Double Fine’s Unused ‘Bad Golf 2’ Idea Being Made By Fans

Perhaps Bad Golf 2 will prove to be the One Direction of Double Fine’s latest Amnesia Fortnight prototype-off. Not selected as a winning project in the X-Factorish voting, it seemed destined to never become a reality – until fans decided to make it anyway. And now it’s generating more headlines than any of the ‘official’ picks did.

Fortunately, Double Fine have given it their blessing. I.e. they haven’t sent a pack of lawyers after it.

This is Bad Golf 2. There was never a Bad Golf 1. Repeat, there was never a Bad Golf 1. Although Bad Golf 2 was also unsuccessfully proposed for 2012’s Amnesia Fortnight too.

Basically, it’s to PGA Tour et al what Road Rash is to Moto GP. Sounds like a giggle. A giggle in pringle. A gingle.

And so it is that 18 folk are working on it for fun, and for free, over here. They’ve even got a test build already.

As for Double Fine, they’re cool with it. BG2 ideasmith Patrick Hackett, a ‘tech guru’ at Double Fine, told Eurogamer that “Personally, I was flattered by the idea that people would want to collaborate to make a game idea of mine. I really couldn’t have been more excited to hear about this idea and told them I’d support them as much as I could.”

“As for it being Double Fine’s property – Greg and I brought the situation up to Tim and Justin and they approved of the idea, citing that any production should remain in the creative commons. Because of that, the project’s source control repository is available for free and the final product will never be sold.”

He also hopes that this will be “a huge boost to the possibility of a DF created Bad Golf title. Bad Golf 3 in 2015!!”

C’mon, Bad Golf 4, surely.


  1. Meat Circus says:

    limit (Bad Golf (1+1/n)^n) as n->infinity

  2. Klydefrog says:

    Can someone make Parabolic (link to as well then please? I thought it was by far the most interesting concept. I wasn’t actually that surprised that people didn’t vote for it though, although I was pretty surprised Re-entry didn’t get many votes either, can someone make that too please?

    • Teovald says:

      That’s the trouble with Amnesia Fortnight. There have always been more than 3 good game concepts pitched so it always leave a bittersweet taster when a good one is not picked and will be forgotten.

      • SurprisedMan says:

        That’s the difficulty of any creative person or organisation with lots of ideas. At some point y’gotta decide which ones to actually do.

        But this isn’t necessarily the end of these projects. For example, Bad Golf itself was a pitch from 2012 that got revived. And there’s no reason why Tim can’t go ahead and push through ideas that he thinks are particularly strong without Amnesia Fortnight.

      • Dances to Podcasts says:

        The advantage is that it’s all out there for the public to see, so there’s always the potential for someone else to make a just-different-enough version of an idea that doesn’t make it.

      • Keyrock says:

        It seems like the opposite case with standard big publisher model where they have a bunch of lame, worn out, uncreative clones of other games and unfortunately one of them gets picked to be made.

      • crumbs says:

        This will sound mega-snobby, but I had thought the idea for a public Amnesia Fortnight was horrible. It’s not a case of “the unwashed masses won’t know what to appreciate”, but just that it’ll take all these radical, interesting ideas and just filter out all but the ones that don’t up and repel anybody. A lowest common denominator thing, in other words. Maybe I’m just bitter over 2012, I loved so many failed pitches, and the winners seemed generically indie, for a company that can boast the craziest, most lovable ideas, like Stacking.

        Point is: I was dead wrong and I’m so grateful for that. Even though it’s sad what got thrown away, the winners for 2014 are really appealing! Nice voting, masses!

    • Philomelle says:

      Somewhere out there, the employees of Double Fine cackle villainously and twirl mustaches as they celebrate the true purpose of Amnesia Fortnight – to reduce their workload by hypnotizing the fan community into making games for them.

    • Vesuvius says:

      The folly of AF is that mob rule gives you memes, not creativity. Mob humor is bandwagons, safe stuff, zombies and anything that references “zelda” or other proven properties. Mob judgment is “hey this guy is famous- sure he doesn’t have a viable plan, but FAMOUS!!!” (see Pendleton Ward’s prototype, or the Clang! kickstarter). Fan mobs are sycophants, not contructive critics. And far too often fan mobs are obsessed with “I want to see this game” not “this game is a good fit for this studio” and so we see pushes for DF to make Minecraft and Dwarf Fortress alikes, to bandwagon, not to make things that plan to their strengths of original IP, charming characters, and creative worlds.

      People liked DF because they liked Schafer’s judgment. Too bad we lose a lot of it through this process.

      • The Random One says:

        You seem to be implying Ward’s prototype was only chosen because he’s famous. But he wasn’t running with the DF crew’s prototypes; there was a separate vote for him, so we’d get one of Ward’s games no matter what.

        • Xocrates says:

          Not only that, but people picked what was the most bizarre and original project of his 4 submissions. And he had submitted a zombie mmo.

          Similarly, the (non-Ward) game pitched as “League of Legends meets DayZ” didn’t even make the second round.

          This isn’t to say the voting is perfect, but it certainly isn’t just safe stuff and bandwagons.

          • crumbs says:

            I’m still not sure why they let a cartoonist (no offense to the guy, it’s just..does he have any reason to be there?) have the reigns over one definite game.

            Worked out well, though. The winner actually looks great, and it was interesting to see concepts from someone who only partially even knew what their ideas would play out like.

    • The Random One says:

      Two words: KAIJU PILEDRIVER.

      Two more words: Never forget.