What's the story with Hack and Slash not panning out? I hadn't really followed the development of the game.
I mean, on the one hand, it's clear SB DF-9 didn't sell enough to justify continuing to have 4 people working on it full time. So I can't blame them. If Minecraft hadn't taken off, Notch would have dropped it at some point. No one is going to work on things indefinitely while losing money. And it's pretty clear SB DF-9 isn't going to happen. They've tried promotions and discounts and there's not much interest and no one who is playing seems very enthused. It seems like an appropriate project to fold.
Right, because the only options are to never buy a Double Fine game ever again or to blindly buy their games regardless of quality. Or, you know, if you don't like what's happened with their crowdfunded and early access games, stop buying their games before they're finished! Wait until they're done and then decide if it's worth a purchase. Delays, budget problems, and cut features are a reality of game development. They may be bad at managing things, but they're not intentionally trying to scam anyone.
Edit: What happened to Autonomous?
AFAIK they polished up the prototype and released it for the Leap Motion controller. Nothing else, probably.
AFAIK they polished up the prototype and released it for the Leap Motion controller. Nothing else, probably.
Tim Schafer said:Hi everybody. I want to apologize for the delayed response from me on recent announcement of Spacebase v1.0. Most of Double Fines publishing staff and I are currently attending Fantastic Arcade in Austin, TX, and have been trying our best to keep up with the situation via our phones while were on the road. But now that I finally have time to sit down with a laptop, Id like to answer some representative questions weve seen on these forums.
Heres the first question!
How about an ACTUAL explanation of what happened behind the scenes?
We started Spacebase with an open ended-production plan, hoping that it would find similar success (and therefore funding) to the alpha-funded games that inspired it. Some of its early sales numbers indicated this might be the case, but slowly things changed, and it became clear that this was looking like a year and a half of production instead of five or so. With each Alpha release there was the hope that things would change, but they didnt. We put every dime we made from Spacebase back into Spacebase, and then we put in some more. Obviously, spending more money than we were making isnt something we can afford to do forever. So, as much as we tried to put off the decision, we finally had to change gears and put Spacebase into finishing mode and plan for version 1.0.
What happened to the devplan? What happened to the beta stage? How can ANY game go from Alpha 6 to a finished 1.0?
In traditional development, Beta refers to a time when no new features are added but bugs are fixed. Things are different in early access where the game is in players hands at an earlier state, so the team has been fixing bugs all along as features are added. In the remaining dev time, there will be both bug fixes and new features so its truecalling it beta is a little inaccurate. But the amount of time fixing bugs is comparable to that of a traditionally-developed game.
I thought you said you werent going to silently pull the plug?
We are not silently pulling the plug. We are announcing our finishing features and v1.0 plan. I know its not a lot of advance notice, but were still here telling you our plan instead of vanishing quietly in the night.
If you were going to end development, why didnt you tell us sooner?
One of the biggest lessons we have learned in this, our first early access title, is about communication. There should have been more communication to the players about the state of the game, and we apologize for that. But for us, it was never clear whether development was going to end because we always hoped that the next update would turn it around and allow us to extend development. So I suppose, ultimately, the answer was we always had hope we werent going to end it, until the end.
Why put the game on sale (while internally knowing that development of the game was stopping)?
Frequent sales are part of the Steam marketplace. Weve had multiple sales throughout the games early access period in attempts to create a bigger audience for the game. As for the version of the game that people bought in this most recent sale, we are still working on it, fixing bugs and adding the final features to make the 1.0 version of Spacebase a fun and complete game.
I understand that the recent announcement was a disappointment. It was for you, and it was for us. We wanted to keep working on Spacebase for years. But Spacebase spends more money than it brings in, and thats just not something we can afford to do any more. Set up against the expectation of the game being in development as long as Prison Architect or Dwarf Fortress, its hard not to find fault in the game by comparison. But we continued to sell the game, and will continue to sell the game, because we feel that based solely on its own merits, Spacebase DF9 is still a fun, clever, hilarious, beautiful and complete game.
Its hard for me to see JP and his team get eviscerated on these forums, after Ive watched them put their blood, sweat, and tears into Spacebase for the last year and a half. Telling you that they are hard-working and talented developers who toiled in good faith to create this unique work of entertainment probably isnt going to change your minds about how you feel about this game. But I hope you might at least consider that no one is more disappointed than them that they will not be able to work on this game for years and years to come for reasons mostly out of their control.
We have stumbled awkwardly through some new territory with this game, and in terms of early access communication we fell short. But we are still proud of the game in the end, and are happy to have it on the roster of Double Fine titles. I hope you are able to reserve judgment on version 1.0 until it comes out, and then enjoy it for the unique and entertaining experience that it is.
Thanks for reading, and thank you for playing Spacebase.
-Tim
Let it be known that, from this day onward, game revenue doesn't come from actual sales of complete games anymore!
*shrug*.
They want to have their cake and eat it too. The entirety of the risk in their business model is placed on the consumer as they can drop support and discontinue development at any time. If the future of this studio is predicated on this business model it's not goimg to be a very long one. It's not going to take many Spacebase level abandonments before most gamers start giving them a wide berth.Let it be known that, from this day onward, game revenue doesn't come from actual sales of complete games anymore!
*shrug*.
From Tim's response I'm a little lost on early access but I'm admittedly very ignorant about it. If early access to the game was funding development and it went into the red where they had to self fund some of the development, shouldn't the revenue from the *completed* game then make up for any monetary shortfall? So they finish the game and sell it and make money? Is the development of the game supposed to generate revenue? The point of selling a product is to sell the finished product, right?
It's probably a really bad interpretation, but this is how it feels.
Is the development of the game supposed to generate revenue?
I hope DF realizes how much goodwill they burn by doing crap like this.
Why put the game on sale (while internally knowing that development of the game was stopping)?
Frequent sales are part of the Steam marketplace. Weve had multiple sales throughout the games early access period in attempts to create a bigger audience for the game. As for the version of the game that people bought in this most recent sale, we are still working on it, fixing bugs and adding the final features to make the 1.0 version of Spacebase a fun and complete game.
Yeaaaaah. Thats a bullshit answer Tim.
I guess the key difference here is that a lot of people on GAF think the game in its current form sucks and is irredeemable, whereas the developers don't. Opinions and all that.
I wonder how viable Early Access even is as business model. Usually the games get the most buzz when they're first released, which however at the same time, is also when early access games are in their buggiest and most feature less state, so they usually make a bad first impression. Tim Schafer says that they were always hoping for more sales after each update, but honestly, as someone who wasn't directly following the game, I had no idea when and what kind of update the game received. There was just zero media buzz, and the update alone also wont make it appear anywhere on the steam front page.
I wonder how viable Early Access even is as business model. Usually the games get the most buzz when they're first released, which however at the same time, is also when early access games are in their buggiest and most feature less state, so they usually make a bad first impression. Tim Schaefer says that they were always hoping for more sales after each update, but honestly, as someone who wasn't directly following the game, I had no idea when and what kind of update the game received. There was just zero media buzz, and the update alone also wont make it appear anywhere on the steam front page.
Double Fine were out of their minds, somehow anticipating Prison Architect/Don't Starve-levels of success out of the game, enabling years of updates. (I can only assume these are the some of the "alpha-funded" inspirations Tim cites)
The problem is, neither of those inspirations predicated their development on monstrous success. It was only once they struck a chord with an audience that they began to really ramp up their size and ambition.
Thats not really the point.
Its pretty slimy to put a game on sale as Early access knowing fully well that you are about to stop development on it next week. If it was just a regular sale or if they really had confidence in the product then why not wait until the announcement of 1.0 and let people buy it then if they chose to?
Pushing it to 1.0 when its not ready could be just the result bad circumstances, understandable and forgivable. This on the other hand is knowingly misleading your customers, its just disgusting.
Double Fine were out of their minds, somehow anticipating Prison Architect/Don't Starve-levels of success out of the game, enabling years of updates. (I can only assume these are the some of the "alpha-funded" inspirations Tim cites)
The problem is, neither of those inspirations predicated their development on monstrous success. It was only once they struck a chord with an audience that they began to really ramp up their size and ambition.
Bingo Horrible at time management too.. I thought this was always known about Double Fine, even when Psychonauts was in its heyday.
Lengthy response to the situation from Tim Schafer, if it hasn't been posted already:
The other alternative, which Tim kinda alludes to, is that that last sale was probably them still trying to find enough of an audience to make it worth it and only really made the call to axe it after the fact.I don't claim to know how sales are scheduled on Steam, but if they deliberately placed a sale after they knew development was winding down then you're right, it's slimy. I'd like to think it was more a case of oversight or steam sales just not working that way, but you never can tell I guess.
The other alternative, which Tim kinda alludes to, is that that last sale was probably them still trying to find enough of an audience to make it worth it and only really made the call to axe it after the fact.
I bought this as I really love city/base builder games like this, dwarf fort and Gnomoria. The development being halted is a sobering reminder of how tenuous game development is for smaller companies. I feel cheated, despite knowing the stakes going into it.
The other alternative, which Tim kinda alludes to, is that that last sale was probably them still trying to find enough of an audience to make it worth it and only really made the call to axe it after the fact.
That's how I read it. It would be in line with his statement that they hoped for sales to turn around after each major update.
They weren't really anticipating that kind of success though. Just hoping for it. They're nothing if not optimists at Double Fine.
Double Fine were out of their minds, somehow anticipating Prison Architect/Don't Starve-levels of success out of the game, enabling years of updates. (I can only assume these are the some of the "alpha-funded" inspirations Tim cites)
The problem is, neither of those inspirations predicated their development on monstrous success. It was only once they struck a chord with an audience that they began to really ramp up their size and ambition.
You appear to like Double Fine a lot. That's fine.
But the defense you're giving them is even worse than the one I mentioned. Instead of a plan for this game, they would instead have a dream. If that were the case they may as well have been burning the money, because the end result would be the same.
I don't think it is necessarily foolish to go through that method, given other games in its genre have largely gone through the same early access method to fund development.Did they seriously expect to fund development purely using early access? Because that's what tim's response reads like, and the idea seems really foolish.
I don't think it is necessarily foolish to go through that method, given other games in its genre have largely gone through the same early access method to fund development.
Granted, yes, the state of the game when they started to sell it was probably the foolish part.
I think his answer to the question regarding "what happened to the dev plan" (you know, the one they took down a few days before this announcement)
Games that succeeded in Early Access, like Divinity OS and Prison Architect, had devs who actually take in the feedback of the backers, communicate with them regularly, release regular updates and fix what that were broken before stacking more features. And they were able to get a steady flow of funds and backers because people have faith in those projects. DF-9 instead was like DayZ and Starbound, with devs who seem completely out of touch with their fanbase and are in denial of their game's woes even when fans have given up hope on those games.
This is why I only buy games that are actually complete.