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7 September 2012

11 Projects Have Earned $1 Million on Kickstarter this Year

Kickstarter has revealed statistics for game-related projects through August 31st, referring to this year as the “Year of the Game.” According to Kickstarter, eight of the 11 projects that crossed $1 million this year were related to games (seven were games, one was a comic about a game), and more money has been put into game projects than any other category in 2012. Games earned $50 million through August 31st, compared to $42 million for film, $40 million for design, $25 million for music and $16 million for technology.

Games have gone from the eighth most-funded category in Kickstarter history to the second most-funded, earning $50,330,275 in 2012 compared to $48,190 in 2009. Overall, 23% of all money pledged to Kickstarter in 2012 has been for games, compared to only 3.6% last year. “Of the 36 projects that have raised more than $500,000 this year, 20 have been games,” Kickstarter noted.

Kickstarter largely credits the success of Double Fine’s campaign with the sudden interest in games, commenting “The gaming world hasn’t looked at Kickstarter the same way since. Double Fine signaled to game developers that they could use Kickstarter to do something that previously seemed impossible: make the game they wanted without outside interference.” Game projects have noticeably increased since Double Fine’s campaign launched in February.

People who back game projects are also Kickstarter’s most frequent recurring backers, funding an average of 2.43 projects compared to 1.78 projects for backers in other categories. “Game projects have brought game backers who have inspired more game projects that have brought even more backers, and so on.”

The statistics include both subcategories of Games: Board & Card Games and Video Games. While video games have grown the most, Kickstarter notes a marked success for board & card games as well, which have earned more than $15 million in 2012.

Game projects continue to thrive on Kickstarter even outside these categories, with recent successes including Fangamer’s game-inspired Retrowear clothing campaign, Nathan Meunier’s guide for freelance video game journalists and the Gaymercon LGBT gaming and tech convention.

Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following him on Twitter or IGN.


Source : feeds[dot]ign[dot]com

1 September 2012

PAX: Tim Schafer and The Making of Double Fine Adventure

Double Fine Productions has a problem. Well, more like 3.3 million of them.

Since launching arguably the most well-known and successful video game campaign in Kickstarter history, the quirky developers of beloved games like Grim Fandango, Psychonauts, and Brutal Legend, are on the hook to make Double Fine Adventure (DFA), quite possibly the most talked about adventure game in the last decade. The real trick will be making it the most played, and Double Fine briantrust Tim Schafer knows it.

Discussing the making of DFA at the Double Fine Adventure Adventure panel at PAX 2012, the President and CEO, alongside Double Fine producer Greg Rice, laid his process bare, making a hall-full of friends in the process.

That's a 834% fund rate right there, folks.

If you've ever put something off, changed your idea in the middle of a thought (because you lost it), or considered tossing out plans wholesale for fear that no one will like them, you probably have a lot in common with the self-deprecating developer. Turns out the studio didn't have everything ready to go when the seconds counted down to zero and corks popped. $3.3 million dollars funded, now it was time to make a game. That's actually when that process began - by design - explained Schafer, onstage and throughout the 25-minute showing of the Double Fine Adventure Documentary that filmakers 2 Player Productions have begun shooting for their throng of Kickstaer backers.

His process is as fascinating as it is overwhelming. Thumbing a stack of notebooks evoking John Doe's journals from Se7en, Schafer shows how his games spend their infancy slow-cooking in the deep pages of his scrawled manuscripts, alongside non-sequitur ramblings and complaints about his poor memory and girls he'd loved and lost from the sixth grade. This is not a senselessly scatter-brained man, just proof that extremely-functional attention deficit disorder pairs well with game design. Once his ideas take form, Schafer talks himself into doing what sounds like the part of the process he likes least: telling someone about the idea for the first time.

Pitching his good friend and partner in Double Fine crime, Ron Gilbert (best known for Maniac Mansion and the first two Monkey Island games), the industry vet speaks in adorable fits and starts, flush like a boy talking himself into asking a girl for a first dance. Schafer's not wanting for confidence, he wants to hear that his ideas are good, naturally. And if they're not, he wants to find better ideas. Because he cares so much, nothing matters to him more than getting it right.

And getting it right means uncertainty, and not having all the answers all at once. But he's okay with that. Walls pasted with sticky notes, "art jams" - long sessions that bring all the artists together to concept the art direction - and asking hard questions about story continuity alongside Rice; each is an inexchangeable part of a vulnerable but self-assured process. That and the pizza orgies.

Once a Double Fine game is playable, Schafer traditionally gathers a group of people to a marathon game testing and super-noshing by the slice. If the art jam is how the team finds out how the game should look, the pizza orgies are how they find out how the game should play.

By the end of their PAX panel, Rice simplifies all of this with a rosy-scheeked Cheshire aside, affirming the core "how-to" of good game making. "Look for good ideas, ignore bad ideas." Ricean megascience.

If Double Fine Adventure Adventure doesn't work out, perhaps they'll create  Pizza Orgy: The Game, one attendee offered, during a lively question and answer session as the panel wrapped.

When asked if Pizza Orgy: The Game would be a "party game" in genre by another guest, Schafer simply said, "That depends on who you invite. Sometimes its really sad."

Casey Lynch is Editor-in-Chief of IGN.com. Hear about his love for PAX , metal, and Dark Souls on IGN and Twitter.


Source : feeds[dot]ign[dot]com

Diamond Trust of London now available to the public

The innovative and artsy game designer Jason Rohrer has just released his latest title for widespread availability. Previously, the game had only been available via the Kickstarter fund a few months ago.

The game is called Diamond Trust of London, and the Kickstarter page describes it as a game about "spying, bribery, and loyalty." The game casts two players as diamond traders in Angola who must bribe and connive as many diamonds out of the country as possible before the eight month timer elapses. You must gain the loyalty of agents in certain areas or else they may be wooed by your opponent who will then gain information about your plans.

Rohrer is the developer behind previous games like Passage and Sleep is Death, and his games tend to be fairly out-there. Diamond Trust of London currently retail for $30, and there are just over 4500 copies left as of this writing.


Source : gamesradar[dot]com

25 Agustus 2012

Are Corporations the Worst ‘People’ to Be Making Games?

"Corporations don't have artistic integrity; people do.”

So says Brian Fargo, the man behind Kickstarter-funded turn-based top-down RPG Wasteland 2. He argues that, free from the meddling of metrics-obsessed Powerpoint jockeys and Spreadsheet Sallys, he and his team are free to create the game they envision, not some marketing-muddied version.

It’s the rebel yell of games development in 2012, the glorious year when talent rose up and took back the streets, or at least the basements, porta-offices and co-working cafes.

Fargo should know. Since he started making games in the late 1970s, he’s seen the business from every angle. He was one of the original bedroom-developers, banging out games that made money, mostly for distant, exploitative publishing companies.

Then he created his own publishing company, Interplay, making awesome hits like Fallout, Baldur’s Gate and Descent and working with other developers. But, of course, it all went Tony Montana. The company grew too big and corporate and IPOs, money, egos, blah-blah. And so he stalked off to create that thing of ubiquity, the 21st Century entertainment start-up, grafting away once again at making games for other publishers or trying his luck with the App Store.

And then, lo and behold, Kickstarter and Steam descended like beatific angels, and with a wave of their shining fingers they unshackled the talent from Evil Corporations and allowed creators to do what they want without the interference of marketing-types.

That, at least, is the story we are happy to enjoy in this rosy glow of the revolution’s first budding. Bliss it is in that dawn to be alive, and all that.

Sort of uncomfortably, there is an argument that corporations - meaning large gatherings of able people working in concert towards a common goal - can and do create marvellous things. Although they generally do it best when someone with talent, authority and creative freedom is in charge.

Fargo understands as much. Speaking at the recent Unite Conference, as reported by GI Biz, he said, "The best creative work we're seeing is from creative people who have the power, or the financing, to control their destinies. These visionaries can be within an organization: Rockstar would not achieve the level of quality it does if Sam Houser wasn't running that place with an iron fist. He's not a corporation; he's a person."

He said, “This sort of integrity impacts on production and how a property is exploited. There are employees of these organizations that have this integrity, but they don't have the power to do anything about it.”

Fargo’s company inXile is making Wasteland 2, a game that publishers repeatedly turned down. It’s a post-apocalyptic adventure in which the player controls a group as they travel through a dangerous world. Emotionally difficult decisions are promised as well as strategic complexity. It sounds like a really interesting game, especially given the pedigree of the original, generally considered to be the spiritual parent of the Fallout series.

The firm’s Kickstarter video savages the sort of BS that creative games-makers are forced to face when seeking to gain access to large markets through bloated, risk-averse companies. Middle-managers are portrayed as clueless, sluggish, disingenuous oafs. This may reflect the absolute reality of Fargo’s recent experiences, or it may be the natural frustration of a man trying to pitch a top-down turn-based RPG to companies that make most of their money from first-person shooters, gruff action-adventures and sports games. Alas, such organizations are generally reluctant to try to sell something that offers no solid evidence of success.

Too late for them, that evidence has been produced via Kickstarter. The Wasteland 2 campaign sought $900,000 and turned in almost $3 million. Partly due to a natural enthusiasm for this new way of funding games? Perhaps, but also because people believe in Fargo’s vision, his ability to deliver. Also, they really, really want to play a new Wasteland game, even though it’s been almost 25 years since the original was released.

Fargo said, “We've been working on Wasteland 2 for about 100 days, with no distractions from any kind of corporate overlord. We have hundreds of pages of design done, we have our first music in, we have our basic UI up-and-running, and we've taken our first screenshots. The bottom line is that, without any interruption, we're kicking ass."

The original Wasteland

We can all name dozens of games, hundreds of games, that are made by ‘corporations’. But Fargo points out that the best games are really made by individuals with strong support-networks. He named Shigeru Miyamoto, Yu Suzuki, Hideo Kojima, Ken Levine. Strong personalities are needed to push-back against the overbearing quarterly-target-obsessed, zombies-in-suits. "They can keep the craziness at bay, he said.

Writing about this project back in March for IGN, Kristan Reed noted, “I doubt I'm alone in feeling that the freedom to create the game without external influences will be a huge blessing for Fargo. Were a Wasteland remake to be backed by one of the usual suspects, you can bet that any attempt to revive the classic top-down, turn-based formula would be instantly laughed out of the room. More likely, it'd end up as a generic first person Fallout clone.”

For sure, it is marvelous that we have an alternative to absolute corporate control of gaming output. For a few years there, it was looking grim, when the only real options were games that had been vetted, stamped and stripped by teams of accountants. Now we have actual developers bringing games directly to us, without any interference from people who have never made a game, and probably rarely play them.

Will this new freedom sweep in an age of unalloyed creative awesome? Will the corporations atomize and fade before our unsympathetic gaze? Likely not. Large companies, whether they be ‘nice’ like Valve or ‘nasty’ like you-know-who, are still valuable sponsors of great games, large and small. Groups of people, working together and without an obvious creative leader, do sometimes create unexpectedly innovative games.

But it’s good that we now have a world in which something like Wasteland 2 can be realized, and made the way its creator intends, without the patronage and attending meddling of outside forces.

Thanks again to GIBiz and the Unite Conference.

Colin Campbell is a British-born, Santa-Cruz based games journalist, working for IGN. You can contact him via Twitter or IGN.


Source : feeds[dot]ign[dot]com

15 Agustus 2012

Planetary Annihilation Kickstarter launched by SMNC dev Uber Entertainment

The developers behind Monday Night Combat and Super Monday Night Combat have announced that they'll be heading to Kickstarter to seek funding for their next project. Called Planetary Annihilation, the title will be an RTS featuring huge battles based on the cult classic Total Annihilation.

It's not just inspired by Total Annihilation though. The studio was founded by members of the Supreme Commander team which was led by the former director of TA. The video below also features former members of the TA team.

There's no gameplay shown in the debut trailer, but the video is downright awe-inspiring. It's not just about huge battles, but also literally crashing asteroids into your enemy (seen in the image above.)

So far the Kickstarter is progressing at a decent clip, raking in $25,000 (out of a $900,000 funding goal) since it was revealed earlier today. You can check out the highly entertaining KS video below. Stick around to the end to watch the narrator bust his hairy chest of his shirt while roaring out some vocals.

They've also launched a Reddit Ask Me Anything thread here.


Source : gamesradar[dot]com

13 Agustus 2012

Coco Game Controller Hits Kickstarter

Apple's iOS devices have sparked a mobile gaming revolution, but let's face it: Real games need real, tactile buttons, and a new Kickstarter campaign aims to add them to four sizes of devices.

The brainchild of Milkshake Labs, the Coco Controller is a planned smartphone case to convert your mobile device into a real handheld game controller, complete with the hardware buttons gamers crave.

Unlike other gaming cases already on the market, the Coco isn't limited strictly to Apple's iOS devices - in fact, there are four sizes planned for the Coco, with support for the Samsung Galaxy S III, the iPhone 4/4S, the fourth-generation iPod touch and the forthcoming sixth-generation iPhone.

Yes, you read that right - Milkshake is allowing Kickstarter pledges to choose which case they want in November, by which time Apple will have certainly released their latest iPhone and the Coco will be ready for it!

Coco includes one multi-axis directional pad, one analog stick, four action buttons and two triggers, and best of all it requires no battery and no Bluetooth connection. An audio out jack at the bottom of the case allows users to plug in headphones or speakers, which is also the same method the case uses to draw power and device communication from. Kickstarter backers can also vote on which colors the Coco will be available before launch.

The creators of the Coco are aiming to raise $175,000 by September 12, and currently have the support of 31 mobile games, but are in "serious talks with several of the largest game studios" and plan to expand support for other titles by the time the case ships.

J.R. is a recovering independent feature film producer/director who turned a love of shiny gadgets into a steady stream of gigs writing about them for fun and profit. He can be frequently be found talking nonsense on Twitter and IGN.


Source : feeds[dot]ign[dot]com