speaker 1: In February four, just as things were really coming together, 91 00:05:21,480 --> 00:05:25,120 Speaker 1: Microsoft canceled its agreement to publish the game, and this 92 00:05:25,200 --> 00:05:28,120 Speaker 1: was a huge blow to the team. As Tim Schaefer 93 00:05:28,160 --> 00:05:31,240 Speaker 1: would explain in a talk at the Game Developers Conference, 94 00:05:31,279 --> 00:05:35,599 Speaker 1: the way games get made typically follows this process. You 95 00:05:35,680 --> 00:05:38,159 Speaker 1: have a developer that gets an idea for a game. 96 00:05:38,680 --> 00:05:41,279 Speaker 1: They pitched their idea to a publisher, and if the 97 00:05:41,279 --> 00:05:44,520 Speaker 1: publisher likes this idea, they agreed to fund the development 98 00:05:44,640 --> 00:05:48,000 Speaker 1: of the game. The developer gets money from the publisher 99 00:05:48,160 --> 00:05:50,600 Speaker 1: and they use that money to build out the agreed 100 00:05:50,680 --> 00:05:54,039 Speaker 1: upon game. All that money goes to developing tools, paying 101 00:05:54,080 --> 00:05:57,279 Speaker 1: people salaries, et cetera. Now, once the game is ready 102 00:05:57,279 --> 00:06:00,760 Speaker 1: to ship, it's gone. Gold. The publisher takes this completed 103 00:06:00,800 --> 00:06:03,799 Speaker 1: game and then sells it to customers, which can actually 104 00:06:03,800 --> 00:06:06,120 Speaker 1: be a multi step process as you can go through 105 00:06:06,200 --> 00:06:10,120 Speaker 1: various distributors like retail stores, but we're simplifying this for 106 00:06:10,160 --> 00:06:13,560 Speaker 1: this example. Customers then by the game and the publisher 107 00:06:13,760 --> 00:06:16,680 Speaker 1: once it has recouped the cost of funding, the game 108 00:06:17,040 --> 00:06:20,680 Speaker 1: starts to share a portion of the profits with the developer, 109 00:06:21,080 --> 00:06:23,920 Speaker 1: and so a developer only sees profit if the game 110 00:06:24,000 --> 00:06:27,680 Speaker 1: sales go really well. Otherwise, the only money the developer 111 00:06:27,720 --> 00:06:30,160 Speaker 1: gets is during the actual development phase of the game. 112 00:06:30,240 --> 00:06:33,720 Speaker 1: That's not profit, that's just covering the cost of development. 113 00:06:34,320 --> 00:06:37,799 Speaker 1: So when Microsoft canceled its publisher agreement with Double Fine, 114 00:06:37,839 --> 00:06:40,839 Speaker 1: it left the studio without funding to complete the game. 115 00:06:41,640 --> 00:06:44,920 Speaker 1: Ed Freeze, a Microsoft executive who had been in favor 116 00:06:45,040 --> 00:06:49,760 Speaker 1: of publishing the game, had left Microsoft, and Double Fine 117 00:06:49,800 --> 00:06:52,920 Speaker 1: found itself with no more supporters at the company. As 118 00:06:52,960 --> 00:06:57,080 Speaker 1: Psycho Knots executive producer Caroline as Murdoch said to Game 119 00:06:57,120 --> 00:07:00,719 Speaker 1: Developer Magazine back in two thousand five, the remaining executives 120 00:07:00,760 --> 00:07:04,760 Speaker 1: at Microsoft appeared to view Double Fine as being late 121 00:07:04,920 --> 00:07:08,640 Speaker 1: to delivery and too expensive and not worth the investment. 122 00:07:09,040 --> 00:07:11,680 Speaker 1: So the studio had to look around for another publisher. 123 00:07:12,240 --> 00:07:15,400 Speaker 1: For months, Schaefer and as Murdoch worked to keep the 124 00:07:15,440 --> 00:07:19,440 Speaker 1: project moving forward even in the absence of funding. They 125 00:07:19,520 --> 00:07:22,560 Speaker 1: tried to keep the development team focused on meeting deadlines. 126 00:07:23,000 --> 00:07:25,119 Speaker 1: It was hard to do, as no one was even 127 00:07:25,200 --> 00:07:27,520 Speaker 1: sure their work was ever going to be seen or 128 00:07:27,600 --> 00:07:31,080 Speaker 1: experienced by anyone, and not everyone was on the same 129 00:07:31,120 --> 00:07:34,840 Speaker 1: page and the development team there were disagreements about elements 130 00:07:34,840 --> 00:07:37,640 Speaker 1: within the game itself. It was also hard to find 131 00:07:37,680 --> 00:07:41,080 Speaker 1: a publisher willing to take a risk on a quirky 132 00:07:41,160 --> 00:07:45,119 Speaker 1: game that did not rely upon an established intellectual property. 133 00:07:45,160 --> 00:07:49,560 Speaker 1: But eventually, in July two thousand, four months after Microsoft 134 00:07:49,640 --> 00:07:52,960 Speaker 1: had already pulled out, Double Fine found a new publisher 135 00:07:53,120 --> 00:07:57,360 Speaker 1: in Majesco Entertainment. While the company received funding once again, 136 00:07:57,800 --> 00:08:00,800 Speaker 1: it came with some conditions, and one of those was 137 00:08:00,880 --> 00:08:03,920 Speaker 1: there wasn't enough money to hire on additional staff to 138 00:08:03,960 --> 00:08:07,520 Speaker 1: help finish the game. Another condition was that the promised 139 00:08:07,600 --> 00:08:10,920 Speaker 1: deliverables were still in play, so that meant the development 140 00:08:10,960 --> 00:08:13,960 Speaker 1: team had to do more work than they anticipated to 141 00:08:14,040 --> 00:08:17,160 Speaker 1: get the game done on time, which resulted in what, 142 00:08:17,280 --> 00:08:21,240 Speaker 1: as Murdoch said, was quote the most insane crunch I 143 00:08:21,320 --> 00:08:24,800 Speaker 1: have ever witnessed end quote and crunches when you've got 144 00:08:24,800 --> 00:08:27,120 Speaker 1: everybody working on a project over time in order to 145 00:08:27,120 --> 00:08:30,720 Speaker 1: get it to ship on deadline. The team pushed themselves 146 00:08:30,800 --> 00:08:34,440 Speaker 1: hard for nearly another year, with Psycho Knots going gold 147 00:08:34,480 --> 00:08:37,600 Speaker 1: in two thousand five. According to as Murdoch, this was 148 00:08:37,679 --> 00:08:41,600 Speaker 1: done without ever once missing a single payroll day, which 149 00:08:41,640 --> 00:08:44,280 Speaker 1: is a testament to Schaefer and as Murdoch's work to 150 00:08:44,400 --> 00:08:49,040 Speaker 1: manage money carefully during the arduous process. As Murdoch pointed out, 151 00:08:49,160 --> 00:08:51,600 Speaker 1: one of the big problems during the development of Psycho 152 00:08:51,640 --> 00:08:56,440 Speaker 1: Knots was that Schaefer had been unwilling to delegate responsibilities. 153 00:08:56,720 --> 00:08:59,599 Speaker 1: He wanted to define the culture of Double Fine. He 154 00:08:59,640 --> 00:09:02,360 Speaker 1: wanted to make it a special place to work, and 155 00:09:02,400 --> 00:09:05,240 Speaker 1: he was worried that if he brought on executives to 156 00:09:05,280 --> 00:09:10,120 Speaker 1: head up the various departments like HR, finance, operations, web development, 157 00:09:10,160 --> 00:09:13,560 Speaker 1: et cetera, before he could define what the work culture 158 00:09:13,559 --> 00:09:17,120 Speaker 1: at Double Fine should be like, that would cause big problems. 159 00:09:17,160 --> 00:09:20,360 Speaker 1: They would end up defining the culture rather than Schaefer. 160 00:09:20,920 --> 00:09:23,200 Speaker 1: So he decided he would do it all, but that 161 00:09:23,240 --> 00:09:27,720 Speaker 1: meant he was constantly dealing with one emergency situation after another, 162 00:09:28,040 --> 00:09:31,120 Speaker 1: and he couldn't focus on game development to the detriment 163 00:09:31,160 --> 00:09:34,560 Speaker 1: of the company. And as tough as Psycho Nauts was, 164 00:09:34,960 --> 00:09:38,240 Speaker 1: things would not go easier during the development of Brutal Legend, 165 00:09:38,440 --> 00:09:41,960 Speaker 1: the real time strategy adventure game married fantasy elements with 166 00:09:42,120 --> 00:09:46,360 Speaker 1: heavy metal music, and Double Find was having a real 167 00:09:46,440 --> 00:09:48,920 Speaker 1: hard time finding a publisher. They shot the idea around 168 00:09:48,920 --> 00:09:52,360 Speaker 1: for a while, but they finally were able to find 169 00:09:52,440 --> 00:09:55,920 Speaker 1: somebody interested in publishing this game, and that was Vivendi 170 00:09:56,280 --> 00:10:01,120 Speaker 1: Universal Games. But it didn't turn out to be the 171 00:10:01,160 --> 00:10:05,880 Speaker 1: publisher that would eventually actually publish that game. I'll explain 172 00:10:05,920 --> 00:10:07,520 Speaker 1: more in just a second, but first let's take a 173 00:10:07,600 --> 00:10:18,320 Speaker 1: quick break to thank our sponsor. The Brutal Legend team 174 00:10:18,360 --> 00:10:22,080 Speaker 1: decided first to focus on the multiplayer part of the 175 00:10:22,120 --> 00:10:26,480 Speaker 1: game because Double Find hadn't done a multiplayer game before. 176 00:10:26,840 --> 00:10:30,320 Speaker 1: Schaefer had not done it before, and so they took 177 00:10:30,440 --> 00:10:32,800 Speaker 1: nearly a year and a half to work on the 178 00:10:32,880 --> 00:10:36,520 Speaker 1: multiplayer concept, after which Vivendi said to the team, hey, 179 00:10:36,880 --> 00:10:39,640 Speaker 1: how about now you focus on the solo player experience. 180 00:10:39,640 --> 00:10:41,160 Speaker 1: We want to see what that's going to look like. 181 00:10:41,800 --> 00:10:44,640 Speaker 1: In October two thousand and six, Double Fine started work 182 00:10:44,720 --> 00:10:47,480 Speaker 1: on the solo campaign and began casting the voice talent, 183 00:10:47,559 --> 00:10:51,640 Speaker 1: including casting Jack Black as the game's protagonist. It wasn't 184 00:10:51,679 --> 00:10:54,719 Speaker 1: until June two thousand and seven that the team had 185 00:10:54,760 --> 00:10:57,360 Speaker 1: something to show Vivendi to give an indication of where 186 00:10:57,400 --> 00:11:00,680 Speaker 1: the solo campaign was heading. By that time, the development 187 00:11:00,679 --> 00:11:04,120 Speaker 1: team had changed the shape of the game significantly, which 188 00:11:04,200 --> 00:11:07,000 Speaker 1: of course, had delayed things. The game missed its ship 189 00:11:07,120 --> 00:11:10,280 Speaker 1: date twice and was delayed by nearly a year and 190 00:11:10,360 --> 00:11:13,600 Speaker 1: a half. In that time, Vivendi dropped the game as 191 00:11:13,640 --> 00:11:17,960 Speaker 1: publisher because Vivindi itself had been acquired by Activision, and 192 00:11:18,000 --> 00:11:22,240 Speaker 1: then Electronic Arts stepped in as the new publisher. Double 193 00:11:22,280 --> 00:11:26,480 Speaker 1: Find adopted the scrums system of development. Now. I covered 194 00:11:26,520 --> 00:11:29,719 Speaker 1: this when I talked about agile systems in a recent podcast. 195 00:11:30,120 --> 00:11:35,080 Speaker 1: Scrums involve sprints. These are work sessions during which teams 196 00:11:35,120 --> 00:11:38,960 Speaker 1: focus on specific deliverables rather than the full project, and 197 00:11:39,000 --> 00:11:43,120 Speaker 1: they have daily meetings to discuss deadlines, obstacles, and progress 198 00:11:43,200 --> 00:11:46,920 Speaker 1: on those deliverables. The change to scrum helped Double Find 199 00:11:46,960 --> 00:11:49,600 Speaker 1: focus on what needed to happen and allowed for more 200 00:11:49,679 --> 00:11:53,400 Speaker 1: regular progress on the game development, but there were still 201 00:11:53,600 --> 00:11:58,480 Speaker 1: many setbacks. The team depended heavily on middleware, so this 202 00:11:58,559 --> 00:12:01,400 Speaker 1: is software created by other companies to do much of 203 00:12:01,400 --> 00:12:04,080 Speaker 1: the work for Brutal Legend. So a lot of the 204 00:12:04,160 --> 00:12:07,880 Speaker 1: elements that allowed the developers to build game elements in 205 00:12:07,960 --> 00:12:11,839 Speaker 1: the game came from middleware, and about half the middleware 206 00:12:12,000 --> 00:12:15,600 Speaker 1: worked great, but the other half didn't, and that slowed 207 00:12:15,640 --> 00:12:18,680 Speaker 1: things down. In addition, while the team had made Psycho 208 00:12:18,720 --> 00:12:21,760 Speaker 1: Knots for the Xbox, Brutal Legend was supposed to come 209 00:12:21,760 --> 00:12:24,880 Speaker 1: out on the Xbox three sixty and the PlayStation three, 210 00:12:24,920 --> 00:12:29,079 Speaker 1: which required new tools, new processes, it required new training 211 00:12:29,160 --> 00:12:31,800 Speaker 1: so that the game could run on this more advanced hardware. 212 00:12:32,240 --> 00:12:35,440 Speaker 1: And then there was that lawsuit that Activision brought against 213 00:12:35,440 --> 00:12:38,280 Speaker 1: Double Fine and e A Games. It would eventually be 214 00:12:38,320 --> 00:12:41,199 Speaker 1: settled out of court, but the stress took its toll 215 00:12:41,360 --> 00:12:44,120 Speaker 1: on Tim Shaefer and the executive team. This is what 216 00:12:44,240 --> 00:12:47,360 Speaker 1: led to Schaefer declaring the entire company would participate in 217 00:12:47,520 --> 00:12:51,560 Speaker 1: Amnesia Fortnite, in which everybody split up into four teams 218 00:12:51,760 --> 00:12:54,520 Speaker 1: and each team attempted to make a game. What's more, 219 00:12:54,840 --> 00:12:58,079 Speaker 1: people could step outside their normal roles at Double Fine 220 00:12:58,160 --> 00:13:00,880 Speaker 1: and try their hand at something else, so a game 221 00:13:00,920 --> 00:13:04,439 Speaker 1: designer could become an artist, and artists could become a designer, etcetera. 222 00:13:04,679 --> 00:13:07,000 Speaker 1: And so the four teams got to work creating games 223 00:13:07,040 --> 00:13:10,400 Speaker 1: completely unrelated to Brutal Legend other than the fact that 224 00:13:10,440 --> 00:13:12,720 Speaker 1: it was using the game engine, and it ended up 225 00:13:12,720 --> 00:13:16,080 Speaker 1: being an incredible success. The teams were happy to work 226 00:13:16,080 --> 00:13:19,760 Speaker 1: on something new and try on new responsibilities. Each team 227 00:13:19,800 --> 00:13:25,880 Speaker 1: produced a playable prototype game. The four prototypes were called Tiny, Personal, Ninja, 228 00:13:26,320 --> 00:13:32,120 Speaker 1: Happy Song, Threnched, and Operation Your Desk Is Disgusting. Everybody 229 00:13:32,160 --> 00:13:34,599 Speaker 1: was able to go back to work re energized. E 230 00:13:34,800 --> 00:13:37,480 Speaker 1: A published Brutal Legend, and the team began to rev 231 00:13:37,600 --> 00:13:41,880 Speaker 1: up to develop Brutal Legend too, But then they had 232 00:13:41,920 --> 00:13:44,800 Speaker 1: the rug pulled out from under them again. Electronic Arts 233 00:13:44,880 --> 00:13:47,720 Speaker 1: canceled the game. They didn't even want to push out 234 00:13:47,760 --> 00:13:51,200 Speaker 1: the patches that Double Fine had created for the original 235 00:13:51,240 --> 00:13:55,440 Speaker 1: Brutal Legend game. Schaefer held another Amnesia Fortnite, which would 236 00:13:55,600 --> 00:13:59,360 Speaker 1: end up becoming a regular tradition at Double Fine, and miraculously, 237 00:13:59,760 --> 00:14:03,319 Speaker 1: all all four prototypes they came out of this exercise 238 00:14:03,880 --> 00:14:06,880 Speaker 1: ended up getting picked up by publishers, so they became 239 00:14:06,960 --> 00:14:11,400 Speaker 1: actual games, not just projects within Double Fine. Those four 240 00:14:11,480 --> 00:14:16,760 Speaker 1: games were called Costume Quest, Stacking Iron Brigade, and Sesame 241 00:14:16,840 --> 00:14:21,800 Speaker 1: Street Once Upon a Monster. The morale exercise literally ended 242 00:14:21,880 --> 00:14:24,400 Speaker 1: up saving the company, as Double Fine wouldn't have been 243 00:14:24,400 --> 00:14:27,320 Speaker 1: able to make payroll once the sequel to Brutal Legend 244 00:14:27,400 --> 00:14:31,640 Speaker 1: got the acts, so to speak, an actual acts, not 245 00:14:31,720 --> 00:14:35,280 Speaker 1: a not a guitar. You know, heavy metal squidly did 246 00:14:35,400 --> 00:14:38,520 Speaker 1: we do? Double Fine continued to make games both for 247 00:14:38,640 --> 00:14:42,160 Speaker 1: consoles and mobile platforms, with the occasional port to PC. 248 00:14:42,760 --> 00:14:46,280 Speaker 1: Schaefer meanwhile, kept his hand on the helm of the company, 249 00:14:46,360 --> 00:14:48,240 Speaker 1: which meant he didn't have a whole lot of time 250 00:14:48,240 --> 00:14:50,160 Speaker 1: to do what he loved in the first place, which 251 00:14:50,200 --> 00:14:53,280 Speaker 1: was making games. In two thousand and twelve, he did 252 00:14:53,320 --> 00:14:55,800 Speaker 1: take the lead on a game concept he came up 253 00:14:55,800 --> 00:14:58,600 Speaker 1: with while thinking about his daughter, who was about two 254 00:14:58,680 --> 00:15:01,040 Speaker 1: years old at the time. He wanted a game he 255 00:15:01,080 --> 00:15:04,160 Speaker 1: could play with her. His decision was to develop a 256 00:15:04,240 --> 00:15:08,320 Speaker 1: game for the Xbox three sixty Connect system. The Connect, 257 00:15:08,480 --> 00:15:11,600 Speaker 1: for those who do not remember, was a special peripheral 258 00:15:11,640 --> 00:15:14,240 Speaker 1: device for the Xbox three sixty, and then there was 259 00:15:14,280 --> 00:15:17,240 Speaker 1: another version that was later made for the Xbox One. 260 00:15:17,400 --> 00:15:21,680 Speaker 1: It contains several sensors such as a microphone and special cameras. 261 00:15:21,880 --> 00:15:24,400 Speaker 1: One of those cameras was an infrared camera that could 262 00:15:24,440 --> 00:15:27,520 Speaker 1: help the connect since depth, and here's how it worked 263 00:15:27,520 --> 00:15:31,280 Speaker 1: in a nutshell. The Connect had an infrared projector which 264 00:15:31,320 --> 00:15:34,720 Speaker 1: projected light in the infrared spectrum, so that essentially a 265 00:15:34,760 --> 00:15:37,800 Speaker 1: grid of reference points would overlay the area in front 266 00:15:37,840 --> 00:15:41,440 Speaker 1: of the connect. So if you had your Microsoft Xbox 267 00:15:41,680 --> 00:15:43,880 Speaker 1: three sixty in your living room and you had to 268 00:15:43,880 --> 00:15:47,120 Speaker 1: Connect attached to it, it was actually projecting a grid 269 00:15:47,280 --> 00:15:50,920 Speaker 1: of infrared light across your living room. The grids invisible 270 00:15:50,960 --> 00:15:54,160 Speaker 1: to humans because we cannot see in the infrared range, 271 00:15:54,200 --> 00:15:58,160 Speaker 1: at least not without technological help, but the infrared camera 272 00:15:58,320 --> 00:16:01,600 Speaker 1: on the Connect could pick it up just fine. As 273 00:16:01,600 --> 00:16:04,360 Speaker 1: objects moved within the view of the camera, they would 274 00:16:04,360 --> 00:16:07,800 Speaker 1: deform the grid. The Connect could send the information onto 275 00:16:07,800 --> 00:16:11,960 Speaker 1: the Xbox, which could interpret the movements as commands, including 276 00:16:12,000 --> 00:16:14,640 Speaker 1: movements that were toward or away from the camera, by 277 00:16:14,760 --> 00:16:17,960 Speaker 1: looking at the way the grid was deformed. The Connect 278 00:16:18,120 --> 00:16:21,760 Speaker 1: never got a whole lot of traction in the gaming community, 279 00:16:22,040 --> 00:16:24,840 Speaker 1: partly because many gamers felt that there were very few 280 00:16:24,880 --> 00:16:28,520 Speaker 1: titles that made good use of the technology, But hackers 281 00:16:29,000 --> 00:16:31,600 Speaker 1: loved the Connect as it gave them access to an 282 00:16:31,600 --> 00:16:34,760 Speaker 1: inexpensive sensor array that could be used in all sorts 283 00:16:34,760 --> 00:16:38,280 Speaker 1: of applications, from creating your own three D scanner to 284 00:16:38,840 --> 00:16:42,280 Speaker 1: a sensor array for robotics. Anyway, back to the game 285 00:16:42,320 --> 00:16:45,000 Speaker 1: that Schaefer wanted to make for his daughter. He called 286 00:16:45,040 --> 00:16:49,040 Speaker 1: it Double Fine Happy Action Theater. Sometimes it's just called 287 00:16:49,080 --> 00:16:52,920 Speaker 1: Happy Action Theater. The game includes many activities that take 288 00:16:52,960 --> 00:16:56,800 Speaker 1: advantage of the connects capabilities without requiring the player to 289 00:16:56,880 --> 00:17:00,920 Speaker 1: calibrate before gameplay with each session, which Schaefer felt was 290 00:17:01,000 --> 00:17:04,119 Speaker 1: a barrier for kids who lacked the patients and attention 291 00:17:04,200 --> 00:17:06,760 Speaker 1: span to stay in one place long enough to calibrate 292 00:17:06,800 --> 00:17:09,720 Speaker 1: the system. So if you wanted to play the floors 293 00:17:09,800 --> 00:17:13,600 Speaker 1: lava or create a montage of clones, you can. The 294 00:17:13,640 --> 00:17:18,359 Speaker 1: game has an eighty on Metacritic, which aggregates reviews of 295 00:17:18,480 --> 00:17:21,360 Speaker 1: games and the signs of score between one and one hundred. 296 00:17:22,080 --> 00:17:24,200 Speaker 1: A lot of the games are really more activities than 297 00:17:24,240 --> 00:17:27,160 Speaker 1: any kind of actual gameplay, but they were the sort 298 00:17:27,200 --> 00:17:31,000 Speaker 1: of things that would appeal to very young players. Also, 299 00:17:31,040 --> 00:17:34,200 Speaker 1: in February two thousand twelve, Tim Schaeffer decided to try 300 00:17:34,240 --> 00:17:38,399 Speaker 1: something different from the normal game development process. Double Fine 301 00:17:38,440 --> 00:17:42,800 Speaker 1: had been encountering problems with publishers, both with Psycho Nuts 302 00:17:42,800 --> 00:17:45,840 Speaker 1: and Brutal Legend, and so Tim Schaeffer decided to try 303 00:17:45,840 --> 00:17:48,960 Speaker 1: something new and he launched a Kickstarter campaign to fund 304 00:17:48,960 --> 00:17:51,800 Speaker 1: the company's next game, which was a point and click 305 00:17:51,840 --> 00:17:55,600 Speaker 1: adventure style game that at the time was called Double 306 00:17:55,720 --> 00:17:59,240 Speaker 1: Fine Adventure. They said their fundraising goal to four hundred 307 00:17:59,240 --> 00:18:03,280 Speaker 1: thousand dollars. They hit their goal in less than eight hours. 308 00:18:03,720 --> 00:18:07,320 Speaker 1: When the campaign ended, Double Fine ended up raising three 309 00:18:07,440 --> 00:18:11,840 Speaker 1: point three million dollars. It was a record setting Kickstarter 310 00:18:11,960 --> 00:18:14,320 Speaker 1: campaign at the time, and it was the beginning of 311 00:18:14,359 --> 00:18:18,040 Speaker 1: another story filled with challenges and headaches, not to mention 312 00:18:18,160 --> 00:18:22,119 Speaker 1: some serious criticism from the gaming community. Now this is 313 00:18:22,160 --> 00:18:25,480 Speaker 1: the beginning of the story of Broken Age, which I 314 00:18:25,480 --> 00:18:27,800 Speaker 1: will tell you in a second. But first let's take 315 00:18:27,840 --> 00:18:38,400 Speaker 1: another quick break to thank our sponsor. The whole decision 316 00:18:38,440 --> 00:18:42,040 Speaker 1: to go with a crowdfunding approach actually came from outside 317 00:18:42,040 --> 00:18:46,040 Speaker 1: the company. A documentary production company called Two Player Productions 318 00:18:46,080 --> 00:18:49,960 Speaker 1: approached Double Fine with the desire to produce a documentary 319 00:18:50,080 --> 00:18:53,679 Speaker 1: about the process of game development. Two Player Productions funded 320 00:18:53,680 --> 00:18:58,520 Speaker 1: their documentaries largely through crowdfunding. This inspired Schaeffer to take 321 00:18:58,600 --> 00:19:02,760 Speaker 1: a serious stab at crowdfunding himself. He had previously considered it, 322 00:19:03,160 --> 00:19:06,440 Speaker 1: but was discouraged from doing so because the general consensus 323 00:19:06,840 --> 00:19:10,520 Speaker 1: was that crowdfunding would work for really small independent games 324 00:19:10,520 --> 00:19:14,000 Speaker 1: with modest budgets, you know, something in the tens of 325 00:19:14,040 --> 00:19:17,480 Speaker 1: thousands of dollars, but it wasn't a viable option if 326 00:19:17,480 --> 00:19:19,639 Speaker 1: you wanted to make something closer to a Triple A 327 00:19:19,760 --> 00:19:23,359 Speaker 1: title video game. Schaefer decided to give it a shot anyway, 328 00:19:23,440 --> 00:19:26,359 Speaker 1: and he launched the campaign in February two thousand twelve. 329 00:19:27,000 --> 00:19:29,920 Speaker 1: At the launch of the kick started campaign, Tim Schaefer 330 00:19:29,960 --> 00:19:32,440 Speaker 1: had said that he wanted to lead a small team 331 00:19:32,440 --> 00:19:35,600 Speaker 1: of developers to make an adventure game that was fun 332 00:19:35,720 --> 00:19:40,080 Speaker 1: and compelling, but not necessarily epic in scope. This would 333 00:19:40,119 --> 00:19:42,800 Speaker 1: be a return to the puzzle based gameplay of classic 334 00:19:42,880 --> 00:19:46,240 Speaker 1: titles like Grim Van Dango, Monkey Island, and Day of 335 00:19:46,280 --> 00:19:50,040 Speaker 1: the Tentacle. Schaefer estimated that development time would take between 336 00:19:50,119 --> 00:19:54,000 Speaker 1: six and eight months. In reality, it would take much 337 00:19:54,000 --> 00:19:56,800 Speaker 1: longer than that. The plan was to launch the game 338 00:19:56,920 --> 00:20:00,360 Speaker 1: in October two thousand twelve. At that time, the game 339 00:20:00,400 --> 00:20:03,480 Speaker 1: was still working under the title Double Fine Adventure. It 340 00:20:03,480 --> 00:20:08,040 Speaker 1: wouldn't get the name Broken Age until March and the 341 00:20:08,080 --> 00:20:11,320 Speaker 1: game still wasn't ready to launch at that point. In July, 342 00:20:12,560 --> 00:20:15,960 Speaker 1: Double Find made an announcement that raised many eyebrows. The 343 00:20:16,000 --> 00:20:18,800 Speaker 1: company was going to release Broken Age in two parts, 344 00:20:19,080 --> 00:20:22,800 Speaker 1: or acts. The kick started campaign would have effectively funded 345 00:20:22,840 --> 00:20:26,080 Speaker 1: the first half or act of the game. The second 346 00:20:26,119 --> 00:20:28,919 Speaker 1: act would draw its funding partly from the sales of 347 00:20:29,000 --> 00:20:32,280 Speaker 1: the first act. In other words, campaign backers would only 348 00:20:32,280 --> 00:20:34,800 Speaker 1: get half a game to start out with, though they 349 00:20:34,800 --> 00:20:37,120 Speaker 1: were assured they'd have access to the full game once 350 00:20:37,119 --> 00:20:39,280 Speaker 1: it was ready to go. The first half would go 351 00:20:39,320 --> 00:20:43,000 Speaker 1: on sale in early when the second half promised for 352 00:20:43,080 --> 00:20:48,720 Speaker 1: lateen but then pushed to early So what the heck 353 00:20:48,760 --> 00:20:53,040 Speaker 1: was going on? Well? Basically, the runaway success of that 354 00:20:53,240 --> 00:20:56,520 Speaker 1: funding campaign inspired the team to make a more ambitious 355 00:20:56,560 --> 00:21:00,000 Speaker 1: project than they had originally pitched. They had originally thought 356 00:21:00,160 --> 00:21:02,240 Speaker 1: they would use three hundred thousand dollars to fund the 357 00:21:02,280 --> 00:21:05,159 Speaker 1: game and the other hundred thousand dollars would fund the documentary, 358 00:21:05,200 --> 00:21:07,439 Speaker 1: but they made three point three million. There was so 359 00:21:07,520 --> 00:21:10,800 Speaker 1: much support and excitement for an adventure game that Shaefer 360 00:21:10,800 --> 00:21:12,840 Speaker 1: and his team wanted to step up their work and 361 00:21:12,880 --> 00:21:16,440 Speaker 1: create something really special. And, as Shaefer would later say, 362 00:21:16,440 --> 00:21:20,120 Speaker 1: he just designed too much game, and so they began 363 00:21:20,200 --> 00:21:22,480 Speaker 1: to increase the scope of the game, which took more 364 00:21:22,520 --> 00:21:25,960 Speaker 1: time and created more challenges during the development cycle, and 365 00:21:26,000 --> 00:21:28,959 Speaker 1: eventually the scope and work outgrew the funding for the 366 00:21:29,000 --> 00:21:31,280 Speaker 1: game so and not only did they increase it, they 367 00:21:31,320 --> 00:21:34,320 Speaker 1: went beyond the three point three million that they actually gathered, 368 00:21:34,520 --> 00:21:36,239 Speaker 1: and that's when Shaefer and his team had to make 369 00:21:36,280 --> 00:21:38,919 Speaker 1: the tough decision to split the game into two segments 370 00:21:39,280 --> 00:21:41,280 Speaker 1: and use sales of the first half to fund the 371 00:21:41,320 --> 00:21:44,119 Speaker 1: completion of the second half. In addition to making the 372 00:21:44,119 --> 00:21:47,199 Speaker 1: game grander and scale, Shaver made the decision that they 373 00:21:47,200 --> 00:21:49,440 Speaker 1: would use some of the funds to develop the game 374 00:21:49,480 --> 00:21:54,560 Speaker 1: for other operating systems such as mac os, ten, lenox iOS, 375 00:21:54,640 --> 00:21:57,560 Speaker 1: and Android. In addition, you can watch the two player 376 00:21:57,600 --> 00:22:01,880 Speaker 1: productions documentary for free online. There are twenty episodes on 377 00:22:01,920 --> 00:22:05,040 Speaker 1: YouTube and they range from about twenty five minutes long 378 00:22:05,160 --> 00:22:08,040 Speaker 1: to more than an hour long, and it's pretty fascinating stuff. 379 00:22:08,040 --> 00:22:11,320 Speaker 1: I recommend checking it out. According to Schaefer, Double Fine 380 00:22:11,440 --> 00:22:14,280 Speaker 1: ended up spending about twice as much money developing the 381 00:22:14,320 --> 00:22:17,280 Speaker 1: game as it had raised during the kickstarted campaign, so 382 00:22:17,320 --> 00:22:20,240 Speaker 1: somewhere in the six million dollar range, and that sales 383 00:22:20,280 --> 00:22:22,480 Speaker 1: of the game would mean the company would essentially break 384 00:22:22,600 --> 00:22:25,960 Speaker 1: even on Broken Age. The game allows players to take 385 00:22:25,960 --> 00:22:28,600 Speaker 1: control of two different characters who are in two very 386 00:22:28,640 --> 00:22:31,840 Speaker 1: different environments. After the act break in the game, the 387 00:22:31,880 --> 00:22:35,200 Speaker 1: two characters find their roles somewhat switched, and players get 388 00:22:35,200 --> 00:22:37,399 Speaker 1: to experience what it's like when one character is thrust 389 00:22:37,520 --> 00:22:41,200 Speaker 1: into the other character's world. The game got good reviews, 390 00:22:41,440 --> 00:22:43,800 Speaker 1: though some people express frustration with the nature of the 391 00:22:43,840 --> 00:22:46,000 Speaker 1: puzzles in the game. And if you listen to the 392 00:22:46,000 --> 00:22:48,439 Speaker 1: first episode I did on Tim Schaefer, you know that 393 00:22:48,480 --> 00:22:51,280 Speaker 1: those puzzles are his favorite part of adventure games. He 394 00:22:51,359 --> 00:22:55,199 Speaker 1: loved the experience of experimentation figuring out what you have 395 00:22:55,320 --> 00:22:58,720 Speaker 1: to do to progress further. But not everyone is crazy 396 00:22:58,760 --> 00:23:01,520 Speaker 1: about that type of gameplay, and these days games tend 397 00:23:01,560 --> 00:23:04,080 Speaker 1: to hold a player's hand a lot more in long 398 00:23:04,160 --> 00:23:08,920 Speaker 1: tutorials and hint options. The crowdfunding experiment was a success, 399 00:23:09,080 --> 00:23:11,960 Speaker 1: and Double Fine repeated it by going that route again 400 00:23:12,040 --> 00:23:15,359 Speaker 1: to fund a game called Massive Chalice. They launched the 401 00:23:15,359 --> 00:23:19,639 Speaker 1: crowdfunding campaign for Massive Chalice in while Broken Age was 402 00:23:19,680 --> 00:23:23,240 Speaker 1: still in development. They opted not to show quite as 403 00:23:23,320 --> 00:23:27,359 Speaker 1: much exclusive material to backers. After having faced criticisms in 404 00:23:27,400 --> 00:23:29,920 Speaker 1: the game community for giving so much material to people 405 00:23:29,920 --> 00:23:33,320 Speaker 1: who had funded Broken Age. The game met with some delays, 406 00:23:33,400 --> 00:23:37,320 Speaker 1: but was released in November. Now, Schaefer was not directly 407 00:23:37,359 --> 00:23:39,159 Speaker 1: involved in that particular game, so I'm not going to 408 00:23:39,240 --> 00:23:41,879 Speaker 1: cover it any further, since this is really more about 409 00:23:41,880 --> 00:23:45,760 Speaker 1: Schaefer than Double Fine. Schaefer has said that one big 410 00:23:45,800 --> 00:23:48,879 Speaker 1: benefit of the crowdfunding approach is that it makes it 411 00:23:48,960 --> 00:23:52,119 Speaker 1: easier to actually land a publisher. When publishers see that 412 00:23:52,160 --> 00:23:55,199 Speaker 1: players are willing to financially support game development, they are 413 00:23:55,240 --> 00:23:58,000 Speaker 1: more eager to become part of the process. After all, 414 00:23:58,040 --> 00:24:00,399 Speaker 1: they stand a profit from sales of the game, so 415 00:24:00,760 --> 00:24:03,960 Speaker 1: crowdfunding can help a developer pitch their next project to 416 00:24:04,040 --> 00:24:07,639 Speaker 1: a publisher. Moreover, publishers are more likely to back a 417 00:24:07,680 --> 00:24:10,800 Speaker 1: game that has received crowdfunding because it shows a certain 418 00:24:10,920 --> 00:24:14,119 Speaker 1: level of dedication from the developers, and it removes some 419 00:24:14,200 --> 00:24:16,800 Speaker 1: of the risk they would otherwise shoulder if they were 420 00:24:16,840 --> 00:24:20,360 Speaker 1: to fund the game entirely by themselves. In twenty fifteen, 421 00:24:20,440 --> 00:24:23,679 Speaker 1: Double Fine released a remastered version of Grim van Dango, 422 00:24:23,840 --> 00:24:27,240 Speaker 1: Shaefer's masterpiece game from Lucas Arts, and again, if you 423 00:24:27,280 --> 00:24:29,480 Speaker 1: haven't played that game, I recommend giving it a try. 424 00:24:29,720 --> 00:24:33,080 Speaker 1: The puzzles can be devilishly tricky, but the art style 425 00:24:33,160 --> 00:24:36,600 Speaker 1: and the humor of that game are absolutely fantastic. But 426 00:24:36,640 --> 00:24:39,679 Speaker 1: it doesn't mean that every pitch will be accepted or 427 00:24:39,720 --> 00:24:42,440 Speaker 1: that developers will get all they want just because you've 428 00:24:42,440 --> 00:24:46,400 Speaker 1: had some crowdfunding success. That was the case with Psycho Knots. 429 00:24:46,440 --> 00:24:49,639 Speaker 1: To Schaefer really wanted to return to the world of 430 00:24:49,640 --> 00:24:51,919 Speaker 1: Psycho Knots and create a game that would be a 431 00:24:51,960 --> 00:24:56,120 Speaker 1: worthy successor to Double Finds first title. Schaefer couldn't find 432 00:24:56,160 --> 00:24:58,479 Speaker 1: a publisher that was willing to invest the amount he 433 00:24:58,560 --> 00:25:01,639 Speaker 1: felt would be necessary to bring this sequel to life, 434 00:25:02,000 --> 00:25:05,439 Speaker 1: and so Double find held another fundraiser. This time, they 435 00:25:05,520 --> 00:25:09,240 Speaker 1: used an investment platform called fig and raised nearly four 436 00:25:09,280 --> 00:25:13,000 Speaker 1: million dollars. In addition to that money, Double find invested 437 00:25:13,040 --> 00:25:15,440 Speaker 1: some of its own cash into the project, and there 438 00:25:15,520 --> 00:25:18,400 Speaker 1: was a third party that also invested money into it. 439 00:25:18,800 --> 00:25:21,280 Speaker 1: Schaefer wanted to avoid the problems of broken Age, in 440 00:25:21,280 --> 00:25:23,600 Speaker 1: which a game that was originally intended to be of 441 00:25:23,640 --> 00:25:28,000 Speaker 1: a modest size grew after receiving more funding than was anticipated, 442 00:25:28,359 --> 00:25:31,479 Speaker 1: and so he attempted to establish the expectations of the 443 00:25:31,520 --> 00:25:35,520 Speaker 1: game's scope. Psycho Nuts too from the outset and based 444 00:25:35,560 --> 00:25:38,520 Speaker 1: the budget on that estimate, Taking into account the additional 445 00:25:38,560 --> 00:25:41,960 Speaker 1: funds from Double Fine and the third party, and the 446 00:25:42,000 --> 00:25:44,840 Speaker 1: campaign's length was set to thirty eight days, and Double 447 00:25:44,880 --> 00:25:47,800 Speaker 1: Fine met their goal with five days to spare. While 448 00:25:47,800 --> 00:25:50,119 Speaker 1: Double Fine originally hoped to bring the game to market 449 00:25:50,119 --> 00:25:53,600 Speaker 1: in twenty eighteen, the company announced in late twenty seventeen 450 00:25:54,119 --> 00:25:58,400 Speaker 1: that a twenty nineteen launch is more likely. Schaefer, meanwhile, 451 00:25:58,480 --> 00:26:00,960 Speaker 1: has recently said that he does think he's made his 452 00:26:01,000 --> 00:26:05,199 Speaker 1: best game yet. He received a Lifetime Achievement Award from BAFTA. 453 00:26:05,280 --> 00:26:08,880 Speaker 1: That's the British Academy of Film and Television Arts. It's 454 00:26:08,880 --> 00:26:12,840 Speaker 1: the highest honor the organization bestows upon individuals. That's what 455 00:26:12,920 --> 00:26:16,400 Speaker 1: prompted Shaffer to say that while the award is deeply appreciated, 456 00:26:16,680 --> 00:26:19,240 Speaker 1: he estimates his best work is still ahead of him. 457 00:26:19,560 --> 00:26:23,119 Speaker 1: Schaefer sees value in both independent game developers and the 458 00:26:23,119 --> 00:26:26,159 Speaker 1: big studios. He has said that any developers tend to 459 00:26:26,359 --> 00:26:30,080 Speaker 1: lead in innovation. They take on risks and try new 460 00:26:30,160 --> 00:26:33,080 Speaker 1: things on modest games that don't cost as much to 461 00:26:33,160 --> 00:26:36,399 Speaker 1: make and have fewer executives making demands over what should 462 00:26:36,400 --> 00:26:38,439 Speaker 1: and should not be in the game, and then the 463 00:26:38,480 --> 00:26:41,480 Speaker 1: bigger studios can take some of that innovation and boost 464 00:26:41,520 --> 00:26:45,120 Speaker 1: it into the stratosphere in big budget titles. And it's 465 00:26:45,119 --> 00:26:47,480 Speaker 1: point out that there's been some really cool innovations in 466 00:26:47,560 --> 00:26:50,080 Speaker 1: games in recent years, including the big budget games such 467 00:26:50,080 --> 00:26:53,160 Speaker 1: as the Nemesis system that's in the Shadow of Mord 468 00:26:53,280 --> 00:26:56,359 Speaker 1: or games in which the player can encounter antagonists whose 469 00:26:56,359 --> 00:26:59,920 Speaker 1: behavior changes as the player makes various choices within the game. 470 00:27:00,480 --> 00:27:04,119 Speaker 1: Schaefer has also advised independent gamers to avoid building in 471 00:27:04,200 --> 00:27:07,439 Speaker 1: too many expectations for fame and glory with their games. 472 00:27:07,960 --> 00:27:11,800 Speaker 1: He said that we need those independent perspectives, but it's 473 00:27:12,000 --> 00:27:15,600 Speaker 1: not necessarily realistic to expect to become rich off a 474 00:27:15,720 --> 00:27:19,480 Speaker 1: new innovative title. So will we see yet more adventure 475 00:27:19,480 --> 00:27:22,040 Speaker 1: style games from Schaefer in the future, or will he 476 00:27:22,160 --> 00:27:25,280 Speaker 1: switch gears and take a personal interest in an entirely 477 00:27:25,440 --> 00:27:28,840 Speaker 1: different style of game. Whatever the answer, we should expect 478 00:27:28,920 --> 00:27:33,240 Speaker 1: games touched by Schaffer to include wicked humor, fiendishly clever puzzles, 479 00:27:33,680 --> 00:27:37,880 Speaker 1: and the occasional heavy metal guitar solo. Squidly did they 480 00:27:37,880 --> 00:27:41,880 Speaker 1: do that wraps up the story on Tim Schaefer so far. 481 00:27:42,320 --> 00:27:45,199 Speaker 1: If you guys have any suggestions for future episodes of 482 00:27:45,240 --> 00:27:47,639 Speaker 1: tech Stuff, let me know. Send me an email the 483 00:27:47,680 --> 00:27:51,240 Speaker 1: addresses tech Stuff at how stuff works dot com. If 484 00:27:51,280 --> 00:27:53,560 Speaker 1: there's a technology you want me to cover, a company, 485 00:27:53,600 --> 00:27:56,080 Speaker 1: a person, maybe there's someone you would like me to interview, 486 00:27:56,520 --> 00:27:58,520 Speaker 1: let me know and I'll do my best to make 487 00:27:58,520 --> 00:28:01,920 Speaker 1: it happen. Or draw me a line on Twitter or Facebook. 488 00:28:02,280 --> 00:28:04,720 Speaker 1: The hand over both of those is tech Stuff hs W. 489 00:28:05,359 --> 00:28:08,280 Speaker 1: And don't forget to follow us on Instagram. Hope to 490 00:28:08,320 --> 00:28:10,200 Speaker 1: see you there and I will talk to you again 491 00:28:10,720 --> 00:28:18,760 Speaker 1: really soon. For more on this and thousands of other topics, 492 00:28:19,040 --> 00:28:30,320 Speaker 1: is it how stuff works dot com