Psychonauts

Bankrolling Psychonauts 2 was Just a "Semi-Joke," Says NotchA Tweeted offer to back a sequel to Tim Schafer's cult favorite Psychonauts was "a semi-joke," said Markus "Notch" Persson, the creator of Minecraft and a guy who's not hard up for cash in light of that game's success. Notch rattled off a host of reasons why we shouldn't get our hopes up, especially the cost of the project.


"The budget for doing a Psychonauts 2 is three times higher than my initial impression, Notch wrote on his personal blog today in a post titled "Hype!" He also assumes (rightly, one thinks) that Schafer's Double Fine studio will be tied up with the Kickstarter project, which has raised $1.8 million in about a week.


"Tim and I haven't spoken much at all other than a couple of emails," Notch wrote. Also "a couple of other parties have mentioned also being interested in investing in it."


In one of those conversations, Schafer told Kotaku that he informed Notch the original Psychonauts budget was $13 million. It released in 2005. "I was like, 'I don't think you can make [it] for a million dollars,'" Schafer says he told Notch. Yet, "as soon as I mentioned the amount of money he said, 'Yeah, I can do that.'"


Evidently that figure moved up to about $40 million. That's not to say Notch hasn't seriously thought about it—he has, to the extent that he would be very specific about his reasons for doing so. "I would not be investing in this as a charity. It would be because I think the game would be profitable," he said. "And naturally, I wouldn't want to have any creative input in the game. It would be purely a high-risk investment in a project I believe in.


"All I know is that IF the numbers work out and IF they still want to do it and IF they don't decide to self fund a sequel by doing more crowd funding (which is honestly what I would've done if I were them), I would be most interested in doing this type of investment," he said.


Hype! [The Word of Notch]


Psychonauts



This fan made film, Inceptionauts, was used by Tim Schafer in meetings with publishers to try and sell the idea of a sequel to Psychonauts. "It's better than any trailer we ever had for the game" Tim Schafer said to Kotaku. But it wasn't enough to persuade any businesses to part with their money, until Notch went onto Twitter last week with a simple message. "Let's make Psychonauts 2 happen."

"I feel like I was being proposed to on the jumbotron at the baseball game." says Schafer, but an offer on Twitter is one thing, a publishing deal is another. A sequel would need to at least match the budget of the original, which cost around $13 million to make. Schafer told Notch how much cash he might need to front production. "As soon as I mentioned the amount of money he said, 'Yeah, I can do that.'"

It's still not a done deal, there are private negotiations happening between Mojang and Double Fine. From a cold numbers perspective, a follow up to Psychonauts is a bit of a risk. Schafer told Kotaku that the original sold just 400,000 copies initially. "It wasn't enough for us to make money," Schafer admits, but since then sales on Good Old Games and Steam have gone extremely well. One of those Steam sales pushed Psychonauts ahead of Call of Duty in revenue earned that day.

Schafer also mentions that Double Fine have had a sequel in mind from the beginning. "We had a lot of plot elements that were backstory in that game that we planned on revisiting in the future and tying it back in," Schafer said. "We had a longer story arc planned for those characters." He's being coy about specifics, though he says that there are "ideas to take them to a more international setting."

Double Fine have been having a few funding adventures recently. Their kickstarter campaign to support development of a new adventure game currently has $1.7 million in donations.
Psychonauts


Minecraft creator Markus "Notch" Persson is able to match Tim Schafer's $13 million Psychonauts 2 development budget valuation.


"I can do that," he told the Double Fine boss.


"I was like, 'I don't think you can make [it] for a million dollars'," Schafer told Kotaku.


"The original game was, I think, $13 million, I think you have to match the original game.


"As soon as I mentioned the amount of money he said, 'Yeah, I can do that.'"


It's unclear whether Notch is willing to invest the $13 million from his own bulging bank account or contribute a certain amount before helping raise investment from elsewhere.


Notch's millions were made off the back of the phenomenal success of sandbox creation game Minecraft.


At the time of publication, over 22 million people had registered to play and just shy of five million people bought the game.


Last week Notch shocked the gaming world and Schafer himself when he said on his Twitter page that he was willing to personally fund a sequel to Double Fine's cult classic Psychonauts.


Double Fine head Tim Schafer has continually stated he would like to develop a second Psychonauts game, but has been unable to secure publisher-funding to back the project.


"Let's make Psychonauts 2 happen," Notch tweeted to Schafer.


"Also, I'm serious."


Psychonauts was first released in 2005 to positive reviews but disappointing sales. Double Fine recovered the rights to the game's publishing proceeds last year. Since then, the digital PC version has been seen a substantial update via Steam, and a new Mac version has been launched.

Psychonauts - contact@rockpapershotgun.com (John Walker)

This is the game that every game should be.

With all the recent brouhaha over Tim Schafer, from his raising $1.75m in four days, to the suggestion that Notch might fund a Psychonauts sequel, it was unavoidable that I’d replay Psychonauts. The astonishing game is in my all-time top 10, and makes me want to hug the planet and have them see. When I’m done with the play through I’ll not be able to stop myself writing about it, but at this convenient midpoint I thought I’d pause to share the joy with you in the form of 38 screenshots. I implore you to buy Psychonauts. If you’ve never played it, it’s so much more than you could be expecting. It’s on Steam for £6 and Good Old Games for $10. Just look.

(more…)

Psychonauts

The Past and Future of Psychonauts 2Until about, oh, early last week, Psychonauts 2 seemed like an idea—or maybe a wish—that would never become a video game.


But then the man who made millions making Minecraft, Markus "Notch" Persson, offered, over Twitter, to "make Psychonauts 2 happen."


Tim Schafer, whose Double Fine Productions made the first beloved Psychonauts game told Notch he'd be into it, but it was going to be expensive.


"I was like, 'I don't think you can make [it] for a million dollars.' The original game was, I think, $13 million, I think you have to match the original game."


"As soon as I mentioned the amount of money he said, 'Yeah, I can do that.'"


Imagine if other rich people—say, any game publisher in the business in the last half-decade—had been as ready to make this game happen.


Tim Schafer has pitched Psychonauts 2 to big video game companies. He has pitched the sequel to a game that was canceled, revived and then earned raves when it finally came out in 2005. But no publisher ever bit. They thought it was too creative or too obscure.


The failures frustrated Schafer, because Psychonauts, an adventure about a boy who can enter the minds of other colorful people and explore their thought-landscapes, wasn't supposed to be one-and-done.


"We had a lot of plot elements that were backstory in that [first] game that we planned on revisiting in the future and tying it back in," Schafer told me last week. "We had a longer story arc planned for those characters."


This is how he'd pitch the sequel to big game publishers: He'd show a 2010 fan trailer called Inceptionauts that mashed up the movie Inception and the first Psychonauts. "It's better than any trailer we ever had for the game," Schafer said. He says it even helped him remember how much he'd liked Psychonauts, which he had taken a break from thinking about after it came out. "It reminded me how much I like it," he said, adding that "I'd like to thank that fan for making the video. I used it to try to fund Psychonauts 2."


Schafer may have talked plot and setting to his potential Psychonauts 2 backers, but he demured from telling me how the new game would relate to the first, other than to tease that "I have ideas to take them to a more international setting."


He did, however, definitely talk to publisher suits about sales. "My pitch also involved how the game sold something like 400,000 copies initially. It wasn't enough for us to make money. But since then, through Steam and Good Old Games and all the places it's been, it's gotten in the hands of a lot of people." He recalls one day when a $2 Steam sale pushed Psychonauts even ahead of Call of Duty for revenue for that day. That, he remembers, was a good day.


None of this turned Psychonauts 2 into a real project scheduled to become a game you or I could play.


Then, on February 7, Notch Tweeted.


Schafer woke up to text messages from friends telling him to check Twitter. He thought he was being sued. No, the opposite. Someone wanted to give him money.


Soon, Notch and Schafer were talking.


"He said he had no idea it would get picked up like this. He said, 'Sorry for putting you on the spot, I didn't realize it would go so big.'


"I feel like I was being proposed to on the jumbotron at the baseball game."


Schafer sounds like he wants to say yes, but negotiations between him and Notch remain private. (Notch and his team at Mojang didn't respond to requests for comment for this story.)


The man who oversaw the making of Psychonauts simply wants to work with the man who made Minecraft. "He's been pretty successful. And, when you look into it, it's a really inspiring story. He's just a regular guy. He didn't do anything sleazy to get it. He just made it himself, distributed it himself, it's a great story. I think we have a lot to learn from him, so I'd like to do something with him.


"And I'd like to make Psychonauts 2."


Psychonauts



Is there any bigger darling on the internet than Tim Schafer and Double Fine right now? After all, you guys forked over north of a million bucks just to see the man revisit the point-and-click adventure genre, a wonderful little gaming niche where bigwig publishers fear to tread.

Related to that, late last year our very own Logan Decker sat down with Tim (and Double Fine's mysterious millionaire/heroic partner, Steven Dengler) to talk about the uphill battle involved in simply porting games like Costume Quest and Psychonauts. Have a watch.
Psychonauts

You want to know how Tim Schafer and Double Fine managed to generate more than a million dollars in Kickstarter cash? Look no further than this hilarious exchange from twisted platforming classic Psychonauts. Sometimes you just gotta make out.


Expect to see plenty of Schafer and friends in our weekly Great Moments in Gaming Humor segment. He and colleagues Dave Grossman and Ron Gilbert are responsible for a some of the most hilarious gaming experiences ever gifted to mortal man from on high, from the point-and-click adventure The Secret of Monkey Island to the point-and-click adventure Day of the Tentacle.


Apparently pointing and clicking leaves a lot of room for funny bits.


But 2006's Psychonauts is no point-and-click adventure. It's a platform odyssey through the fractured minds of the campers and counselors of a summer camp for psychic children. Children like Razputin, the game's hero, voiced by Richard Steven Horvitz of Invader Zim fame. Or Raz's girlfriend Lili, who get excited by the strangest things.


The entire game is filled with side-splitting humor, courtesy of both Schafer and Eric Wolpaw, half of the beloved gaming commentary site Old Man Murray, who later went on to write the dialog for Portal and Portal 2.


But those are games for another week. Now pucker up!


Got a favorite funny gaming moment? Send them to Fahey @ Kotaku Dot Com and they could be featured in the next edition of Great Moments in Video Game Humor.


Psychonauts


Psychonauts creator Tim Schafer doesn't think publishers are evil, but does believe they sometimes remove risky ideas from games.


Schafer has raised nearly $2 million dollars from fans to fund development of a new old school adventure game through Kickstarter - an eye-watering figure that has left some questioning the future role of publishers.


"Well, I'm not trying to vilify them," Schafer told HookshotInc.com.


"Publishers do their business in a way that works for them. They're risking millions of dollars so they've got to mitigate that risk - and sometimes that means removing risky ideas from games.


"The thing is, Double Fine is all about coming up with new, unproven and really creative ideas. It's a constant battle for us to get those ideas to go through the system, that long spanking machine of people who have to sign off on your idea. They're not evil, they're just trying to protect themselves."


Schafer and Double Fine have has an interesting relationship with publishers over the years.


PlayStation 3 and Xbox 360 game Brutal Legend was eventually published by EA after Activision dropped it and subsequently tried to block it from sale.


Now, Double Fine concentrates on downloadable games, and has seen success with a raft of smaller-scale titles, including Stacking, Costume Quest, Iron Brigade and Happy Action Theatre.


But with these games Schafer still needed to seek a publisher's help. THQ published Costume Quest and Stacking, and Microsoft published Iron Brigade and Happy Action Theatre.


Now, with its new adventure game, Schafer has bypassed the publishers altogether, raising cash through crowd-sourcing - as his faith in the likes of PlayStation Network and Xbox Live Arcade dwindles.


"Ever since I played Geometry Wars I thought, what a great new portal," he said.


"But it seems that this year, the idea didn't explode like it should have. Back when Castle Crashers came out, it seemed it was going to grow and grow. I just wish there was more support, more marketing, more placement on the dashboard. It could have been our own little Sundance Film festival, a great sandbox for indie development.


"But the indie community is now moving elsewhere; we're figuring out how to fund and distribute games ourselves, and we're getting more control over them. Those systems as great as they are, they're still closed. You have to jump through a lot of hoops, even for important stuff like patching and supporting your game. Those are things we really want to do, but we can't do it on these systems.


"I mean, it costs $40,000 to put up a patch - we can't afford that! Open systems like Steam, that allow us to set our own prices, that's where it's at, and doing it completely alone like Minecraft. That's where people are going."


As for the adventure game, Schafer promised to create an experience the fans will like, but "that doesn't always mean doing something they've asked you to do".


"If you're making a shooter and the fans say, 'we want the shotgun to be more powerful', you might not be able to do that because it's tied in to a lot of other systems.


"So you just ask yourself, okay, why do they want the gun to be more powerful? What do they really want here? Then you give them what they really need, the thing that's behind what they ask for. Do you know what I mean?


"The fans will get a really original adventure game. That's what they want."

Psychonauts - contact@rockpapershotgun.com (Alec Meer)

Let's just hope Pat doesn't like to go commando

We don’t usually allow RPS headlines to run onto a second line, but this is a very special case indeed. During idle Twitter discussions about the whys and wherefores of a possible Mojang-funded Psychonauts sequel, I heard that the first game had cost $15 million to develop and that Tim Schafer was estimating a $20m cost for a sequel.

Clearly, these eyewatering figures cast some doubt on Mojang being able to successfully (or at least wholly) fund the game. So much so that VG247 editor, friend of RPS and entertainingly relentless cynic Pat Garratt has pledged to me – and now to the public – that he will eat his own trousers, on camera, in the event that a Mojang-funded Psychonauts 2 comes to pass. (more…)

Psychonauts

UPDATE: Double Fine's adventure game will be made - it's just shot past the magical $400,000 goal it set itself last night.


The $400,000 barrier was breached just after 10am UK time on Thursday, 9th February - with 33 days to spare.


"$407,470. I love you, world. Double Fine fans are the greatest fans in the whole world. Your gonna make me cry. :) :) :)" wrote an emotional Tim Schafer on Twitter.


"Let's keep funding this thing until it becomes a monster. All the money goes into making the game and documentary better.)"


How much will be raised when all is said and done?

UPDATE: Psychonauts developer Double Fine Productions is making a fan-funded adventure game.


It's using Kickstarter.com to raise $400,000 - the minimum required to make the dream a reality.


Double Fine's Tim Schafer, one of the chief architects of the adventure game genre, announced the project last night.


At the time of publishing, $297,846 was raised - with 33 days to go.


"This is a game for adventure fans, funded by adventure fans," Schafer said in a promotional video on the Kickstarter website.


"If you back this Kickstarter project, you will be cool, and everybody will like you."


Kickstarter allows anyone to make a donation to the game development fund, but Double Fine has made available premium pledges for those with the cash to splash.

Donate $15,000 or more and you'll score dinner with Tim and key members of the development team. $20,000 or more gets you dinner and bowling with them. $50,000 or more and you become a character in the game.


Give $150,000 or more and Schafer will give you one of the last four remaining Triangle Boxed Day of the Tentacles, in original shrink-wrap.


The game is expected to be a truly collaborative process, with fans who donate involved deeply in development.


And video game documentary makers 2 Player Productions will film the entire journey, putting video after video on the internet for those who donate to enjoy.


The finished game will be released on PC via Steam. Donate and you'll get exclusive access to the beta, the video series and a private discussion community.


Wait, they've now raised $306,806. This won't take long.

'Psychonauts developer Double Fine making fan-funded adventure game' Screenshot 1
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