{"id":2139725,"date":"2026-09-11T13:37:40","date_gmt":"2026-09-11T10:37:40","guid":{"rendered":"https:\/\/analyse.optim.biz\/?p=2139725"},"modified":"2026-09-11T13:37:40","modified_gmt":"2026-09-11T10:37:40","slug":"i-really-want-game-pass-to-work-after-navigating-the-xbox-reset-double-fine-boss-tim-schafer-is-indie-once-again","status":"publish","type":"post","link":"https:\/\/analyse.optim.biz\/?p=2139725","title":{"rendered":"&#8216;I Really Want Game Pass to Work&#8217; \u2014 After Navigating the Xbox &#8216;Reset,&#8217; Double Fine Boss Tim Schafer Is Indie Once Again"},"content":{"rendered":"<div data-cy=\"article-content\" class=\"jsx-2154984108 article-content page-0\">\n<section data-cy=\"article-subtitle\" class=\"article jsx-3932497636 article-section jsx-2044616299 news\" data-autopogo=\"true\">\n<section class=\"article-page\">\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">It&#8217;s only been a few months since developer Double Fine&#8217;s split from Microsoft, but the team behind <a class=\"link jsx-1337145738 jsx-3925284146 underlined\" data-cy=\"styled-link\" href=\"https:\/\/www.ign.com\/games\/psychonauts-2\">Psychonauts 2<\/a>, <a class=\"link jsx-1337145738 jsx-3925284146 underlined\" data-cy=\"styled-link\" href=\"https:\/\/www.ign.com\/games\/kiln\">Kiln<\/a>, and <a class=\"link jsx-1337145738 jsx-3925284146 underlined\" data-cy=\"styled-link\" href=\"https:\/\/www.ign.com\/games\/keeper\">Keeper<\/a> is looking ahead. With another successful Kickstarter campaign under its belt, the newly independent studio&#8217;s second (or should that be third?) life as an indie is off to an optimistic start. With the current Kickstarter focusing on the developer&#8217;s latest Amenesia Fortnight \u2014 a developer-run game jam where new micro games are produced \u2014 it&#8217;s allowing the developers to build up some much-needed runway as they plan for their next major project.<\/p>\n<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">At PAX West 2026, we spoke with Double Fine studio head and president, Tim Schafer, about the developer&#8217;s current path forward. Along with talking about his return to independence following <a class=\"link jsx-1337145738 jsx-3925284146 underlined\" data-cy=\"styled-link\" href=\"https:\/\/www.ign.com\/articles\/double-fine-owns-ip-and-publishing-rights-for-all-of-its-games-following-xbox-split-psychonauts-studio-confirms\">the biggest restructure in Xbox history<\/a>, Schafer reflected on Double Fine&#8217;s years under Microsoft&#8217;s banner, and explained how Game Pass can still potentially work as a subscription service. He also <a class=\"link jsx-1337145738 jsx-3925284146 underlined\" data-cy=\"styled-link\" href=\"https:\/\/www.ign.com\/articles\/after-being-ditched-by-xbox-double-fine-says-itll-make-brtal-legend-2-if-its-amnesia-fortnight-2026-kickstarter-raises-an-impossible-sounding-100-million\">reaffirmed his commitment to making Brutal Legend 2<\/a> (provided someone can front the money for it).<\/p>\n<div data-cy=\"accent-divider\" class=\"jsx-3449795453 divider jsx-2786329600\"><\/div>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><strong>IGN: It&#8217;s been seven years since the Microsoft acquisition, and the game industry has gone through so much change. What&#8217;s it been like to return to being an independent developer?<\/strong><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><strong>Tim Schafer: <\/strong>It&#8217;s been exhilarating. Like, it&#8217;s scary because we&#8217;ve got to make our own way in the world, but we did that for 19 years before Microsoft, so we have a lot of great ideas and a lot of experience pitching them. A lot of people know it&#8217;s a tough time out there. A lot of people, and now especially a lot of the older developers, are gone. A lot of the old avenues we used for funding are gone, but there are a lot of new ones. So we&#8217;re just putting ourselves out there, meeting a lot of new people, and talking about who wants to make games with us.<\/p>\n<p><button type=\"button\" style=\"display:none\" class=\"jsx-2228525885\"><\/button><span data-cy=\"slideshow-view-trigger\"><\/p>\n<div data-cy=\"slideshow-preview\" class=\"jsx-1711207865 slideshow-preview\">\n<h3 class=\"title5 jsx-62124236 jsx-1085005187\" data-cy=\"slideshow-preview-title\">The 100 Best Xbox Games of All Time<\/h3>\n<div data-cy=\"slideshow-images-container\" class=\"jsx-1711207865 images-container\"><button type=\"button\" data-cy=\"hero-image\" aria-label=\"Open Slideshow\" class=\"jsx-1711207865 hero-image\"><img decoding=\"async\" alt=\"What is an Xbox? Microsoft has spent 25 years trying to answer the question, but for fans, the answer is easy: \u201cXbox\u201d evokes one-eared headsets wired into the memory card slots of massive controllers with breakaway cords. A dashboard with gleaming skeuomorphic blades and avatars adorned in earned accessories. That sound that plays when a hard-earned Achievement finally pops. \u201cXbox\u201d means heavy-duty hardware. Tactile sensations. Friends connecting for the first time. And that\u2019s before we even get to the games.&lt;br&gt;&lt;br&gt;\n\nIt may be that the very idea of an Xbox game is coming to an end. Microsoft has undeniably shifted its tactics, with a new focus on multi-platform releases, handheld Xboxes that are actually miniature Windows computers, and the potential that future Xbox consoles may simply be gaming PCs. So now seems as good a time as any to look back at the entire history of Microsoft\u2019s console journey and rank the best Xbox games, with help from our friends at Outside Xbox, the multimillion-subscriber channel that serves up weekly videos about video games and video game-adjacent things&lt;br&gt;&lt;br&gt;\n\nWhen we say \u201cthe best Xbox games,\u201d we mean the ones that most evoke that weighty sense of \u201cXboxness.\u201d Some are first-party, most are exclusives, and all of them are indelibly tied to the legacy of and fondness for a platform that\u2019s left a massive mark on gaming. These are the 100 Best Xbox Games of All Time. We&apos;ll be updating this list daily with 25 games at 7am PST\/10am ET\/3pm GMT from Tuesday, 20th January to Friday, 23rd January, until number one is revealed.&lt;br&gt;&lt;br&gt;\" class=\"progressive-image jsx-2896921488 image aspect-ratio aspect-ratio-16-9 jsx-2605834259 jsx-2338608387 hover-opacity\" loading=\"lazy\" src=\"image\/gif;base64,R0lGODlhAQABAIAAAAAAAP\/\/\/yH5BAEAAAAALAAAAAABAAEAAAIBRAA7\" data-cy=\"progressive-image\"><span class=\"button-text jsx-729543028 button button--primary jsx-3027214138 jsx-4266531355 row-pagination-button next contained centered round large\" data-cy=\"paginate next\" title=\"Open Slideshow\"><span class=\"ign-icon right-chevron jsx-2750866048 jsx-2919720488\" role=\"presentation\" aria-hidden=\"true\" data-cy=\"right-chevron\" style=\"mask:url(https:\/\/kraken.ignimgs.com\/_next\/static\/media\/RightChevron.272be43c.svg?cors=1) no-repeat center center \/ contain;background:currentColor\"><\/span><\/span><\/button><\/p>\n<div data-cy=\"slideshow-images-list\" class=\"scrollbar jsx-2072772685 jsx-4243969252 images-list\"><button data-cy=\"gallery-image\" type=\"button\" aria-label=\"Open Slideshow\" class=\"jsx-1711207865 gallery-image\"><img decoding=\"async\" alt=\"&lt;b&gt;100. 1 vs. 100&lt;\/b&gt;&lt;br&gt;&lt;br&gt;\nA large-scale, online multiplayer game show, played in real-time by actual players who could win actual prizes? It was a bold idea, and Microsoft&apos;s 1 vs. 100 actually did it. Adapted from the TV show of the same name, players were randomly dropped into one of three pools whenever the show went live: the Crowd, the Mob, and the One, with the One competing against the Mob in trivia rounds where reaction times were just as important an ingredient to victory as the correct answer to the question being asked. Prizes ranged from 80 Microsoft Points ($1) to a free Xbox Live Arcade game, to 10,000 Microsoft Points ($125). 1 vs. 100 was a true social and technical experiment in the world of gaming, and here&apos;s the thing: it worked! Sadly, it was canceled after two &quot;seasons&quot; and can&apos;t be played now, but it lives on in the memory as one of the best and most innovative Xbox games ever made.\" class=\"progressive-image jsx-2896921488 image aspect-ratio aspect-ratio-16-9 jsx-2605834259 jsx-2338608387 hover-opacity\" loading=\"lazy\" src=\"image\/gif;base64,R0lGODlhAQABAIAAAAAAAP\/\/\/yH5BAEAAAAALAAAAAABAAEAAAIBRAA7\" data-cy=\"progressive-image\"><\/p>\n<div class=\"rounded jsx-412047461 overlay progressive-image jsx-2338608387 expand\" data-cy=\"slideshow-image-overlay\">\n<div data-cy=\"element-caption\" class=\"caption jsx-1762799490\">View 101 Images<\/div>\n<\/div>\n<p><\/button><button data-cy=\"gallery-image\" type=\"button\" aria-label=\"Open Slideshow\" class=\"jsx-1711207865 gallery-image\"><img decoding=\"async\" alt=\"&lt;b&gt;99. Conker: Live and Reloaded&lt;\/b&gt;&lt;br&gt;&lt;br&gt;\nWhen Microsoft acquired Nintendo&apos;s second-party darling Rare for $375 million, the possibilities were endless. One of the first games Xbox got from the British studio was Conker: Live and Reloaded, a remake of N64&apos;s Conker&apos;s Bad Fur Day that added online multiplayer. And while that competitive play was quite fun, thanks in part to the juxtaposition of over-the-top violence and adorable characters on screen, it was the technological level-up from the N64 original that was truly stunning. The action-platformer was now &quot;fur-shaded,&quot; giving the manes of Conker and his buddies a unique &quot;next-gen&quot; new look. Ironically, Live and Reloaded was actually more heavily censored than Bad Fur Day, but both campaign and multiplayer were nevertheless a great way to introduce Rare to its new Xbox player base.\" class=\"progressive-image jsx-2896921488 image aspect-ratio aspect-ratio-16-9 jsx-2605834259 jsx-2338608387 hover-opacity\" loading=\"lazy\" src=\"image\/gif;base64,R0lGODlhAQABAIAAAAAAAP\/\/\/yH5BAEAAAAALAAAAAABAAEAAAIBRAA7\" data-cy=\"progressive-image\"><\/button><button data-cy=\"gallery-image\" type=\"button\" aria-label=\"Open Slideshow\" class=\"jsx-1711207865 gallery-image\"><img decoding=\"async\" alt=\"&lt;b&gt;98. Top Spin&lt;\/b&gt;&lt;br&gt;&lt;br&gt;\nBelieve it or not, there was a time when EA didn&apos;t support Xbox Live. And so Microsoft started building its own sports games that would take advantage of its online service, and of those titles, Top Spin was by far the best. It was a tennis sim featuring a career mode full of real-life pros, but what made Top Spin memorable \u2013 in addition to its core gameplay being so pitch-perfect, of course \u2013 was its online play. You&apos;d create your character, build them up, and take them online, pitting yourself against other players in ranked matches that, if you won, would move you further up the global rankings. It all worked perfectly (and even tied in XSN, if you remember that little experiment), and made Top Spin the best tennis game the Xbox has ever been served up.\" class=\"progressive-image jsx-2896921488 image aspect-ratio aspect-ratio-16-9 jsx-2605834259 jsx-2338608387 hover-opacity\" loading=\"lazy\" src=\"image\/gif;base64,R0lGODlhAQABAIAAAAAAAP\/\/\/yH5BAEAAAAALAAAAAABAAEAAAIBRAA7\" data-cy=\"progressive-image\"><\/button><button data-cy=\"gallery-image\" type=\"button\" aria-label=\"Open Slideshow\" class=\"jsx-1711207865 gallery-image\"><img decoding=\"async\" alt=\"&lt;b&gt;97. Binary Domain&lt;\/b&gt;&lt;br&gt;&lt;br&gt;\nThe Xbox 360 was a treasure chest full of those \u201c7 out of 10s\u201d that you just couldn\u2019t put down; those rough-around-the-edges cult classics that kept us more than entertained for a weekend before we moved on to the next. Binary Domain is a perfect example \u2013 a third-person shooter from Yakuza developer Ryu Ga Gotoku Studio, this sci-fi story didn\u2019t play too differently from established cover shooters such as Gears of War, but came with its own unique quirks. Direct control of your squadmates was chief among these, with the ability to command them in six different languages via a headset or the Kinect sensor, a fun little gimmick that took advantage of the Xbox\u2019s ultimately doomed experiment with its camera peripheral. Binary Domain may have never fully reached the heights of its lofty ambitions, but it still finds a place in our hearts.\" class=\"progressive-image jsx-2896921488 image aspect-ratio aspect-ratio-16-9 jsx-2605834259 jsx-2338608387 hover-opacity\" loading=\"lazy\" src=\"image\/gif;base64,R0lGODlhAQABAIAAAAAAAP\/\/\/yH5BAEAAAAALAAAAAABAAEAAAIBRAA7\" data-cy=\"progressive-image\"><\/button><button data-cy=\"gallery-image\" type=\"button\" aria-label=\"Open Slideshow\" class=\"jsx-1711207865 gallery-image\"><img decoding=\"async\" alt=\"&lt;b&gt;96. Steel Battalion&lt;\/b&gt;&lt;br&gt;&lt;br&gt;\nThe original Xbox was a maximalist, brutalist brick of post-Y2K design and Steel Battalion is the purest expression of its commitment to inconvenience. The Capcom-developed mech game is arguably nothing special by itself, but the humongous HOTAS horror with which it came bundled has earned it Xbox immortality. Weighing in at a whopping 17 pounds, boasting three panels, three foot pedals, and industrial-grade divorced dad energy, Steel Battalion is the video game equivalent of \u201crolling coal:\u201d an excessive, magnificent, indulgent peripheral that cost $200 in 2002 money. Xbox is a burly, hefty console that demands a burly, hefty experience, and Steel Battalion more than fits the bill.\" class=\"progressive-image jsx-2896921488 image aspect-ratio aspect-ratio-16-9 jsx-2605834259 jsx-2338608387 hover-opacity\" loading=\"lazy\" src=\"image\/gif;base64,R0lGODlhAQABAIAAAAAAAP\/\/\/yH5BAEAAAAALAAAAAABAAEAAAIBRAA7\" data-cy=\"progressive-image\"><\/button><\/div>\n<\/div>\n<\/div>\n<p><\/span><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><strong>IGN: I think what&#8217;s been great to see with Double Fine is that it has a core audience of players that are invested in seeing the studio thrive. I remember the original Kickstarter campaign for Broken Age was a big breakthrough for Double Fine.<\/strong><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><strong>Schafer: <\/strong>Yeah, I mean that sort of thing was quite like a big financial impact, but it was also an awakening of just how tight we are with the community, like how dependent we are on them, and how much they&#8217;re willing to participate. You know what I mean? Because they participate financially, but also creatively. Like, they really want to make art as well. I feel like that&#8217;s something special about our fans, and it&#8217;s because our number one thing is creativity. So I think it breeds a fan who also likes creativity, and I think it, hopefully, helps our games inspire not just players, but people to like learning to draw or program, or, you know, people who want to know how to make a game.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><strong>IGN: Now that you are an independent developer again, and with all this attention on you, do you feel there&#8217;s a certain responsibility placed on you all to make it as an indie studio?<\/strong><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><strong>Schafer: <\/strong>I don&#8217;t see it as a responsibility. I mean, I don&#8217;t expect anybody to look at us and know what to do, because our situation always feels really unique to Double Fine and me. Like we&#8217;re an indie game studio, but we have a lot of employees, and we have healthcare, and we have a lot of stuff like that. There&#8217;s not a lot of companies our size anymore, like AA-size studios, kind of. So, I wouldn&#8217;t say do everything that we do. I hope no one&#8217;s following our example because I don&#8217;t know if it works for anyone but us.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><strong>IGN: The Kickstarter for the Amnesia Fortnight is an interesting way to start this comeback, it&#8217;s all about this big push to produce some new ideas and bring to life.<\/strong><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><strong>Schafer: <\/strong>It&#8217;s kind of like a celebration of what we can do now that was harder to do before. Even being at PAX, Microsoft usually likes to have one big booth. So having little booths all over is not what they&#8217;re into. They&#8217;re not even here at the show. So being independent, we can come to PAX, we can talk to the fans, we can set the prices of our games. We can do tiny games like Thank You Bus Driver, which is a new project for us, and we made a whole special label for them called Double Fine Action Labs, where we can release smaller ideas, do game jams, and do the kind of things we like to do. So it&#8217;s a celebration of both what we can do and what we like to do, which is high-bandwidth interaction with the fans, doing silly creative things, and just having a lot of fun.<\/p>\n<div class=\"jsx-2896921488 video jsx-2008855984 aspect-ratio aspect-ratio-16-9\">\n<div class=\"badge jsx-1349606671 jsx-3647116352\"><span class=\"ign-icon icon-play jsx-2750866048 jsx-1044454891\" role=\"img\" aria-hidden=\"false\" data-cy=\"icon-play\" aria-label=\"Play\" style=\"mask:url(https:\/\/kraken.ignimgs.com\/_next\/static\/media\/Play.59e5540b.svg?cors=1) no-repeat center center \/ contain;background:currentColor\"><\/span><\/div>\n<\/div>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><strong>IGN: I would be remiss not to say that a lot of people took notice of the Kickstarter mentioning that Brutal Legend 2 can be made if you secure $100 million. I understand it was meant as a joke\u2026<\/strong><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><strong>Schafer: <\/strong>I mean, it was a joke, but also, it&#8217;s not a joke. Sure, I mean, if we got $100 million, we would do it for sure. I would happily put everything aside and make Brutal Legend 2, as long as I could talk Jack Black into it. Yeah, but if we got $100 million, that&#8217;s great. Yeah, I could do a demo for $100 [<em>laughs<\/em>]. But it&#8217;s not a joke \u2014 I would do it if we hit that goal. We&#8217;re probably not going to hit that, though. But any rich guys out there, if you ever want to see Brutal Legend 2, come help us out.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><strong>IGN: Now that you&#8217;re back as an independent developer, how do you feel about those seven years working under Microsoft? Would you say that it was a valuable experience in the end?<\/strong><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><strong>Schafer: <\/strong>I learned a lot from it, and it was a really great experience overall. They invested a lot in the company, and their mission was to support Game Pass and other projects. So for a while, we were very closely aligned, and it was great. It was a great partnership, and then their goals changed, and so we parted ways because of that.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">But I feel like, in the meantime, we had a great little collection of studios within Xbox Game Studios, like Compulsion, Ninja Theory, Obsidian, and inXile. We got to meet all the studio heads and talk to them, and our programmers got to talk. Their programmers are artists, and everyone was exchanging ideas and technology, and it was really a great learning experience about how other companies are run. So, because you&#8217;re independent, you&#8217;re a little more like an island. So, being an island that was temporarily pushed, hitched up to a bunch of other islands was very much, &#8220;Oh, that&#8217;s a cool game right there, we could go play that game.&#8221;<\/p>\n<figure class=\"jsx-313219616\"><a href=\"https:\/\/assets-prd.ignimgs.com\/2026\/09\/11\/gettyimages-1155535570-1789133481479.jpg\" target=\"_blank\" rel=\"noopener noreferrer\"><img decoding=\"async\" alt=\"null\" class=\"progressive-image article-image article-image-full-size jsx-1809694635 jsx-2338608387\" loading=\"lazy\" src=\"image\/gif;base64,R0lGODlhAQABAIAAAAAAAP\/\/\/yH5BAEAAAAALAAAAAABAAEAAAIBRAA7\" data-cy=\"progressive-image\"><\/a><figcaption data-cy=\"caption\" class=\"caption jsx-1762799490 jsx-479945570 article-image-caption\"> (L-R) Tim Schafer, Feargus Urquhart, Dom Matthews, Matt Booty, and Larry Hryb at the Xbox Game Studios &#8211; One Year Later panel during E3 2019. Photo by Charley Gallay\/Getty Images for E3\/Entertainment Software Association.<\/figcaption><\/figure>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><strong>IGN: Game Pass was such a big part of the Xbox brand&#8217;s push for a larger games audience. Do you feel that Game Pass still has value and potential as a service?<\/strong><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><strong>Schafer: <\/strong>I really want Game Pass to work. I like the idea of subscription models for companies like us, who, you know, lower the barrier to entry for everyone. We want to make games that are weird and creative, that you might not understand at first. I think that&#8217;s the kind of stuff we like to do. Do people see the key art and go like, &#8220;What?&#8221; And if it&#8217;s on a subscription, you&#8217;ve already kind of paid for the game. You&#8217;d be more likely to try it, so that sounds good.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">But there are other ways to reach people like that, like lowering your prices, for example. You know, getting people to try your games like that. I think it could have worked. I don&#8217;t understand why Netflix worked and Game Pass didn&#8217;t, and I think that&#8217;s something I just don&#8217;t know enough about, but that&#8217;s the way it is. So now we&#8217;re taking another approach: making it really affordable.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><strong>IGN: It&#8217;s been interesting to see the rise of these micro-games, ones that are fairly modest in concept, but offer variety and fun for groups of players. I know the term &#8220;friendslop&#8221; is used a lot, but I kind of see some of Double Fine&#8217;s games, and experimental ones, being right at home with those styles of games \u2013 particularly Kiln.<\/strong><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><strong>Schafer: <\/strong>Yeah, I think the difference is multiplayer. We have built a ton of multiplayer, but the thing about those games kind of aligns with what we&#8217;re doing with our Amnesia Fortnight, which is just trying stuff. A lot of those games came from game jams. I think the game Peak came from a game jam, and we just want to give everyone in the company a chance. Really, people feel safe to experiment and try creative ideas, and then to not spend $300 million on them, just spend like sticky bus drivers for six weeks, put it out there, and just see what you know.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">The thing about those &#8216;friendslop&#8217; games, people mostly focus on successes, but there&#8217;s tons of them that don&#8217;t work out. I think the idea is that you never know which one&#8217;s going to take off, so don&#8217;t bank the future of your company on any one individual idea for sure. But these games were called &#8220;friendjank&#8221; for awhile, you remember that? It&#8217;s also about casual pacing, it&#8217;s basically games where it&#8217;s mostly about hanging out with your friends.<\/p>\n<p><span data-cy=\"tierlist-view-trigger\"><\/p>\n<section class=\"box-wrapper jsx-2673806401\" id=\"xbox-games-series-tier-list\" data-cy=\"xbox-games-series-tier-list\">\n<div class=\"card jsx-2310533475 jsx-1355461925 box\">\n<div><dialog class=\"dialog tier-list-modal jsx-55470089\" aria-labelledby=\"contentLabel\"><\/dialog><\/div>\n<p><span class=\"stack jsx-3547261442 jsx-2986308351\"><span class=\"stack jsx-2959124702 jsx-4269505506 TierListHeader_header__xyy5a\"><span class=\"stack jsx-3647836811 jsx-4269505506 TierListHeader_title__UxzQx\"><img decoding=\"async\" class=\"ign-icon icon-tier-list jsx-2750866048 jsx-1879929830\" role=\"img\" aria-hidden=\"false\" data-cy=\"icon-tier-list\" alt=\"Tier List\" loading=\"lazy\" src=\"https:\/\/kraken.ignimgs.com\/_next\/static\/media\/TierList.c19f1c86.svg?cors=0\"><\/p>\n<h3 data-cy=\"title3\" class=\"title3 jsx-12333944 jsx-2321054750 TierListHeader_full__J6p2u\">Xbox Games Series Tier List<\/h3>\n<h3 class=\"title5 jsx-62124236 jsx-957202555 TierListHeader_compact__7JWp1 balanced\">Xbox Games Series Tier List<\/h3>\n<p><\/span><\/span><span class=\"stack jsx-3547261442\"><\/p>\n<div class=\"jsx-740175521 fade-in-out\"><span class=\"stack jsx-3547261442 jsx-2986308351\"><\/p>\n<div class=\"jsx-12151557 tier-list-skeleton\"><span class=\"stack jsx-659253495 tiers\"><\/p>\n<div class=\"tier Tier_tier___6egS\">\n<div class=\"TierTitle_title__Q4E_6 TierTitle_s-tier__uaHwM\">\n<div class=\"interface jsx-1132626198 jsx-3004210145 TierTitle_text__xca95 bold break-word\">\u00a0<\/div>\n<\/div>\n<div class=\"tier-items-row s-tier TierItems_tier-items-row__q2OSM TierItems_s-tier__Jrv1z\" style=\"max-height:66px\"><\/div>\n<\/div>\n<div class=\"tier Tier_tier___6egS\">\n<div class=\"TierTitle_title__Q4E_6 TierTitle_a-tier__z0Xky\">\n<div class=\"interface jsx-1132626198 jsx-3004210145 TierTitle_text__xca95 bold break-word\">\u00a0<\/div>\n<\/div>\n<div class=\"tier-items-row a-tier TierItems_tier-items-row__q2OSM TierItems_a-tier__EGxbh\" style=\"max-height:66px\"><\/div>\n<\/div>\n<div class=\"tier Tier_tier___6egS\">\n<div class=\"TierTitle_title__Q4E_6 TierTitle_b-tier__nsZIP\">\n<div class=\"interface jsx-1132626198 jsx-3004210145 TierTitle_text__xca95 bold break-word\">\u00a0<\/div>\n<\/div>\n<div class=\"tier-items-row b-tier TierItems_tier-items-row__q2OSM TierItems_b-tier__aI1S1\" style=\"max-height:66px\"><\/div>\n<\/div>\n<div class=\"tier Tier_tier___6egS\">\n<div class=\"TierTitle_title__Q4E_6 TierTitle_c-tier__UohGG\">\n<div class=\"interface jsx-1132626198 jsx-3004210145 TierTitle_text__xca95 bold break-word\">\u00a0<\/div>\n<\/div>\n<div class=\"tier-items-row c-tier TierItems_tier-items-row__q2OSM TierItems_c-tier__ivXOD\" style=\"max-height:66px\"><\/div>\n<\/div>\n<div class=\"tier Tier_tier___6egS\">\n<div class=\"TierTitle_title__Q4E_6 TierTitle_d-tier__5Z_iU\">\n<div class=\"interface jsx-1132626198 jsx-3004210145 TierTitle_text__xca95 bold break-word\">\u00a0<\/div>\n<\/div>\n<div class=\"tier-items-row d-tier TierItems_tier-items-row__q2OSM TierItems_d-tier__fycMA\" style=\"max-height:66px\"><\/div>\n<\/div>\n<p><\/span><span class=\"stack jsx-1061896584 content\"><\/span><\/div>\n<p><\/span><\/div>\n<p><\/span><\/span><\/div>\n<\/section>\n<p><\/span><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><strong>IGN: What are your thoughts on the state of the industry now? There&#8217;s been a lot of reports and stories of developers struggling to stay open and some creatives having to leave the field. Do you feel optimistic that things can improve?<\/strong><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><strong>Schafer: <\/strong>It&#8217;s a shitty time out there, and it&#8217;s been getting worse for longer than I&#8217;ve ever seen it get worse. I usually try to comfort people by saying to the team, &#8220;Well, there are cycles, there are downturns, but it always turns back up again because you need people to make games, and that comes and goes.&#8221; But this has been going on for at least four years, and I feel like I&#8217;ve never seen a cycle plunge so low.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Is it a permanent change in just the economics of it all? But people are still needed to make games. It&#8217;s not like AI has replaced everybody, and for all the talk about it replacing Google, it&#8217;s not effectively replacing anybody right now. So where are all those jobs going? I still see a bunch of games getting made, and people are still needed. So I wish I were smarter and knew the answer to that. But it seems like you need people to make games, and so there should be a ton of opportunities, and they&#8217;re still making a lot of money.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">For creatives, you have to have fun making games because they&#8217;re really hard to make. A lot of these people could make more than money in a tech company, so they&#8217;re here because they love games. And if you&#8217;re here because you love games, then you should love what you&#8217;re doing, love making games, and have fun.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><em>Photo by Christian Petersen\/Getty Images.<\/em><\/p>\n<\/section>\n<\/section>\n<div class=\"jsx-2511205168 preferred-source\"><strong class=\"jsx-2511205168\">Get IGN&#8217;s Biggest Stories FIRST. Set Us as Your Source.<\/strong><a href=\"https:\/\/www.google.com\/preferences\/source?q=https:\/\/www.ign.com\" class=\"button-text jsx-729543028 button button--secondary jsx-3027214138 icon-button contained centered large\" title=\"Add Source\" aria-label=\"Add Source\" target=\"_blank\"><img decoding=\"async\" class=\"ign-icon icon-google jsx-2750866048 jsx-3701596282\" role=\"img\" aria-hidden=\"false\" data-cy=\"icon-google\" alt=\"Google\" loading=\"lazy\" src=\"https:\/\/kraken.ignimgs.com\/_next\/static\/media\/Google.9e99a9d7.svg?cors=0\"><span class=\"button-text jsx-729543028 large\">Add Source<\/span><\/a><\/div>\n<p><span class=\"stack jsx-1475529924\"><\/p>\n<div class=\"jsx-2155806329 adunit-wrapper\">\n<div class=\"jsx-2155806329 bobble bobble-1 pogocnt pg-article\">\n<div data-mix-name=\"secondaryMedrec\" data-pos=\"1\" data-pogo-hide=\"1\" class=\"jsx-343126785 pogo-slot\"><\/div>\n<\/div>\n<\/div>\n<p><\/span><\/div>\n<section class=\"article-page\">\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">It&#8217;s only been a few months since developer Double Fine&#8217;s split from Microsoft, but the team behind <a class=\"link jsx-1337145738 jsx-3925284146 underlined\" data-cy=\"styled-link\" href=\"https:\/\/www.ign.com\/games\/psychonauts-2\">Psychonauts 2<\/a>, <a class=\"link jsx-1337145738 jsx-3925284146 underlined\" data-cy=\"styled-link\" href=\"https:\/\/www.ign.com\/games\/kiln\">Kiln<\/a>, and <a class=\"link jsx-1337145738 jsx-3925284146 underlined\" data-cy=\"styled-link\" href=\"https:\/\/www.ign.com\/games\/keeper\">Keeper<\/a> is looking ahead. With another successful Kickstarter campaign under its belt, the newly independent studio&#8217;s second (or should that be third?) life as an indie is off to an optimistic start. With the current Kickstarter focusing on the developer&#8217;s latest Amenesia Fortnight \u2014 a developer-run game jam where new micro games are produced \u2014 it&#8217;s allowing the developers to build up some much-needed runway as they plan for their next major project.<\/p>\n<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">At PAX West 2026, we spoke with Double Fine studio head and president, Tim Schafer, about the developer&#8217;s current path forward. Along with talking about his return to independence following <a class=\"link jsx-1337145738 jsx-3925284146 underlined\" data-cy=\"styled-link\" href=\"https:\/\/www.ign.com\/articles\/double-fine-owns-ip-and-publishing-rights-for-all-of-its-games-following-xbox-split-psychonauts-studio-confirms\">the biggest restructure in Xbox history<\/a>, Schafer reflected on Double Fine&#8217;s years under Microsoft&#8217;s banner, and explained how Game Pass can still potentially work as a subscription service. He also <a class=\"link jsx-1337145738 jsx-3925284146 underlined\" data-cy=\"styled-link\" href=\"https:\/\/www.ign.com\/articles\/after-being-ditched-by-xbox-double-fine-says-itll-make-brtal-legend-2-if-its-amnesia-fortnight-2026-kickstarter-raises-an-impossible-sounding-100-million\">reaffirmed his commitment to making Brutal Legend 2<\/a> (provided someone can front the money for it).<\/p>\n<div data-cy=\"accent-divider\" class=\"jsx-3449795453 divider jsx-2786329600\"><\/div>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><strong>IGN: It&#8217;s been seven years since the Microsoft acquisition, and the game industry has gone through so much change. What&#8217;s it been like to return to being an independent developer?<\/strong><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><strong>Tim Schafer: <\/strong>It&#8217;s been exhilarating. Like, it&#8217;s scary because we&#8217;ve got to make our own way in the world, but we did that for 19 years before Microsoft, so we have a lot of great ideas and a lot of experience pitching them. A lot of people know it&#8217;s a tough time out there. A lot of people, and now especially a lot of the older developers, are gone. A lot of the old avenues we used for funding are gone, but there are a lot of new ones. So we&#8217;re just putting ourselves out there, meeting a lot of new people, and talking about who wants to make games with us.<\/p>\n<p><button type=\"button\" style=\"display:none\" class=\"jsx-2228525885\"><\/button><span data-cy=\"slideshow-view-trigger\"><\/p>\n<div data-cy=\"slideshow-preview\" class=\"jsx-1711207865 slideshow-preview\">\n<h3 class=\"title5 jsx-62124236 jsx-1085005187\" data-cy=\"slideshow-preview-title\">The 100 Best Xbox Games of All Time<\/h3>\n<div data-cy=\"slideshow-images-container\" class=\"jsx-1711207865 images-container\"><button type=\"button\" data-cy=\"hero-image\" aria-label=\"Open Slideshow\" class=\"jsx-1711207865 hero-image\"><img decoding=\"async\" alt=\"What is an Xbox? Microsoft has spent 25 years trying to answer the question, but for fans, the answer is easy: \u201cXbox\u201d evokes one-eared headsets wired into the memory card slots of massive controllers with breakaway cords. A dashboard with gleaming skeuomorphic blades and avatars adorned in earned accessories. That sound that plays when a hard-earned Achievement finally pops. \u201cXbox\u201d means heavy-duty hardware. Tactile sensations. Friends connecting for the first time. And that\u2019s before we even get to the games.&lt;br&gt;&lt;br&gt;\n\nIt may be that the very idea of an Xbox game is coming to an end. Microsoft has undeniably shifted its tactics, with a new focus on multi-platform releases, handheld Xboxes that are actually miniature Windows computers, and the potential that future Xbox consoles may simply be gaming PCs. So now seems as good a time as any to look back at the entire history of Microsoft\u2019s console journey and rank the best Xbox games, with help from our friends at Outside Xbox, the multimillion-subscriber channel that serves up weekly videos about video games and video game-adjacent things&lt;br&gt;&lt;br&gt;\n\nWhen we say \u201cthe best Xbox games,\u201d we mean the ones that most evoke that weighty sense of \u201cXboxness.\u201d Some are first-party, most are exclusives, and all of them are indelibly tied to the legacy of and fondness for a platform that\u2019s left a massive mark on gaming. These are the 100 Best Xbox Games of All Time. We&apos;ll be updating this list daily with 25 games at 7am PST\/10am ET\/3pm GMT from Tuesday, 20th January to Friday, 23rd January, until number one is revealed.&lt;br&gt;&lt;br&gt;\" class=\"progressive-image jsx-2896921488 image aspect-ratio aspect-ratio-16-9 jsx-2605834259 jsx-2338608387 hover-opacity\" loading=\"lazy\" src=\"image\/gif;base64,R0lGODlhAQABAIAAAAAAAP\/\/\/yH5BAEAAAAALAAAAAABAAEAAAIBRAA7\" data-cy=\"progressive-image\"><span class=\"button-text jsx-729543028 button button--primary jsx-3027214138 jsx-4266531355 row-pagination-button next contained centered round large\" data-cy=\"paginate next\" title=\"Open Slideshow\"><span class=\"ign-icon right-chevron jsx-2750866048 jsx-2919720488\" role=\"presentation\" aria-hidden=\"true\" data-cy=\"right-chevron\" style=\"mask:url(https:\/\/kraken.ignimgs.com\/_next\/static\/media\/RightChevron.272be43c.svg?cors=1) no-repeat center center \/ contain;background:currentColor\"><\/span><\/span><\/button><\/p>\n<div data-cy=\"slideshow-images-list\" class=\"scrollbar jsx-2072772685 jsx-4243969252 images-list\"><button data-cy=\"gallery-image\" type=\"button\" aria-label=\"Open Slideshow\" class=\"jsx-1711207865 gallery-image\"><img decoding=\"async\" alt=\"&lt;b&gt;100. 1 vs. 100&lt;\/b&gt;&lt;br&gt;&lt;br&gt;\nA large-scale, online multiplayer game show, played in real-time by actual players who could win actual prizes? It was a bold idea, and Microsoft&apos;s 1 vs. 100 actually did it. Adapted from the TV show of the same name, players were randomly dropped into one of three pools whenever the show went live: the Crowd, the Mob, and the One, with the One competing against the Mob in trivia rounds where reaction times were just as important an ingredient to victory as the correct answer to the question being asked. Prizes ranged from 80 Microsoft Points ($1) to a free Xbox Live Arcade game, to 10,000 Microsoft Points ($125). 1 vs. 100 was a true social and technical experiment in the world of gaming, and here&apos;s the thing: it worked! Sadly, it was canceled after two &quot;seasons&quot; and can&apos;t be played now, but it lives on in the memory as one of the best and most innovative Xbox games ever made.\" class=\"progressive-image jsx-2896921488 image aspect-ratio aspect-ratio-16-9 jsx-2605834259 jsx-2338608387 hover-opacity\" loading=\"lazy\" src=\"image\/gif;base64,R0lGODlhAQABAIAAAAAAAP\/\/\/yH5BAEAAAAALAAAAAABAAEAAAIBRAA7\" data-cy=\"progressive-image\"><\/p>\n<div class=\"rounded jsx-412047461 overlay progressive-image jsx-2338608387 expand\" data-cy=\"slideshow-image-overlay\">\n<div data-cy=\"element-caption\" class=\"caption jsx-1762799490\">View 101 Images<\/div>\n<\/div>\n<p><\/button><button data-cy=\"gallery-image\" type=\"button\" aria-label=\"Open Slideshow\" class=\"jsx-1711207865 gallery-image\"><img decoding=\"async\" alt=\"&lt;b&gt;99. Conker: Live and Reloaded&lt;\/b&gt;&lt;br&gt;&lt;br&gt;\nWhen Microsoft acquired Nintendo&apos;s second-party darling Rare for $375 million, the possibilities were endless. One of the first games Xbox got from the British studio was Conker: Live and Reloaded, a remake of N64&apos;s Conker&apos;s Bad Fur Day that added online multiplayer. And while that competitive play was quite fun, thanks in part to the juxtaposition of over-the-top violence and adorable characters on screen, it was the technological level-up from the N64 original that was truly stunning. The action-platformer was now &quot;fur-shaded,&quot; giving the manes of Conker and his buddies a unique &quot;next-gen&quot; new look. Ironically, Live and Reloaded was actually more heavily censored than Bad Fur Day, but both campaign and multiplayer were nevertheless a great way to introduce Rare to its new Xbox player base.\" class=\"progressive-image jsx-2896921488 image aspect-ratio aspect-ratio-16-9 jsx-2605834259 jsx-2338608387 hover-opacity\" loading=\"lazy\" src=\"image\/gif;base64,R0lGODlhAQABAIAAAAAAAP\/\/\/yH5BAEAAAAALAAAAAABAAEAAAIBRAA7\" data-cy=\"progressive-image\"><\/button><button data-cy=\"gallery-image\" type=\"button\" aria-label=\"Open Slideshow\" class=\"jsx-1711207865 gallery-image\"><img decoding=\"async\" alt=\"&lt;b&gt;98. Top Spin&lt;\/b&gt;&lt;br&gt;&lt;br&gt;\nBelieve it or not, there was a time when EA didn&apos;t support Xbox Live. And so Microsoft started building its own sports games that would take advantage of its online service, and of those titles, Top Spin was by far the best. It was a tennis sim featuring a career mode full of real-life pros, but what made Top Spin memorable \u2013 in addition to its core gameplay being so pitch-perfect, of course \u2013 was its online play. You&apos;d create your character, build them up, and take them online, pitting yourself against other players in ranked matches that, if you won, would move you further up the global rankings. It all worked perfectly (and even tied in XSN, if you remember that little experiment), and made Top Spin the best tennis game the Xbox has ever been served up.\" class=\"progressive-image jsx-2896921488 image aspect-ratio aspect-ratio-16-9 jsx-2605834259 jsx-2338608387 hover-opacity\" loading=\"lazy\" src=\"image\/gif;base64,R0lGODlhAQABAIAAAAAAAP\/\/\/yH5BAEAAAAALAAAAAABAAEAAAIBRAA7\" data-cy=\"progressive-image\"><\/button><button data-cy=\"gallery-image\" type=\"button\" aria-label=\"Open Slideshow\" class=\"jsx-1711207865 gallery-image\"><img decoding=\"async\" alt=\"&lt;b&gt;97. Binary Domain&lt;\/b&gt;&lt;br&gt;&lt;br&gt;\nThe Xbox 360 was a treasure chest full of those \u201c7 out of 10s\u201d that you just couldn\u2019t put down; those rough-around-the-edges cult classics that kept us more than entertained for a weekend before we moved on to the next. Binary Domain is a perfect example \u2013 a third-person shooter from Yakuza developer Ryu Ga Gotoku Studio, this sci-fi story didn\u2019t play too differently from established cover shooters such as Gears of War, but came with its own unique quirks. Direct control of your squadmates was chief among these, with the ability to command them in six different languages via a headset or the Kinect sensor, a fun little gimmick that took advantage of the Xbox\u2019s ultimately doomed experiment with its camera peripheral. Binary Domain may have never fully reached the heights of its lofty ambitions, but it still finds a place in our hearts.\" class=\"progressive-image jsx-2896921488 image aspect-ratio aspect-ratio-16-9 jsx-2605834259 jsx-2338608387 hover-opacity\" loading=\"lazy\" src=\"image\/gif;base64,R0lGODlhAQABAIAAAAAAAP\/\/\/yH5BAEAAAAALAAAAAABAAEAAAIBRAA7\" data-cy=\"progressive-image\"><\/button><button data-cy=\"gallery-image\" type=\"button\" aria-label=\"Open Slideshow\" class=\"jsx-1711207865 gallery-image\"><img decoding=\"async\" alt=\"&lt;b&gt;96. Steel Battalion&lt;\/b&gt;&lt;br&gt;&lt;br&gt;\nThe original Xbox was a maximalist, brutalist brick of post-Y2K design and Steel Battalion is the purest expression of its commitment to inconvenience. The Capcom-developed mech game is arguably nothing special by itself, but the humongous HOTAS horror with which it came bundled has earned it Xbox immortality. Weighing in at a whopping 17 pounds, boasting three panels, three foot pedals, and industrial-grade divorced dad energy, Steel Battalion is the video game equivalent of \u201crolling coal:\u201d an excessive, magnificent, indulgent peripheral that cost $200 in 2002 money. Xbox is a burly, hefty console that demands a burly, hefty experience, and Steel Battalion more than fits the bill.\" class=\"progressive-image jsx-2896921488 image aspect-ratio aspect-ratio-16-9 jsx-2605834259 jsx-2338608387 hover-opacity\" loading=\"lazy\" src=\"image\/gif;base64,R0lGODlhAQABAIAAAAAAAP\/\/\/yH5BAEAAAAALAAAAAABAAEAAAIBRAA7\" data-cy=\"progressive-image\"><\/button><\/div>\n<\/div>\n<\/div>\n<p><\/span><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><strong>IGN: I think what&#8217;s been great to see with Double Fine is that it has a core audience of players that are invested in seeing the studio thrive. I remember the original Kickstarter campaign for Broken Age was a big breakthrough for Double Fine.<\/strong><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><strong>Schafer: <\/strong>Yeah, I mean that sort of thing was quite like a big financial impact, but it was also an awakening of just how tight we are with the community, like how dependent we are on them, and how much they&#8217;re willing to participate. You know what I mean? Because they participate financially, but also creatively. Like, they really want to make art as well. I feel like that&#8217;s something special about our fans, and it&#8217;s because our number one thing is creativity. So I think it breeds a fan who also likes creativity, and I think it, hopefully, helps our games inspire not just players, but people to like learning to draw or program, or, you know, people who want to know how to make a game.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><strong>IGN: Now that you are an independent developer again, and with all this attention on you, do you feel there&#8217;s a certain responsibility placed on you all to make it as an indie studio?<\/strong><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><strong>Schafer: <\/strong>I don&#8217;t see it as a responsibility. I mean, I don&#8217;t expect anybody to look at us and know what to do, because our situation always feels really unique to Double Fine and me. Like we&#8217;re an indie game studio, but we have a lot of employees, and we have healthcare, and we have a lot of stuff like that. There&#8217;s not a lot of companies our size anymore, like AA-size studios, kind of. So, I wouldn&#8217;t say do everything that we do. I hope no one&#8217;s following our example because I don&#8217;t know if it works for anyone but us.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><strong>IGN: The Kickstarter for the Amnesia Fortnight is an interesting way to start this comeback, it&#8217;s all about this big push to produce some new ideas and bring to life.<\/strong><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><strong>Schafer: <\/strong>It&#8217;s kind of like a celebration of what we can do now that was harder to do before. Even being at PAX, Microsoft usually likes to have one big booth. So having little booths all over is not what they&#8217;re into. They&#8217;re not even here at the show. So being independent, we can come to PAX, we can talk to the fans, we can set the prices of our games. We can do tiny games like Thank You Bus Driver, which is a new project for us, and we made a whole special label for them called Double Fine Action Labs, where we can release smaller ideas, do game jams, and do the kind of things we like to do. So it&#8217;s a celebration of both what we can do and what we like to do, which is high-bandwidth interaction with the fans, doing silly creative things, and just having a lot of fun.<\/p>\n<div class=\"jsx-2896921488 video jsx-2008855984 aspect-ratio aspect-ratio-16-9\">\n<div class=\"badge jsx-1349606671 jsx-3647116352\"><span class=\"ign-icon icon-play jsx-2750866048 jsx-1044454891\" role=\"img\" aria-hidden=\"false\" data-cy=\"icon-play\" aria-label=\"Play\" style=\"mask:url(https:\/\/kraken.ignimgs.com\/_next\/static\/media\/Play.59e5540b.svg?cors=1) no-repeat center center \/ contain;background:currentColor\"><\/span><\/div>\n<\/div>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><strong>IGN: I would be remiss not to say that a lot of people took notice of the Kickstarter mentioning that Brutal Legend 2 can be made if you secure $100 million. I understand it was meant as a joke\u2026<\/strong><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><strong>Schafer: <\/strong>I mean, it was a joke, but also, it&#8217;s not a joke. Sure, I mean, if we got $100 million, we would do it for sure. I would happily put everything aside and make Brutal Legend 2, as long as I could talk Jack Black into it. Yeah, but if we got $100 million, that&#8217;s great. Yeah, I could do a demo for $100 [<em>laughs<\/em>]. But it&#8217;s not a joke \u2014 I would do it if we hit that goal. We&#8217;re probably not going to hit that, though. But any rich guys out there, if you ever want to see Brutal Legend 2, come help us out.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><strong>IGN: Now that you&#8217;re back as an independent developer, how do you feel about those seven years working under Microsoft? Would you say that it was a valuable experience in the end?<\/strong><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><strong>Schafer: <\/strong>I learned a lot from it, and it was a really great experience overall. They invested a lot in the company, and their mission was to support Game Pass and other projects. So for a while, we were very closely aligned, and it was great. It was a great partnership, and then their goals changed, and so we parted ways because of that.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">But I feel like, in the meantime, we had a great little collection of studios within Xbox Game Studios, like Compulsion, Ninja Theory, Obsidian, and inXile. We got to meet all the studio heads and talk to them, and our programmers got to talk. Their programmers are artists, and everyone was exchanging ideas and technology, and it was really a great learning experience about how other companies are run. So, because you&#8217;re independent, you&#8217;re a little more like an island. So, being an island that was temporarily pushed, hitched up to a bunch of other islands was very much, &#8220;Oh, that&#8217;s a cool game right there, we could go play that game.&#8221;<\/p>\n<figure class=\"jsx-313219616\"><a href=\"https:\/\/assets-prd.ignimgs.com\/2026\/09\/11\/gettyimages-1155535570-1789133481479.jpg\" target=\"_blank\" rel=\"noopener noreferrer\"><img decoding=\"async\" alt=\"null\" class=\"progressive-image article-image article-image-full-size jsx-1809694635 jsx-2338608387\" loading=\"lazy\" src=\"image\/gif;base64,R0lGODlhAQABAIAAAAAAAP\/\/\/yH5BAEAAAAALAAAAAABAAEAAAIBRAA7\" data-cy=\"progressive-image\"><\/a><figcaption data-cy=\"caption\" class=\"caption jsx-1762799490 jsx-479945570 article-image-caption\"> (L-R) Tim Schafer, Feargus Urquhart, Dom Matthews, Matt Booty, and Larry Hryb at the Xbox Game Studios &#8211; One Year Later panel during E3 2019. Photo by Charley Gallay\/Getty Images for E3\/Entertainment Software Association.<\/figcaption><\/figure>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><strong>IGN: Game Pass was such a big part of the Xbox brand&#8217;s push for a larger games audience. Do you feel that Game Pass still has value and potential as a service?<\/strong><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><strong>Schafer: <\/strong>I really want Game Pass to work. I like the idea of subscription models for companies like us, who, you know, lower the barrier to entry for everyone. We want to make games that are weird and creative, that you might not understand at first. I think that&#8217;s the kind of stuff we like to do. Do people see the key art and go like, &#8220;What?&#8221; And if it&#8217;s on a subscription, you&#8217;ve already kind of paid for the game. You&#8217;d be more likely to try it, so that sounds good.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">But there are other ways to reach people like that, like lowering your prices, for example. You know, getting people to try your games like that. I think it could have worked. I don&#8217;t understand why Netflix worked and Game Pass didn&#8217;t, and I think that&#8217;s something I just don&#8217;t know enough about, but that&#8217;s the way it is. So now we&#8217;re taking another approach: making it really affordable.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><strong>IGN: It&#8217;s been interesting to see the rise of these micro-games, ones that are fairly modest in concept, but offer variety and fun for groups of players. I know the term &#8220;friendslop&#8221; is used a lot, but I kind of see some of Double Fine&#8217;s games, and experimental ones, being right at home with those styles of games \u2013 particularly Kiln.<\/strong><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><strong>Schafer: <\/strong>Yeah, I think the difference is multiplayer. We have built a ton of multiplayer, but the thing about those games kind of aligns with what we&#8217;re doing with our Amnesia Fortnight, which is just trying stuff. A lot of those games came from game jams. I think the game Peak came from a game jam, and we just want to give everyone in the company a chance. Really, people feel safe to experiment and try creative ideas, and then to not spend $300 million on them, just spend like sticky bus drivers for six weeks, put it out there, and just see what you know.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">The thing about those &#8216;friendslop&#8217; games, people mostly focus on successes, but there&#8217;s tons of them that don&#8217;t work out. I think the idea is that you never know which one&#8217;s going to take off, so don&#8217;t bank the future of your company on any one individual idea for sure. But these games were called &#8220;friendjank&#8221; for awhile, you remember that? It&#8217;s also about casual pacing, it&#8217;s basically games where it&#8217;s mostly about hanging out with your friends.<\/p>\n<p><span data-cy=\"tierlist-view-trigger\"><\/p>\n<section class=\"box-wrapper jsx-2673806401\" id=\"xbox-games-series-tier-list\" data-cy=\"xbox-games-series-tier-list\">\n<div class=\"card jsx-2310533475 jsx-1355461925 box\">\n<div><dialog class=\"dialog tier-list-modal jsx-55470089\" aria-labelledby=\"contentLabel\"><\/dialog><\/div>\n<p><span class=\"stack jsx-3547261442 jsx-2986308351\"><span class=\"stack jsx-2959124702 jsx-4269505506 TierListHeader_header__xyy5a\"><span class=\"stack jsx-3647836811 jsx-4269505506 TierListHeader_title__UxzQx\"><img decoding=\"async\" class=\"ign-icon icon-tier-list jsx-2750866048 jsx-1879929830\" role=\"img\" aria-hidden=\"false\" data-cy=\"icon-tier-list\" alt=\"Tier List\" loading=\"lazy\" src=\"https:\/\/kraken.ignimgs.com\/_next\/static\/media\/TierList.c19f1c86.svg?cors=0\"><\/p>\n<h3 data-cy=\"title3\" class=\"title3 jsx-12333944 jsx-2321054750 TierListHeader_full__J6p2u\">Xbox Games Series Tier List<\/h3>\n<h3 class=\"title5 jsx-62124236 jsx-957202555 TierListHeader_compact__7JWp1 balanced\">Xbox Games Series Tier List<\/h3>\n<p><\/span><\/span><span class=\"stack jsx-3547261442\"><\/p>\n<div class=\"jsx-740175521 fade-in-out\"><span class=\"stack jsx-3547261442 jsx-2986308351\"><\/p>\n<div class=\"jsx-12151557 tier-list-skeleton\"><span class=\"stack jsx-659253495 tiers\"><\/p>\n<div class=\"tier Tier_tier___6egS\">\n<div class=\"TierTitle_title__Q4E_6 TierTitle_s-tier__uaHwM\">\n<div class=\"interface jsx-1132626198 jsx-3004210145 TierTitle_text__xca95 bold break-word\">\u00a0<\/div>\n<\/div>\n<div class=\"tier-items-row s-tier TierItems_tier-items-row__q2OSM TierItems_s-tier__Jrv1z\" style=\"max-height:66px\"><\/div>\n<\/div>\n<div class=\"tier Tier_tier___6egS\">\n<div class=\"TierTitle_title__Q4E_6 TierTitle_a-tier__z0Xky\">\n<div class=\"interface jsx-1132626198 jsx-3004210145 TierTitle_text__xca95 bold break-word\">\u00a0<\/div>\n<\/div>\n<div class=\"tier-items-row a-tier TierItems_tier-items-row__q2OSM TierItems_a-tier__EGxbh\" style=\"max-height:66px\"><\/div>\n<\/div>\n<div class=\"tier Tier_tier___6egS\">\n<div class=\"TierTitle_title__Q4E_6 TierTitle_b-tier__nsZIP\">\n<div class=\"interface jsx-1132626198 jsx-3004210145 TierTitle_text__xca95 bold break-word\">\u00a0<\/div>\n<\/div>\n<div class=\"tier-items-row b-tier TierItems_tier-items-row__q2OSM TierItems_b-tier__aI1S1\" style=\"max-height:66px\"><\/div>\n<\/div>\n<div class=\"tier Tier_tier___6egS\">\n<div class=\"TierTitle_title__Q4E_6 TierTitle_c-tier__UohGG\">\n<div class=\"interface jsx-1132626198 jsx-3004210145 TierTitle_text__xca95 bold break-word\">\u00a0<\/div>\n<\/div>\n<div class=\"tier-items-row c-tier TierItems_tier-items-row__q2OSM TierItems_c-tier__ivXOD\" style=\"max-height:66px\"><\/div>\n<\/div>\n<div class=\"tier Tier_tier___6egS\">\n<div class=\"TierTitle_title__Q4E_6 TierTitle_d-tier__5Z_iU\">\n<div class=\"interface jsx-1132626198 jsx-3004210145 TierTitle_text__xca95 bold break-word\">\u00a0<\/div>\n<\/div>\n<div class=\"tier-items-row d-tier TierItems_tier-items-row__q2OSM TierItems_d-tier__fycMA\" style=\"max-height:66px\"><\/div>\n<\/div>\n<p><\/span><span class=\"stack jsx-1061896584 content\"><\/span><\/div>\n<p><\/span><\/div>\n<p><\/span><\/span><\/div>\n<\/section>\n<p><\/span><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><strong>IGN: What are your thoughts on the state of the industry now? There&#8217;s been a lot of reports and stories of developers struggling to stay open and some creatives having to leave the field. Do you feel optimistic that things can improve?<\/strong><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><strong>Schafer: <\/strong>It&#8217;s a shitty time out there, and it&#8217;s been getting worse for longer than I&#8217;ve ever seen it get worse. I usually try to comfort people by saying to the team, &#8220;Well, there are cycles, there are downturns, but it always turns back up again because you need people to make games, and that comes and goes.&#8221; But this has been going on for at least four years, and I feel like I&#8217;ve never seen a cycle plunge so low.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Is it a permanent change in just the economics of it all? But people are still needed to make games. It&#8217;s not like AI has replaced everybody, and for all the talk about it replacing Google, it&#8217;s not effectively replacing anybody right now. So where are all those jobs going? I still see a bunch of games getting made, and people are still needed. So I wish I were smarter and knew the answer to that. But it seems like you need people to make games, and so there should be a ton of opportunities, and they&#8217;re still making a lot of money.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">For creatives, you have to have fun making games because they&#8217;re really hard to make. A lot of these people could make more than money in a tech company, so they&#8217;re here because they love games. And if you&#8217;re here because you love games, then you should love what you&#8217;re doing, love making games, and have fun.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><em>Photo by Christian Petersen\/Getty Images.<\/em><\/p>\n<\/section>\n","protected":false},"excerpt":{"rendered":"<p>It&#8217;s only been a few months since developer Double Fine&#8217;s split from Microsoft, but the team behind Psychonauts 2, Kiln, and Keeper is looking ahead. With another successful Kickstarter campaign under its belt, the newly independent studio&#8217;s second (or should that be third?) life as an indie is off to an optimistic start. With the [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[226,243],"class_list":["post-2139725","post","type-post","status-publish","format-standard","hentry","category-uncategorized","tag-crawlmanager","tag-ign-com"],"_links":{"self":[{"href":"https:\/\/analyse.optim.biz\/index.php?rest_route=\/wp\/v2\/posts\/2139725","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/analyse.optim.biz\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/analyse.optim.biz\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/analyse.optim.biz\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/analyse.optim.biz\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=2139725"}],"version-history":[{"count":0,"href":"https:\/\/analyse.optim.biz\/index.php?rest_route=\/wp\/v2\/posts\/2139725\/revisions"}],"wp:attachment":[{"href":"https:\/\/analyse.optim.biz\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=2139725"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/analyse.optim.biz\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=2139725"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/analyse.optim.biz\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=2139725"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}