In last week’s update, I lamented the tepid learning technology of my youth in comparison to what the children in the Minnetonka Public Schools are using.
Schafer knew that there was a market for his game, but felt that no publisher would take a risk on an adventure title. Schafer’s Double Fine colleague and partner in SCUMM,Ron Gilbert, wrote in his blog: “From first-hand experience, I can tell you that if you even utter the words “adventure game” in a meeting with a publisher you can just pack up your spiffy concept art and leave. You’d get a better reaction by announcing that you have the plague.”
Schafer’s goal of raising $400,000 was obliterated within 8 hours of their company’s announcement of the project, and currently stands at $2,422,107.00. In a few weeks since his announcement, Schafer has managed to establish a market for his game, side-step the meddling publishers, and get a remarkable amount of free publicity. Double Fine’s is a bona fide underdog success story, for sure. But it is also an example of how connectivity via the internet is significantly impacting, and perhaps upsetting, the way entire industries have done business for decades.
- Neil DeGrasse Tyson shares the most astounding fact about the universe.
- Hours of playing video games can change brain for the better, research finds.
- The founder of Amazon is building a clock inside of a mountain that will run for 10,000 years.