Weekend Confirmed 99 - Double Fine, Reckoning, Cell HD: emergence

By Jeff Mattas, Feb 10, 2012 11:00am PST

Regular hosts Garnett Lee and Jeff Cannata are away attending to other business, but producer DelRio steps in to shepherd Xav from Joystiq, Christian Spicer, and "Indie" Jeff Mattas through a number of topics. The insanely successful start to indie developer Double Fine's attempt at crowd-funding is discussed, a multitude of listener comments and feedback are addressed, and there's even some time left over to talk about games like Reckoning and Skyrim, and indies like Cell HD: emergence, and Gunpoint.

Weekend Confirmed Ep. 99: 02/10/2012

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Weekend Confirmed comes in four segments to make it easy to listen to in segments or all at once. Here's the timing for this week's episode:

    Show Breakdown:

    Round 1 00:00:29 – 00:25:40

    Whatcha Been Playing Part 1 00:26:14 – 00:52:11

    Whatcha Been Playing Part 2 00:53:10 – 01:19:26

    Listener Feedback/Front Page News 01:20:27 – 01:48:58

Original music in the show by Del Rio. Get his latest Album, The Wait is Over on iTunes. Check out more, including the Super Mega Worm mix and other mash-ups on his ReverbNation page or Facebook page, and follow him on twitter delriomusic.

Jeff Cannata can also be seen on The Totally Rad Show. They've gone daily so there's a new segment to watch every day of the week!

Follow the Weekend Confirmed crew on Twitter, too!

Weekend Confirmed @WeekendConfirmd

Garnett Lee @GarnettLee

Jeff Cannata @jeffcannata

And this week's guests:

Xav de Matos @xav

Jeff Mattas @JeffMattas

Christian Spicer @spicer

Remember to join the Official Facebook Weekend Confirmed Page and add us to your Facebook routine. We'll be keeping you up with the latest on the show there as well.

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Comments

  • I recently wrote an article for a local blog talking about how artists can utilize these alternative pay scales to expand on their fanbase and notability. Just seeing how Double Fine has utilized Kickstarter as a funding platform, but is utilizing it as a source of advertisement and a way of expanding the amount of people that are excited about this game. Just look at how many people are talking about this project simply because of the amazing success that they have had in funding it. I'm certain that they would not be getting the same amount press if they simply announced that they were developing a game and it would be out on x day, so be ready. Even if they kept with the idea of documenting the development process, I doubt as many people would be talking about it as they are now.
    This not only adds to the developer/gamer relationship by allowing the people that have added their money to feel they have a direct connection into the making of this game. Even if they don't have a say in what direction the game goes or what the content actually is, they know that they are partially responsible for this game being able to be made, and I think that those gamers will have a specific connection with this game because of it.
    I think that a lot of bigger game companies have lost sight of the relationship they can have with gamers other than "We create this content, you buy it". Indie game studios can't afford to lose that relationship because word of mouth is really the only advertising option they have unless they have a larger company behind them that can handle that (like games on Xbox Live that have Microsoft advertising their game for them). Just look at Notch and Minecraft. That game was in Beta so long because Notch continued working and tweaking the things that the people that were playing it were responding to. He fully nurtured that relationship between himself and his fans so that he could not only better understand what his fans wanted, but what he could do to continue bettering his product.
    I think it requires a certain amount of passion and pride that really only Indie game developers can fully express to allow for these alternative methods of getting your product out without retail releases and $60 price points. A company that the WC team mentions is Rocksteady, who create fantastic games, and I know that they are all very passionate about what they are working on. But there are so many people working in that studio that they are simply not capable of producing that concentrated passion that is so attractive on a personal level to gamers. People were drawn to Minecraft because of the content of the game, but also because of the obvious personal love and care that Notch poured into what he was making.
    I'm not trying to say that the people at larger studios are not passionate or do not love the things that they are doing, quite the opposite. I think they have just as much passion as any Indie developer might, but when you have one or two people working on a project, gamers can relate to that passion on a much more personal level and I think that's what Double Fine is tapping into with this Kickerstarter venture. They want to reproduce that personal connection with their fans that Indie development studios can produce much more naturally. And obviously they are succeeding.

    Here's my article, just incase you guys would be interested in reading it:
    http://www.districthill.com/2012/02/09/how-i-learned-to-stop-worrying-and-love-the-music/

    Thread Truncated. Click to see all 4 replies.