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That didn't stop video game journalists from using backer updates as a source to report on the game's budgetary woes. Progress updates were made available to the project's 87,142 Kickstarter backers (plus people who backed the game after the Kickstarter campaign ended) with the expectation that the news they contained wouldn't be shared until the company made formal public announcements.
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It's a moment that's instantly relatable to anyone who's been involved in a collaborative creative process.ĭouble Fine has also struggled with how to work with the press while keeping its promise to make sure the project's backers are the first to know about the game's developments. The animator resigns himself to redoing hours of work. Visibly crestfallen, the animator attempts to negotiate - maybe he can make some small tweaks - and that's when Schafer firmly tells him that the entire scene needs to be re-animated. The camera focuses on the animator's face, and he smiles as the cutscene plays on a large monitor.Īt the end of the scene, Schafer tells the animator that while the work is good, the wolf's exaggerated movements don't fit with the character's personality. The scene is one of the first character interactions between the boy, Shay, and a mysterious talking wolf. In a particularly brutal scene from one of the latest documentary episodes, the development team gathers as one of the game's animators presents a cutscene he's particularly proud of. But the designer's followers pined for another Tim Schafer adventure, and jumped at the chance to crowdfund it. Schafer went on to found Double Fine and focused on developing games in other genres. Grim Fandango's commercial failure helped lead to the demise of the adventure game genre in the late 1990s. Grim Fandango was praised by critics, but it was largely ignored by consumers, and managed to only develop a relatively small cult following.
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Schafer is a legendary adventure game designer whose credits include the Monkey Island series, Day of the Tentacle, Full Throttle and, most notably, Grim Fandango, released in 1998. The enthusiasm of backers for the project can be linked to the game's designer, Tim Schafer. This was a record at the time, and opened the doors for other developers to use the same strategy to fund their games. Developer Double Fine Productions initially asked for $400,000, but ended up raising more than $3 million. The game's funding came primarily through a Kickstarter campaign.
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