Question: What is the point in using the extra money in making this game for other platforms? Won't most of the people that want to play it, donate, and already have a version of it on steam?
Question: What is the point in using the extra money in making this game for other platforms? Won't most of the people that want to play it, donate, and already have a version of it on steam?
They want to make money?
That's what I'm getting at. Will they make more money by porting it? Who's going to be left to buy those ports? Most of us are going for the steam copy by donating.
What kind of idiot likes double fine games, sees this on the news, sees the internet talking about it but is going to pass up the guaranteed cheap release for 15? Who's going to think "OH MAN I LOVE DOUBLE FINE....I'M GOING TO WAIT FOR UNDETERMINED PORT AND NOT DONATE" And if they do donate and play ti on steam, how many people are going to buy it a second time on a second platform? And if not many people are going to buy ti twice or wait like bone heads, why bother paying a team of people to port it?
I wonder if the 1.1 extra mill they've made so far wouldn't be better spent on giving us more game or developing a second game that we won't get for our 15.
"Who's going to be left to buy those ports?"
Gee, I don't know, maybe the entire population of the world, the vast majority of whom have no idea what kickstarter is?
There are currently not even 50k donaters. If this game only 'sells' that much it's a total disaster. Even Brutal Legend, hated by many, sold over a million copies. Don't underestimate how cautious and cheap people can be, and how many will impulse buy when it's splashed over Steam.
They're going to translate it into more languages too. It's going to be available to a lot more people now.
No, in game development, any project which has paid your salary for the time that you spent making it is a success, and as much success as Double Fine has ever seen. It's somewhat uncommon for developers to see any money after a game is released. Residuals usually kick in after the game sells a certain amount, and most games never hit those amounts. From Double Fine's perspective, this is effectively a no-lose proposal.
But it will sell a few copies after the fact, especially if the end product is any good. Which will actually leave them with a continuing source of income after the fact, probably for the first time.
Think of the TellTale games that are on Xbox and PS3... there are people out there that play those games on consoles and not on PCs. Then there is the iOS market.