Kotaku Asks: Double Fine President Tim Schafer [UPDATE: Q&A Over]

Illustration for article titled Kotaku Asks: Double Fine President Tim Schafer [UPDATE: Q&A Over]

Three years ago, Tim Schafer raised over $3 million on Kickstarter, and today he’s finally here to deliver what he promised: a Q&A with Kotaku.

Also he made some adventure game that came out in full this week.

If you’re not familiar with Schafer, you’re probably familiar with the games he’s helped make, which include the first two Monkey Island games and Full Throttle, among many other LucasArts adventures including Day of the Tentacle and Grim Fandango. In 2000, Schafer left Lucas to found a new studio called Double Fine, where he’s led design on Psychonauts, Brutal Legend, and many other games both big and small.


Fifteen years later, Schafer remains CEO and president of Double Fine, a role he fills in between writing dialogue and puzzles for their most recent game, the excellent Broken Age. He’s also the star of the Double Fine documentary, an excellent behind-the-scenes look at the company that gives a whole lot of insight into the development process and how Double Fine does things. (You can watch it all on YouTube.)

Today on Kotaku Asks, Schafer’s here to answer your questions. He’ll be here for an hour or so starting at 3pm ET. Ask whatever you’d like.

UPDATE: And we’re done. Special thanks to Tim for coming and answering questions today.

This is Kotaku Asks, a weekly feature where we invite guests from the world of gaming to come answer burning questions from Kotaku readers. (If you think you’d be a good guest or have any requests for future guests, let us know.)

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There seems to be this trend in the AAA industry where everything needs to be super serious, gritty and painted entirely in shades of brown and gray. No one is allowed to laugh and everything is super serious because that some how make the experience more “mature” and “realistic”. Yet in my adult hood I frequently laugh and smile and even adorn myself, and my living space, with splashes of color. There seems to be this hyper cynical take on what is and isn’t mature. It’s almost as if these developers are afraid that a laugh or a pastel color sneaking in to a color pallet would result in the game losing all credibility or integrity and, frankly, it’s a very immature fear.

As the undeniable king of quirky, funky, silly and down right awesome game concepts and universes I want to ask you what your take is on this current fascination with doom, gloom and realism to the point of obsession. Are these cynical games made to pander to an over all more cynical audience? If there were more alternatives to these hyper serious and ultra gritty games do you think people would even know what to do with them anymore? And will you be the one to teach us not to take games so seriously once more?