Without the campaign Double Fine Productions launched for the Broken Age series, many developers would not have taken crowdsourcing as a serious or low-risk investment. This alone showed the power and the success companies could utilize crowdsourcing campaigns, much like Kickstarter, to tune in on growing audiences and request for funds without any high risks. The campaign finished at the projected date with over three million dollars to spend. The result? The campaign reached its goal in just eight hours and reached the one million mark in just one day. Tim Schafer hoped that within this small amount of time, loyal fans and gamers would be willing to pledge any money for a return to retro-styled gaming. 9, there will be plenty of parallels with the development of this game title, with one key difference: Broken Age was the first prime example that game developers could start crowdsourcing for the gaming audience and expect high success.ĭouble Fine Productions posted the proposal for creating an ‘old school adventure’ video game at Kickstarter on Februfor $400,000 within 33 days. With the days slowly climbing to the second chapter of this successful series, here is what you need to know about Broken Age: Act 2: How has Broken Age already been a success despite coming out with the second chapter? In comes one of the most popular Kickstarter campaigns for video games, also known as Broken Age, a point-and-click adventure created by Double Fine Productions and directed through Tim Schafer, creator of Grim Fandango and Psychonaughts. However, the internet has become a powerful source for audiences and gamers alike to support their beloved developers through crowdsourcing and investing in games the public wants! With companies focusing on video game graphics and design both on consoles and on computers (thus altering future gameplay), the medium has had a slow turnout of similar classics like the Monkey Island series or Day of the Tentacle. Point-and-click adventure titles have been on the slump in recent years, as the video game industry began to move away from the genre since early 2000.
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