The Amnesia Fortnight sessions at Double Fine have been a sort of open secret at Tim Schaferâs Double Fine development studios. People can point to whatâs come out of those brainstorming marathons, in the form of Iron Brigade, Costume Quest and Stacking. And the folks at Double Fine have made the latest Amnesia Fortnight public, letting folks play prototypes and vote on the game concepts they like.
âYou hoard your information; you keep everything really secret. You embargo everything,â Schafer continued. âAnd then we had this experience with Kickstarter. The Kickstarter itself was great, as far as the money and the month that we were on this big spectacular ride. But the actual process of making the Double Fine Adventure gameâwith Two Player Productions filming it and us posting concept art to the forums like we promised we wouldâwas very scary at first.â
Schafer explained that there was a fear that all the goodwill could curdle. âBecause it was like, âOh, what if people just hate this?â They donât know what a mock-up looks like or an animatic. Theyâll say, âThat looks ugly.â Games look ugly while theyâre being made. Games are not fun to play while theyâre being made.â
âA lot of the times, the writing is stupid [on a first pass],â the designer elaborated. âThe performance is terrible. Not to mention the bugs and stuff. There are all these things about game production that are best not seen by people. And so we said this is scary but we decided to do this, so letâs do it.â But, instead of derision, Schafer says they found even more good feelings. âPeople are more empathetic and more bought-in, and feel more engaged with the project when you let them in.â
Itâs not all hugs and high-fives, though. âThere are some people who say jerky things,â Schafer offered. âBut for the most part people are like, âWow. I never really understood how games were made before. And I never realized that you guys had to have a meeting about what to cut from the game because of the resources that youâre limited to with the budget.â Itâs been really interesting for us.â
âWe showed in-progress concept art. Some people liked it. Some people didnât. And some people liked this. But we found in general, in the end, it was OK [to be open]. And in fact, it was better. And. in fact, I love it. I love having this back and forth with our community. And this whole last year of doing this Kickstarter project has in general made me much more transparent, and itâs prompted us to have this wide open portal between us and our community.â
I realized I wish I had been doing this all along. And so when it came time to do a new Amnesia Fortnight, we just started kind of applying this new way of doing things to where, âHow can we make this public? How can we let people in on this process?'â
Moving this Amnesia Fortnight also lets fan decide what gets made, too. So, if the game pitch you like actually gets made, itâs another thing you can thank Kickstarter for, in a roundabout way.