For decades, there was one really successful financial model for making big, profitable games: a publisher providing project funding to a developer in exchange for a large share of any eventual profits. It’s a model that’s seen its share of disruptions in recent years, with direct game downloads and free-to-play, micro-transaction fueled games often succeeding without the need for a publishing middleman.
But the traditional model saw one of its biggest disruptions earlier this month, when developer Double Fine, sporting talent behind classic point-and-click adventure titles like Grim Fandango and The Secret of Monkey Island, managed to raise over $1 million of funding for a new adventure game project in under 24 hours, directly from tens of thousands of eager fans on Kickstarter.
The success of the project, which started as a way to get around risk-averse publishers and missed becoming Kickstarter’s first seven-figure fund by just a few hours, was a shock even to those behind the idea.
“One of the reasons we were nervous about being on Kickstarter was because a lot of the stuff we had seen before was [bringing in] $10 to $20,000,” Double Fine producer Greg Rice told Ars Technica. The team’s $400,000 initial funding goal, Rice said, was “lower than we would have ideally hoped for.” But it also “kind of paid off in that people came back to support it and we ended up making a lot more money than we planned.”
With the project now approaching $2 million in funding with 25 days to go, the industry faces an important question: was Double Fine’s funding success a one-time fluke, or the kind of thing other developers could easily replicate? Is this project just an anomaly, or does it represent a sea change moment where game developers finally move en masse to a player-funded model that gets around the publishing middlemen once and for all?

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