WEBVTT - Tim Schafer and Double Fine Productions

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<v Speaker 1>Get in text with technology with tech Stuff from half

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<v Speaker 1>stuff works dot com. Hey there, and welcome to tech Stuff.

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<v Speaker 1>I'm your host, Jonathan Strickland. I'm an executive producer and

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<v Speaker 1>how stuff Works and I love all things tech. And

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<v Speaker 1>in our last episode, we learned about how game designer

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<v Speaker 1>Tim Schafer got his start in the business, first with

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<v Speaker 1>a decade of work at Lucas Arts, creating adventure games

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<v Speaker 1>like Day of the Tentacle and Full Throttle, and then

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<v Speaker 1>as he launched his own game studio called Double Fine Productions.

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<v Speaker 1>We left off talking about how the second title from

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<v Speaker 1>that studio, Brutal Legend, had a laborious development process that

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<v Speaker 1>culminated in a struggle to find a publisher. The studio

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<v Speaker 1>had produced two games at this point, Psycho Nuts and

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<v Speaker 1>the aforementioned Brutal Legend, and they both received a favorable

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<v Speaker 1>response from critics, but they only enjoyed somewhat luke warm sales.

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<v Speaker 1>But let's take a quick step back into those early

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<v Speaker 1>days at Double Fine since I didn't really get to

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<v Speaker 1>dive into too much detail at the end of the

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<v Speaker 1>last episode, and this is going to help us understand

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<v Speaker 1>the journey Tim Shaefer and his company have been on

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<v Speaker 1>since its founding. When the company looked for its first

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<v Speaker 1>office space in the San Francisco area in two thousand one,

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<v Speaker 1>they found there weren't many affordable options. This was right

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<v Speaker 1>toward the end of the dot com bubble inflating, so

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<v Speaker 1>you had a lot of young companies flush with cash

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<v Speaker 1>and they were just taking up office space left and

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<v Speaker 1>right in the Bay area. So originally, Double Find Productions

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<v Speaker 1>rented out an old warehouse on Clara Street, which was

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<v Speaker 1>in a kind of rough neighborhood. The warehouse had no heat,

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<v Speaker 1>and the space heaters they tried to plug in drew

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<v Speaker 1>too much power and would trip the circuit breakers, so

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<v Speaker 1>they couldn't use them. There was a rat problem apparently,

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<v Speaker 1>and the neighborhood was home to troubled individuals and criminals.

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<v Speaker 1>It just was not a good scene. And yet this

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<v Speaker 1>was where the company began to work on its first game,

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<v Speaker 1>the platform er Psycho Knots, set in the various imaginations

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<v Speaker 1>of different characters. For about two years, Double Fine Productions

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<v Speaker 1>stuck around in this warehouse, but in two thousand three

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<v Speaker 1>the price of office space fell dramatically. The dot com

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<v Speaker 1>bubble had burst by then, and many startup companies that

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<v Speaker 1>had driven up the rental prices now no longer even existed,

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<v Speaker 1>so it opened up a vacuum in the office space

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<v Speaker 1>market in San Francisco, and Double Fine Productions was still around,

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<v Speaker 1>so they were able to move into a nicer space.

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<v Speaker 1>They still had not yet launched their game. However, that

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<v Speaker 1>same year, the company experienced a really nasty internal shake up,

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<v Speaker 1>all due to a failed attempt to make game design

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<v Speaker 1>more efficient. During the development process, certain people became level

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<v Speaker 1>designers on Psycho Knots, so it was their job to

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<v Speaker 1>come up with a concept for a specific level within

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<v Speaker 1>the game. They were to write out all the action

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<v Speaker 1>pathways that you could potentially take through that level, and

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<v Speaker 1>they were also supposed to describe all the different game events,

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<v Speaker 1>and then they would hand over this work to an

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<v Speaker 1>artist to bring those ideas to life, and the artists

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<v Speaker 1>were given the job of creating the visual geometry for

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<v Speaker 1>the levels. But that rubbed the designers the wrong way,

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<v Speaker 1>who felt their ideas were being superseded by the artists.

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<v Speaker 1>So you suddenly had this this this struggle between designers

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<v Speaker 1>and artists about how a vision should be realized. The

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<v Speaker 1>level designers and the artists used the same set of tools,

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<v Speaker 1>which turned out to be a bad thing, because soon

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<v Speaker 1>there was this ugly pattern of levels being written and

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<v Speaker 1>overwritten and redesigned repeatedly by both designers and artists competing

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<v Speaker 1>to get their version into the game, and it led

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<v Speaker 1>to unplayable levels. And then one day in two thousand three,

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<v Speaker 1>all but one of the level designer were fired after

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<v Speaker 1>this process had nearly torn the project apart. There was

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<v Speaker 1>no producer on the game at that point, and Tim

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<v Speaker 1>Schaefer was busy handling corporate level issues, so he couldn't

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<v Speaker 1>dedicate his time to overseeing the project directly. He was

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<v Speaker 1>trying to be all things to all people, the lead

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<v Speaker 1>developer on a game while also being the head of

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<v Speaker 1>that company. The one remaining level designer left on staff

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<v Speaker 1>was Eric Robson, who was put in charge of artists,

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<v Speaker 1>and a new department was created called world Builder and

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<v Speaker 1>that became responsible for level design. Things went a little

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<v Speaker 1>bit more smoothly from that point forward, but the shakedown

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<v Speaker 1>and staff understandably upset many on the team. Now at

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<v Speaker 1>the time, Microsoft was signed on to be the publisher

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<v Speaker 1>of Psycho Knots. It was meant to be an Xbox

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<v Speaker 1>exclusive game, Microsoft requested a demonstration of the quote fund

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<v Speaker 1>factor end quote of the game, or else it was

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<v Speaker 1>going to cancel this agreement and say, all right, we're

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<v Speaker 1>not gonna undo your development anymore. So the development team

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<v Speaker 1>got to work and built out a level. It was

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<v Speaker 1>specifically the black Velvetopia level in Psycho Knots. If you

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<v Speaker 1>played the game, maybe you're familiar with it. Microsoft appeared

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<v Speaker 1>to be satisfied and the arrangement continued for a short while.

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<v Speaker 1>In February four, just as things were really coming together,

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<v Speaker 1>Microsoft canceled its agreement to publish the game, and this

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<v Speaker 1>was a huge blow to the team. As Tim Schaefer

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<v Speaker 1>would explain in a talk at the Game Developers Conference,

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<v Speaker 1>the way games get made typically follows this process. You

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<v Speaker 1>have a developer that gets an idea for a game.

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<v Speaker 1>They pitched their idea to a publisher, and if the

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<v Speaker 1>publisher likes this idea, they agreed to fund the development

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<v Speaker 1>of the game. The developer gets money from the publisher

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<v Speaker 1>and they use that money to build out the agreed

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<v Speaker 1>upon game. All that money goes to developing tools, paying

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<v Speaker 1>people salaries, et cetera. Now, once the game is ready

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<v Speaker 1>to ship, it's gone. Gold. The publisher takes this completed

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<v Speaker 1>game and then sells it to customers, which can actually

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<v Speaker 1>be a multi step process as you can go through

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<v Speaker 1>various distributors like retail stores, but we're simplifying this for

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<v Speaker 1>this example. Customers then by the game and the publisher

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<v Speaker 1>once it has recouped the cost of funding, the game

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<v Speaker 1>starts to share a portion of the profits with the developer,

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<v Speaker 1>and so a developer only sees profit if the game

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<v Speaker 1>sales go really well. Otherwise, the only money the developer

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<v Speaker 1>gets is during the actual development phase of the game.

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<v Speaker 1>That's not profit, that's just covering the cost of development.

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<v Speaker 1>So when Microsoft canceled its publisher agreement with Double Fine,

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<v Speaker 1>it left the studio without funding to complete the game.

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<v Speaker 1>Ed Freeze, a Microsoft executive who had been in favor

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<v Speaker 1>of publishing the game, had left Microsoft, and Double Fine

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<v Speaker 1>found itself with no more supporters at the company. As

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<v Speaker 1>Psycho Knots executive producer Caroline as Murdoch said to Game

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<v Speaker 1>Developer Magazine back in two thousand five, the remaining executives

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<v Speaker 1>at Microsoft appeared to view Double Fine as being late

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<v Speaker 1>to delivery and too expensive and not worth the investment.

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<v Speaker 1>So the studio had to look around for another publisher.

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<v Speaker 1>For months, Schaefer and as Murdoch worked to keep the

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<v Speaker 1>project moving forward even in the absence of funding. They

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<v Speaker 1>tried to keep the development team focused on meeting deadlines.

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<v Speaker 1>It was hard to do, as no one was even

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<v Speaker 1>sure their work was ever going to be seen or

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<v Speaker 1>experienced by anyone, and not everyone was on the same

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<v Speaker 1>page and the development team there were disagreements about elements

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<v Speaker 1>within the game itself. It was also hard to find

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<v Speaker 1>a publisher willing to take a risk on a quirky

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<v Speaker 1>game that did not rely upon an established intellectual property.

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<v Speaker 1>But eventually, in July two thousand, four months after Microsoft

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<v Speaker 1>had already pulled out, Double Fine found a new publisher

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<v Speaker 1>in Majesco Entertainment. While the company received funding once again,

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<v Speaker 1>it came with some conditions, and one of those was

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<v Speaker 1>there wasn't enough money to hire on additional staff to

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<v Speaker 1>help finish the game. Another condition was that the promised

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<v Speaker 1>deliverables were still in play, so that meant the development

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<v Speaker 1>team had to do more work than they anticipated to

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<v Speaker 1>get the game done on time, which resulted in what,

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<v Speaker 1>as Murdoch said, was quote the most insane crunch I

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<v Speaker 1>have ever witnessed end quote and crunches when you've got

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<v Speaker 1>everybody working on a project over time in order to

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<v Speaker 1>get it to ship on deadline. The team pushed themselves

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<v Speaker 1>hard for nearly another year, with Psycho Knots going gold

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<v Speaker 1>in two thousand five. According to as Murdoch, this was

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<v Speaker 1>done without ever once missing a single payroll day, which

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<v Speaker 1>is a testament to Schaefer and as Murdoch's work to

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<v Speaker 1>manage money carefully during the arduous process. As Murdoch pointed out,

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<v Speaker 1>one of the big problems during the development of Psycho

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<v Speaker 1>Knots was that Schaefer had been unwilling to delegate responsibilities.

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<v Speaker 1>He wanted to define the culture of Double Fine. He

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<v Speaker 1>wanted to make it a special place to work, and

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<v Speaker 1>he was worried that if he brought on executives to

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<v Speaker 1>head up the various departments like HR, finance, operations, web development,

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<v Speaker 1>et cetera, before he could define what the work culture

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<v Speaker 1>at Double Fine should be like, that would cause big problems.

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<v Speaker 1>They would end up defining the culture rather than Schaefer.

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<v Speaker 1>So he decided he would do it all, but that

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<v Speaker 1>meant he was constantly dealing with one emergency situation after another,

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<v Speaker 1>and he couldn't focus on game development to the detriment

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<v Speaker 1>of the company. And as tough as Psycho Nauts was,

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<v Speaker 1>things would not go easier during the development of Brutal Legend,

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<v Speaker 1>the real time strategy adventure game married fantasy elements with

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<v Speaker 1>heavy metal music, and Double Find was having a real

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<v Speaker 1>hard time finding a publisher. They shot the idea around

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<v Speaker 1>for a while, but they finally were able to find

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<v Speaker 1>somebody interested in publishing this game, and that was Vivendi

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<v Speaker 1>Universal Games. But it didn't turn out to be the

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<v Speaker 1>publisher that would eventually actually publish that game. I'll explain

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<v Speaker 1>more in just a second, but first let's take a

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<v Speaker 1>quick break to thank our sponsor. The Brutal Legend team

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<v Speaker 1>decided first to focus on the multiplayer part of the

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<v Speaker 1>game because Double Find hadn't done a multiplayer game before.

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<v Speaker 1>Schaefer had not done it before, and so they took

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<v Speaker 1>nearly a year and a half to work on the

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<v Speaker 1>multiplayer concept, after which Vivendi said to the team, hey,

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<v Speaker 1>how about now you focus on the solo player experience.

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<v Speaker 1>We want to see what that's going to look like.

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<v Speaker 1>In October two thousand and six, Double Fine started work

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<v Speaker 1>on the solo campaign and began casting the voice talent,

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<v Speaker 1>including casting Jack Black as the game's protagonist. It wasn't

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<v Speaker 1>until June two thousand and seven that the team had

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<v Speaker 1>something to show Vivendi to give an indication of where

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<v Speaker 1>the solo campaign was heading. By that time, the development

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<v Speaker 1>team had changed the shape of the game significantly, which

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<v Speaker 1>of course, had delayed things. The game missed its ship

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<v Speaker 1>date twice and was delayed by nearly a year and

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<v Speaker 1>a half. In that time, Vivendi dropped the game as

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<v Speaker 1>publisher because Vivindi itself had been acquired by Activision, and

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<v Speaker 1>then Electronic Arts stepped in as the new publisher. Double

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<v Speaker 1>Find adopted the scrums system of development. Now. I covered

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<v Speaker 1>this when I talked about agile systems in a recent podcast.

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<v Speaker 1>Scrums involve sprints. These are work sessions during which teams

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<v Speaker 1>focus on specific deliverables rather than the full project, and

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<v Speaker 1>they have daily meetings to discuss deadlines, obstacles, and progress

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<v Speaker 1>on those deliverables. The change to scrum helped Double Find

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<v Speaker 1>focus on what needed to happen and allowed for more

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<v Speaker 1>regular progress on the game development, but there were still

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<v Speaker 1>many setbacks. The team depended heavily on middleware, so this

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<v Speaker 1>is software created by other companies to do much of

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<v Speaker 1>the work for Brutal Legend. So a lot of the

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<v Speaker 1>elements that allowed the developers to build game elements in

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<v Speaker 1>the game came from middleware, and about half the middleware

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<v Speaker 1>worked great, but the other half didn't, and that slowed

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<v Speaker 1>things down. In addition, while the team had made Psycho

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<v Speaker 1>Knots for the Xbox, Brutal Legend was supposed to come

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<v Speaker 1>out on the Xbox three sixty and the PlayStation three,

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<v Speaker 1>which required new tools, new processes, it required new training

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<v Speaker 1>so that the game could run on this more advanced hardware.

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<v Speaker 1>And then there was that lawsuit that Activision brought against

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<v Speaker 1>Double Fine and e A Games. It would eventually be

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<v Speaker 1>settled out of court, but the stress took its toll

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<v Speaker 1>on Tim Shaefer and the executive team. This is what

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<v Speaker 1>led to Schaefer declaring the entire company would participate in

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<v Speaker 1>Amnesia Fortnite, in which everybody split up into four teams

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<v Speaker 1>and each team attempted to make a game. What's more,

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<v Speaker 1>people could step outside their normal roles at Double Fine

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<v Speaker 1>and try their hand at something else, so a game

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<v Speaker 1>designer could become an artist, and artists could become a designer, etcetera.

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<v Speaker 1>And so the four teams got to work creating games

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<v Speaker 1>completely unrelated to Brutal Legend other than the fact that

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<v Speaker 1>it was using the game engine, and it ended up

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<v Speaker 1>being an incredible success. The teams were happy to work

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<v Speaker 1>on something new and try on new responsibilities. Each team

0:13:19.800 --> 0:13:25.880
<v Speaker 1>produced a playable prototype game. The four prototypes were called Tiny, Personal, Ninja,

0:13:26.320 --> 0:13:32.120
<v Speaker 1>Happy Song, Threnched, and Operation Your Desk Is Disgusting. Everybody

0:13:32.160 --> 0:13:34.599
<v Speaker 1>was able to go back to work re energized. E

0:13:34.800 --> 0:13:37.480
<v Speaker 1>A published Brutal Legend, and the team began to rev

0:13:37.600 --> 0:13:41.880
<v Speaker 1>up to develop Brutal Legend too, But then they had

0:13:41.920 --> 0:13:44.800
<v Speaker 1>the rug pulled out from under them again. Electronic Arts

0:13:44.880 --> 0:13:47.720
<v Speaker 1>canceled the game. They didn't even want to push out

0:13:47.760 --> 0:13:51.200
<v Speaker 1>the patches that Double Fine had created for the original

0:13:51.240 --> 0:13:55.440
<v Speaker 1>Brutal Legend game. Schaefer held another Amnesia Fortnite, which would

0:13:55.600 --> 0:13:59.360
<v Speaker 1>end up becoming a regular tradition at Double Fine, and miraculously,

0:13:59.760 --> 0:14:03.319
<v Speaker 1>all all four prototypes they came out of this exercise

0:14:03.880 --> 0:14:06.880
<v Speaker 1>ended up getting picked up by publishers, so they became

0:14:06.960 --> 0:14:11.400
<v Speaker 1>actual games, not just projects within Double Fine. Those four

0:14:11.480 --> 0:14:16.760
<v Speaker 1>games were called Costume Quest, Stacking Iron Brigade, and Sesame

0:14:16.840 --> 0:14:21.800
<v Speaker 1>Street Once Upon a Monster. The morale exercise literally ended

0:14:21.880 --> 0:14:24.400
<v Speaker 1>up saving the company, as Double Fine wouldn't have been

0:14:24.400 --> 0:14:27.320
<v Speaker 1>able to make payroll once the sequel to Brutal Legend

0:14:27.400 --> 0:14:31.640
<v Speaker 1>got the acts, so to speak, an actual acts, not

0:14:31.720 --> 0:14:35.280
<v Speaker 1>a not a guitar. You know, heavy metal squidly did

0:14:35.400 --> 0:14:38.520
<v Speaker 1>we do? Double Fine continued to make games both for

0:14:38.640 --> 0:14:42.160
<v Speaker 1>consoles and mobile platforms, with the occasional port to PC.

0:14:42.760 --> 0:14:46.280
<v Speaker 1>Schaefer meanwhile, kept his hand on the helm of the company,

0:14:46.360 --> 0:14:48.240
<v Speaker 1>which meant he didn't have a whole lot of time

0:14:48.240 --> 0:14:50.160
<v Speaker 1>to do what he loved in the first place, which

0:14:50.200 --> 0:14:53.280
<v Speaker 1>was making games. In two thousand and twelve, he did

0:14:53.320 --> 0:14:55.800
<v Speaker 1>take the lead on a game concept he came up

0:14:55.800 --> 0:14:58.600
<v Speaker 1>with while thinking about his daughter, who was about two

0:14:58.680 --> 0:15:01.040
<v Speaker 1>years old at the time. He wanted a game he

0:15:01.080 --> 0:15:04.160
<v Speaker 1>could play with her. His decision was to develop a

0:15:04.240 --> 0:15:08.320
<v Speaker 1>game for the Xbox three sixty Connect system. The Connect,

0:15:08.480 --> 0:15:11.600
<v Speaker 1>for those who do not remember, was a special peripheral

0:15:11.640 --> 0:15:14.240
<v Speaker 1>device for the Xbox three sixty, and then there was

0:15:14.280 --> 0:15:17.240
<v Speaker 1>another version that was later made for the Xbox One.

0:15:17.400 --> 0:15:21.680
<v Speaker 1>It contains several sensors such as a microphone and special cameras.

0:15:21.880 --> 0:15:24.400
<v Speaker 1>One of those cameras was an infrared camera that could

0:15:24.440 --> 0:15:27.520
<v Speaker 1>help the connect since depth, and here's how it worked

0:15:27.520 --> 0:15:31.280
<v Speaker 1>in a nutshell. The Connect had an infrared projector which

0:15:31.320 --> 0:15:34.720
<v Speaker 1>projected light in the infrared spectrum, so that essentially a

0:15:34.760 --> 0:15:37.800
<v Speaker 1>grid of reference points would overlay the area in front

0:15:37.840 --> 0:15:41.440
<v Speaker 1>of the connect. So if you had your Microsoft Xbox

0:15:41.680 --> 0:15:43.880
<v Speaker 1>three sixty in your living room and you had to

0:15:43.880 --> 0:15:47.120
<v Speaker 1>Connect attached to it, it was actually projecting a grid

0:15:47.280 --> 0:15:50.920
<v Speaker 1>of infrared light across your living room. The grids invisible

0:15:50.960 --> 0:15:54.160
<v Speaker 1>to humans because we cannot see in the infrared range,

0:15:54.200 --> 0:15:58.160
<v Speaker 1>at least not without technological help, but the infrared camera

0:15:58.320 --> 0:16:01.600
<v Speaker 1>on the Connect could pick it up just fine. As

0:16:01.600 --> 0:16:04.360
<v Speaker 1>objects moved within the view of the camera, they would

0:16:04.360 --> 0:16:07.800
<v Speaker 1>deform the grid. The Connect could send the information onto

0:16:07.800 --> 0:16:11.960
<v Speaker 1>the Xbox, which could interpret the movements as commands, including

0:16:12.000 --> 0:16:14.640
<v Speaker 1>movements that were toward or away from the camera, by

0:16:14.760 --> 0:16:17.960
<v Speaker 1>looking at the way the grid was deformed. The Connect

0:16:18.120 --> 0:16:21.760
<v Speaker 1>never got a whole lot of traction in the gaming community,

0:16:22.040 --> 0:16:24.840
<v Speaker 1>partly because many gamers felt that there were very few

0:16:24.880 --> 0:16:28.520
<v Speaker 1>titles that made good use of the technology, But hackers

0:16:29.000 --> 0:16:31.600
<v Speaker 1>loved the Connect as it gave them access to an

0:16:31.600 --> 0:16:34.760
<v Speaker 1>inexpensive sensor array that could be used in all sorts

0:16:34.760 --> 0:16:38.280
<v Speaker 1>of applications, from creating your own three D scanner to

0:16:38.840 --> 0:16:42.280
<v Speaker 1>a sensor array for robotics. Anyway, back to the game

0:16:42.320 --> 0:16:45.000
<v Speaker 1>that Schaefer wanted to make for his daughter. He called

0:16:45.040 --> 0:16:49.040
<v Speaker 1>it Double Fine Happy Action Theater. Sometimes it's just called

0:16:49.080 --> 0:16:52.920
<v Speaker 1>Happy Action Theater. The game includes many activities that take

0:16:52.960 --> 0:16:56.800
<v Speaker 1>advantage of the connects capabilities without requiring the player to

0:16:56.880 --> 0:17:00.920
<v Speaker 1>calibrate before gameplay with each session, which Schaefer felt was

0:17:01.000 --> 0:17:04.119
<v Speaker 1>a barrier for kids who lacked the patients and attention

0:17:04.200 --> 0:17:06.760
<v Speaker 1>span to stay in one place long enough to calibrate

0:17:06.800 --> 0:17:09.720
<v Speaker 1>the system. So if you wanted to play the floors

0:17:09.800 --> 0:17:13.600
<v Speaker 1>lava or create a montage of clones, you can. The

0:17:13.640 --> 0:17:18.359
<v Speaker 1>game has an eighty on Metacritic, which aggregates reviews of

0:17:18.480 --> 0:17:21.360
<v Speaker 1>games and the signs of score between one and one hundred.

0:17:22.080 --> 0:17:24.200
<v Speaker 1>A lot of the games are really more activities than

0:17:24.240 --> 0:17:27.160
<v Speaker 1>any kind of actual gameplay, but they were the sort

0:17:27.200 --> 0:17:31.000
<v Speaker 1>of things that would appeal to very young players. Also,

0:17:31.040 --> 0:17:34.200
<v Speaker 1>in February two thousand twelve, Tim Schaeffer decided to try

0:17:34.240 --> 0:17:38.399
<v Speaker 1>something different from the normal game development process. Double Fine

0:17:38.440 --> 0:17:42.800
<v Speaker 1>had been encountering problems with publishers, both with Psycho Nuts

0:17:42.800 --> 0:17:45.840
<v Speaker 1>and Brutal Legend, and so Tim Schaeffer decided to try

0:17:45.840 --> 0:17:48.960
<v Speaker 1>something new and he launched a Kickstarter campaign to fund

0:17:48.960 --> 0:17:51.800
<v Speaker 1>the company's next game, which was a point and click

0:17:51.840 --> 0:17:55.600
<v Speaker 1>adventure style game that at the time was called Double

0:17:55.720 --> 0:17:59.240
<v Speaker 1>Fine Adventure. They said their fundraising goal to four hundred

0:17:59.240 --> 0:18:03.280
<v Speaker 1>thousand dollars. They hit their goal in less than eight hours.

0:18:03.720 --> 0:18:07.320
<v Speaker 1>When the campaign ended, Double Fine ended up raising three

0:18:07.440 --> 0:18:11.840
<v Speaker 1>point three million dollars. It was a record setting Kickstarter

0:18:11.960 --> 0:18:14.320
<v Speaker 1>campaign at the time, and it was the beginning of

0:18:14.359 --> 0:18:18.040
<v Speaker 1>another story filled with challenges and headaches, not to mention

0:18:18.160 --> 0:18:22.119
<v Speaker 1>some serious criticism from the gaming community. Now this is

0:18:22.160 --> 0:18:25.480
<v Speaker 1>the beginning of the story of Broken Age, which I

0:18:25.480 --> 0:18:27.800
<v Speaker 1>will tell you in a second. But first let's take

0:18:27.840 --> 0:18:38.400
<v Speaker 1>another quick break to thank our sponsor. The whole decision

0:18:38.440 --> 0:18:42.040
<v Speaker 1>to go with a crowdfunding approach actually came from outside

0:18:42.040 --> 0:18:46.040
<v Speaker 1>the company. A documentary production company called Two Player Productions

0:18:46.080 --> 0:18:49.960
<v Speaker 1>approached Double Fine with the desire to produce a documentary

0:18:50.080 --> 0:18:53.679
<v Speaker 1>about the process of game development. Two Player Productions funded

0:18:53.680 --> 0:18:58.520
<v Speaker 1>their documentaries largely through crowdfunding. This inspired Schaeffer to take

0:18:58.600 --> 0:19:02.760
<v Speaker 1>a serious stab at crowdfunding himself. He had previously considered it,

0:19:03.160 --> 0:19:06.440
<v Speaker 1>but was discouraged from doing so because the general consensus

0:19:06.840 --> 0:19:10.520
<v Speaker 1>was that crowdfunding would work for really small independent games

0:19:10.520 --> 0:19:14.000
<v Speaker 1>with modest budgets, you know, something in the tens of

0:19:14.040 --> 0:19:17.480
<v Speaker 1>thousands of dollars, but it wasn't a viable option if

0:19:17.480 --> 0:19:19.639
<v Speaker 1>you wanted to make something closer to a Triple A

0:19:19.760 --> 0:19:23.359
<v Speaker 1>title video game. Schaefer decided to give it a shot anyway,

0:19:23.440 --> 0:19:26.359
<v Speaker 1>and he launched the campaign in February two thousand twelve.

0:19:27.000 --> 0:19:29.920
<v Speaker 1>At the launch of the kick started campaign, Tim Schaefer

0:19:29.960 --> 0:19:32.440
<v Speaker 1>had said that he wanted to lead a small team

0:19:32.440 --> 0:19:35.600
<v Speaker 1>of developers to make an adventure game that was fun

0:19:35.720 --> 0:19:40.080
<v Speaker 1>and compelling, but not necessarily epic in scope. This would

0:19:40.119 --> 0:19:42.800
<v Speaker 1>be a return to the puzzle based gameplay of classic

0:19:42.880 --> 0:19:46.240
<v Speaker 1>titles like Grim Van Dango, Monkey Island, and Day of

0:19:46.280 --> 0:19:50.040
<v Speaker 1>the Tentacle. Schaefer estimated that development time would take between

0:19:50.119 --> 0:19:54.000
<v Speaker 1>six and eight months. In reality, it would take much

0:19:54.000 --> 0:19:56.800
<v Speaker 1>longer than that. The plan was to launch the game

0:19:56.920 --> 0:20:00.360
<v Speaker 1>in October two thousand twelve. At that time, the game

0:20:00.400 --> 0:20:03.480
<v Speaker 1>was still working under the title Double Fine Adventure. It

0:20:03.480 --> 0:20:08.040
<v Speaker 1>wouldn't get the name Broken Age until March and the

0:20:08.080 --> 0:20:11.320
<v Speaker 1>game still wasn't ready to launch at that point. In July,

0:20:12.560 --> 0:20:15.960
<v Speaker 1>Double Find made an announcement that raised many eyebrows. The

0:20:16.000 --> 0:20:18.800
<v Speaker 1>company was going to release Broken Age in two parts,

0:20:19.080 --> 0:20:22.800
<v Speaker 1>or acts. The kick started campaign would have effectively funded

0:20:22.840 --> 0:20:26.080
<v Speaker 1>the first half or act of the game. The second

0:20:26.119 --> 0:20:28.919
<v Speaker 1>act would draw its funding partly from the sales of

0:20:29.000 --> 0:20:32.280
<v Speaker 1>the first act. In other words, campaign backers would only

0:20:32.280 --> 0:20:34.800
<v Speaker 1>get half a game to start out with, though they

0:20:34.800 --> 0:20:37.120
<v Speaker 1>were assured they'd have access to the full game once

0:20:37.119 --> 0:20:39.280
<v Speaker 1>it was ready to go. The first half would go

0:20:39.320 --> 0:20:43.000
<v Speaker 1>on sale in early when the second half promised for

0:20:43.080 --> 0:20:48.720
<v Speaker 1>lateen but then pushed to early So what the heck

0:20:48.760 --> 0:20:53.040
<v Speaker 1>was going on? Well? Basically, the runaway success of that

0:20:53.240 --> 0:20:56.520
<v Speaker 1>funding campaign inspired the team to make a more ambitious

0:20:56.560 --> 0:21:00.000
<v Speaker 1>project than they had originally pitched. They had originally thought

0:21:00.160 --> 0:21:02.240
<v Speaker 1>they would use three hundred thousand dollars to fund the

0:21:02.280 --> 0:21:05.159
<v Speaker 1>game and the other hundred thousand dollars would fund the documentary,

0:21:05.200 --> 0:21:07.439
<v Speaker 1>but they made three point three million. There was so

0:21:07.520 --> 0:21:10.800
<v Speaker 1>much support and excitement for an adventure game that Shaefer

0:21:10.800 --> 0:21:12.840
<v Speaker 1>and his team wanted to step up their work and

0:21:12.880 --> 0:21:16.440
<v Speaker 1>create something really special. And, as Shaefer would later say,

0:21:16.440 --> 0:21:20.120
<v Speaker 1>he just designed too much game, and so they began

0:21:20.200 --> 0:21:22.480
<v Speaker 1>to increase the scope of the game, which took more

0:21:22.520 --> 0:21:25.960
<v Speaker 1>time and created more challenges during the development cycle, and

0:21:26.000 --> 0:21:28.959
<v Speaker 1>eventually the scope and work outgrew the funding for the

0:21:29.000 --> 0:21:31.280
<v Speaker 1>game so and not only did they increase it, they

0:21:31.320 --> 0:21:34.320
<v Speaker 1>went beyond the three point three million that they actually gathered,

0:21:34.520 --> 0:21:36.239
<v Speaker 1>and that's when Shaefer and his team had to make

0:21:36.280 --> 0:21:38.919
<v Speaker 1>the tough decision to split the game into two segments

0:21:39.280 --> 0:21:41.280
<v Speaker 1>and use sales of the first half to fund the

0:21:41.320 --> 0:21:44.119
<v Speaker 1>completion of the second half. In addition to making the

0:21:44.119 --> 0:21:47.199
<v Speaker 1>game grander and scale, Shaver made the decision that they

0:21:47.200 --> 0:21:49.440
<v Speaker 1>would use some of the funds to develop the game

0:21:49.480 --> 0:21:54.560
<v Speaker 1>for other operating systems such as mac os, ten, lenox iOS,

0:21:54.640 --> 0:21:57.560
<v Speaker 1>and Android. In addition, you can watch the two player

0:21:57.600 --> 0:22:01.880
<v Speaker 1>productions documentary for free online. There are twenty episodes on

0:22:01.920 --> 0:22:05.040
<v Speaker 1>YouTube and they range from about twenty five minutes long

0:22:05.160 --> 0:22:08.040
<v Speaker 1>to more than an hour long, and it's pretty fascinating stuff.

0:22:08.040 --> 0:22:11.320
<v Speaker 1>I recommend checking it out. According to Schaefer, Double Fine

0:22:11.440 --> 0:22:14.280
<v Speaker 1>ended up spending about twice as much money developing the

0:22:14.320 --> 0:22:17.280
<v Speaker 1>game as it had raised during the kickstarted campaign, so

0:22:17.320 --> 0:22:20.240
<v Speaker 1>somewhere in the six million dollar range, and that sales

0:22:20.280 --> 0:22:22.480
<v Speaker 1>of the game would mean the company would essentially break

0:22:22.600 --> 0:22:25.960
<v Speaker 1>even on Broken Age. The game allows players to take

0:22:25.960 --> 0:22:28.600
<v Speaker 1>control of two different characters who are in two very

0:22:28.640 --> 0:22:31.840
<v Speaker 1>different environments. After the act break in the game, the

0:22:31.880 --> 0:22:35.200
<v Speaker 1>two characters find their roles somewhat switched, and players get

0:22:35.200 --> 0:22:37.399
<v Speaker 1>to experience what it's like when one character is thrust

0:22:37.520 --> 0:22:41.200
<v Speaker 1>into the other character's world. The game got good reviews,

0:22:41.440 --> 0:22:43.800
<v Speaker 1>though some people express frustration with the nature of the

0:22:43.840 --> 0:22:46.000
<v Speaker 1>puzzles in the game. And if you listen to the

0:22:46.000 --> 0:22:48.439
<v Speaker 1>first episode I did on Tim Schaefer, you know that

0:22:48.480 --> 0:22:51.280
<v Speaker 1>those puzzles are his favorite part of adventure games. He

0:22:51.359 --> 0:22:55.199
<v Speaker 1>loved the experience of experimentation figuring out what you have

0:22:55.320 --> 0:22:58.720
<v Speaker 1>to do to progress further. But not everyone is crazy

0:22:58.760 --> 0:23:01.520
<v Speaker 1>about that type of gameplay, and these days games tend

0:23:01.560 --> 0:23:04.080
<v Speaker 1>to hold a player's hand a lot more in long

0:23:04.160 --> 0:23:08.920
<v Speaker 1>tutorials and hint options. The crowdfunding experiment was a success,

0:23:09.080 --> 0:23:11.960
<v Speaker 1>and Double Fine repeated it by going that route again

0:23:12.040 --> 0:23:15.359
<v Speaker 1>to fund a game called Massive Chalice. They launched the

0:23:15.359 --> 0:23:19.639
<v Speaker 1>crowdfunding campaign for Massive Chalice in while Broken Age was

0:23:19.680 --> 0:23:23.240
<v Speaker 1>still in development. They opted not to show quite as

0:23:23.320 --> 0:23:27.359
<v Speaker 1>much exclusive material to backers. After having faced criticisms in

0:23:27.400 --> 0:23:29.920
<v Speaker 1>the game community for giving so much material to people

0:23:29.920 --> 0:23:33.320
<v Speaker 1>who had funded Broken Age. The game met with some delays,

0:23:33.400 --> 0:23:37.320
<v Speaker 1>but was released in November. Now, Schaefer was not directly

0:23:37.359 --> 0:23:39.159
<v Speaker 1>involved in that particular game, so I'm not going to

0:23:39.240 --> 0:23:41.879
<v Speaker 1>cover it any further, since this is really more about

0:23:41.880 --> 0:23:45.760
<v Speaker 1>Schaefer than Double Fine. Schaefer has said that one big

0:23:45.800 --> 0:23:48.879
<v Speaker 1>benefit of the crowdfunding approach is that it makes it

0:23:48.960 --> 0:23:52.119
<v Speaker 1>easier to actually land a publisher. When publishers see that

0:23:52.160 --> 0:23:55.199
<v Speaker 1>players are willing to financially support game development, they are

0:23:55.240 --> 0:23:58.000
<v Speaker 1>more eager to become part of the process. After all,

0:23:58.040 --> 0:24:00.399
<v Speaker 1>they stand a profit from sales of the game, so

0:24:00.760 --> 0:24:03.960
<v Speaker 1>crowdfunding can help a developer pitch their next project to

0:24:04.040 --> 0:24:07.639
<v Speaker 1>a publisher. Moreover, publishers are more likely to back a

0:24:07.680 --> 0:24:10.800
<v Speaker 1>game that has received crowdfunding because it shows a certain

0:24:10.920 --> 0:24:14.119
<v Speaker 1>level of dedication from the developers, and it removes some

0:24:14.200 --> 0:24:16.800
<v Speaker 1>of the risk they would otherwise shoulder if they were

0:24:16.840 --> 0:24:20.360
<v Speaker 1>to fund the game entirely by themselves. In twenty fifteen,

0:24:20.440 --> 0:24:23.679
<v Speaker 1>Double Fine released a remastered version of Grim van Dango,

0:24:23.840 --> 0:24:27.240
<v Speaker 1>Shaefer's masterpiece game from Lucas Arts, and again, if you

0:24:27.280 --> 0:24:29.480
<v Speaker 1>haven't played that game, I recommend giving it a try.

0:24:29.720 --> 0:24:33.080
<v Speaker 1>The puzzles can be devilishly tricky, but the art style

0:24:33.160 --> 0:24:36.600
<v Speaker 1>and the humor of that game are absolutely fantastic. But

0:24:36.640 --> 0:24:39.679
<v Speaker 1>it doesn't mean that every pitch will be accepted or

0:24:39.720 --> 0:24:42.440
<v Speaker 1>that developers will get all they want just because you've

0:24:42.440 --> 0:24:46.400
<v Speaker 1>had some crowdfunding success. That was the case with Psycho Knots.

0:24:46.440 --> 0:24:49.639
<v Speaker 1>To Schaefer really wanted to return to the world of

0:24:49.640 --> 0:24:51.919
<v Speaker 1>Psycho Knots and create a game that would be a

0:24:51.960 --> 0:24:56.120
<v Speaker 1>worthy successor to Double Finds first title. Schaefer couldn't find

0:24:56.160 --> 0:24:58.479
<v Speaker 1>a publisher that was willing to invest the amount he

0:24:58.560 --> 0:25:01.639
<v Speaker 1>felt would be necessary to bring this sequel to life,

0:25:02.000 --> 0:25:05.439
<v Speaker 1>and so Double find held another fundraiser. This time, they

0:25:05.520 --> 0:25:09.240
<v Speaker 1>used an investment platform called fig and raised nearly four

0:25:09.280 --> 0:25:13.000
<v Speaker 1>million dollars. In addition to that money, Double find invested

0:25:13.040 --> 0:25:15.440
<v Speaker 1>some of its own cash into the project, and there

0:25:15.520 --> 0:25:18.400
<v Speaker 1>was a third party that also invested money into it.

0:25:18.800 --> 0:25:21.280
<v Speaker 1>Schaefer wanted to avoid the problems of broken Age, in

0:25:21.280 --> 0:25:23.600
<v Speaker 1>which a game that was originally intended to be of

0:25:23.640 --> 0:25:28.000
<v Speaker 1>a modest size grew after receiving more funding than was anticipated,

0:25:28.359 --> 0:25:31.479
<v Speaker 1>and so he attempted to establish the expectations of the

0:25:31.520 --> 0:25:35.520
<v Speaker 1>game's scope. Psycho Nuts too from the outset and based

0:25:35.560 --> 0:25:38.520
<v Speaker 1>the budget on that estimate, Taking into account the additional

0:25:38.560 --> 0:25:41.960
<v Speaker 1>funds from Double Fine and the third party, and the

0:25:42.000 --> 0:25:44.840
<v Speaker 1>campaign's length was set to thirty eight days, and Double

0:25:44.880 --> 0:25:47.800
<v Speaker 1>Fine met their goal with five days to spare. While

0:25:47.800 --> 0:25:50.119
<v Speaker 1>Double Fine originally hoped to bring the game to market

0:25:50.119 --> 0:25:53.600
<v Speaker 1>in twenty eighteen, the company announced in late twenty seventeen

0:25:54.119 --> 0:25:58.400
<v Speaker 1>that a twenty nineteen launch is more likely. Schaefer, meanwhile,

0:25:58.480 --> 0:26:00.960
<v Speaker 1>has recently said that he does think he's made his

0:26:01.000 --> 0:26:05.199
<v Speaker 1>best game yet. He received a Lifetime Achievement Award from BAFTA.

0:26:05.280 --> 0:26:08.880
<v Speaker 1>That's the British Academy of Film and Television Arts. It's

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<v Speaker 1>the highest honor the organization bestows upon individuals. That's what

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<v Speaker 1>prompted Shaffer to say that while the award is deeply appreciated,

0:26:16.680 --> 0:26:19.240
<v Speaker 1>he estimates his best work is still ahead of him.

0:26:19.560 --> 0:26:23.119
<v Speaker 1>Schaefer sees value in both independent game developers and the

0:26:23.119 --> 0:26:26.159
<v Speaker 1>big studios. He has said that any developers tend to

0:26:26.359 --> 0:26:30.080
<v Speaker 1>lead in innovation. They take on risks and try new

0:26:30.160 --> 0:26:33.080
<v Speaker 1>things on modest games that don't cost as much to

0:26:33.160 --> 0:26:36.399
<v Speaker 1>make and have fewer executives making demands over what should

0:26:36.400 --> 0:26:38.439
<v Speaker 1>and should not be in the game, and then the

0:26:38.480 --> 0:26:41.480
<v Speaker 1>bigger studios can take some of that innovation and boost

0:26:41.520 --> 0:26:45.120
<v Speaker 1>it into the stratosphere in big budget titles. And it's

0:26:45.119 --> 0:26:47.480
<v Speaker 1>point out that there's been some really cool innovations in

0:26:47.560 --> 0:26:50.080
<v Speaker 1>games in recent years, including the big budget games such

0:26:50.080 --> 0:26:53.160
<v Speaker 1>as the Nemesis system that's in the Shadow of Mord

0:26:53.280 --> 0:26:56.359
<v Speaker 1>or games in which the player can encounter antagonists whose

0:26:56.359 --> 0:26:59.920
<v Speaker 1>behavior changes as the player makes various choices within the game.

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<v Speaker 1>Schaefer has also advised independent gamers to avoid building in

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<v Speaker 1>too many expectations for fame and glory with their games.

0:27:07.960 --> 0:27:11.800
<v Speaker 1>He said that we need those independent perspectives, but it's

0:27:12.000 --> 0:27:15.600
<v Speaker 1>not necessarily realistic to expect to become rich off a

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<v Speaker 1>new innovative title. So will we see yet more adventure

0:27:19.480 --> 0:27:22.040
<v Speaker 1>style games from Schaefer in the future, or will he

0:27:22.160 --> 0:27:25.280
<v Speaker 1>switch gears and take a personal interest in an entirely

0:27:25.440 --> 0:27:28.840
<v Speaker 1>different style of game. Whatever the answer, we should expect

0:27:28.920 --> 0:27:33.240
<v Speaker 1>games touched by Schaffer to include wicked humor, fiendishly clever puzzles,

0:27:33.680 --> 0:27:37.880
<v Speaker 1>and the occasional heavy metal guitar solo. Squidly did they

0:27:37.880 --> 0:27:41.880
<v Speaker 1>do that wraps up the story on Tim Schaefer so far.

0:27:42.320 --> 0:27:45.199
<v Speaker 1>If you guys have any suggestions for future episodes of

0:27:45.240 --> 0:27:47.639
<v Speaker 1>tech Stuff, let me know. Send me an email the

0:27:47.680 --> 0:27:51.240
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0:28:10.720 --> 0:28:18.760
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0:28:19.040 --> 0:28:30.320
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