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    Unholy Action Forum Commander
  1. While waiting for gsm I think I'll take this challenge...just for kicks. Quite literally no one suggested that. If you told me you were hungry I would advise you to eat something. It might have been pointlessly obvious but I would certainly not be suggesting that you generally never eat! Yes, so? DF will get your money, e-garbage doesn't pollute and you won't be denying anyone a copy of the game either. Have you ever thought that by gifting a game to people that are unfamiliar with its developers has a chance of them enjoying it enough to make them more likely to purchase more games from that developer, therefore increasing potential purchases? (By the way ET3D, I admit I started it, but I don't think it's a good idea to start a discussion about politics, so I think it's best if I don't reply.)
  2. Ok then. I thought you just wanted to invest more in this project. If you have your own unrelated reasons for giving them money they are no concern of ours but it should be easy enough to do it: send them an email to arrange it, maybe ask for bank account details, or just mail them a check or something.
  3. (The Amnesia vs. Dead Space thing again, eh? This comparison comes up really too often when people discuss Amnesia.) There's one big problem with your arguments: enough people consider Amnesia the scariest game they've even played. You can try to figure out why it wasn't scary and how it could be scarier all you want but when the game actually scares enough of the people it tried to scare it can't be not scary - it works. It doesn't work for you, I get that. And I'm not at all a fan of the "well that's your opinion" kind of arguments (a discussion stopper as far as I'm concerned) but it's obvious that different people, maybe due to different experiences and biases, get scared by different things. And if the amount of people that where -very- scared by Amnesia is large enough to matter, then Amnesia is a scary game.
  4. He launched a hate-filled personal attack against Brenda Brathwaite on the kickstarter comments while promoting his own game. The guy's a lunatic really.
  5. Bundles give a good part of their earnings to charity Look, there are ways to show appreciation without handing over money they don't ask for. Here's an idea: when you want to give someone a gift, gift them a DF game. Win-win, you give more to DF while spreading the word too and you don't give them charity. Those who are productive with their money should be capable of making a profit by selling what they produce at the right price. But nothing indicates that this game won't make it on its own. To be a patron all its required at this point is $15. The model woks because people go gung-ho and throw around money without considering the proper price of things or the consequences. Such attitude hasn't worked wonders for the global economy either.
  6. Absolutely this. We get all these 'please take even more of my money' threads for a game that shouldn't need it when there are people whose very survival could depend on a single dollar! DF should have enough money at this point for the game they have planned. If not, well... they should have planned better. And I'm not saying 'don't buy games, give it all to charity' but there's a limit: if someone doesn't even ask for more money, offering it anyway only encourages greed while denying it from someone who could really use it.
  7. Well... I'm a fan of Frictional Games and I'm very interested in storytelling so, regardless of whether Tim needs it or not, I certainly appreciate it. Thank you.
  8. So no mention of Grimoire around here yet? I am personally not at all keen on throwing money on this before its release (especially considering that its creator swears that its going to be released no matter what -hence the flexible funding campaign- while most of the people who know about it will tell you that it's at least just as likely that it won't) but, due to its notoriety among the cRPG community, it's certainly an interesting case, if quite disturbing in some ways as well to be honest - be warned.
  9. It seems to me what you're asking would most likely result in people telling you what their 3 most favorite games are which could be fine but it wouldn't necessarily help you find out what you will like. I don't think there are specifically 3 games that "every fan should play". I believe there are dozens of good games some of which you will like a lot more than others. If you can identify and play those first then you will soon learn to appreciate the rest. If you tell us a little more of what kind of things you like we will be able to give you better advice. In any case I suggest doing a little "research" - you can start by looking here. The first ones are all in the 'every fan should play' category. See what interests you most and go from there. .. I-just-asked-for-three-games-and-you-gave-me-a-lecture-and-homework Version: - Grim Fandango - The Longest Journey – Gabriel Knight: The Beast Within
  10. Of course it makes sense: if you want to sell me something and you have something new to offer then your best bet is to sell me what you know I bought and liked before. The thing is however, that we tend to exclusively see the fact that we stopped buying these games as a result of them not making them anymore. And this idea is so popular that we may have been accepting it without giving it any thought. But what if they stopped making these games because we stopped caring enough to keep buying them? (and I know both can be true depending on the situation - however I start to wonder whether the latter is more common than people might realize) But why would we stop buying new games from a creator whose past work we really liked, especially when there's no apparent drop in quality? Because we got too used to what he does! And when we get used to something the excitement fades and if there's no tangible evolution and therefore no excitement the only thing that remains is nostalgia. (and no, I don't consider using a different camera angle to be the best example of evolving as a creator, I'm talking about one's deeper design philosophy) And I wonder what will happen when we take something that draws much of its charm from nostalgia and make it current? Will that bring forth the new gaming renaissance that people seem to expect or will it just eventually remind us why we stopped bothering with all these games in the first place? It might be like meeting with an old friend that you haven't seen for years - you are very excited to see him again but after while, after catching up with him and remembering the good old times, you run out of things to discuss that would interest both of you and then, as you sit in awkward silence, you start remembering why you stopped calling each other in the first place. I suggest that we would have a better chance to a more exciting future if all these experienced professionals took this great chance to show us how creative they can be when they are allowed instead of recreate their past glory in a smaller scale. That would probably have ended with some misses and less initial excitement, but to be honest, I'm always wary of any kind of hype. (BTW, DFA is not a good example of why I'm wrong - from the Lucas Arts adventures to Psychonauts to Brutal Legend it's pretty obvious that Tim Schafer is definitely not the kind of creator that is afraid to evolve)
  11. As far as I'm concerned, inm8num2, you did well to bring this to our attention as I do find it interesting. However, if you really want an open-minded discussion in this thread, you too will have to be open to other peoples' comments without making it personal and without lashing out against every post that doesn't say what you wanted to hear.
  12. Whoa! I think you need to calm down... I was just expressing some thoughts without judging or 'blaming' anyone and I can only think that you perceived my post as "brash, premature criticisms" because you didn't really read it, but rather glanced at it at guessed at what I was saying. If however it really does come through as such then I apologize. (After all English is not my first language and some miscommunication is a common occurrence) Nonetheless I don't really see why I shouldn't be allowed to post criticisms. If I'm in the minority and everyone else is as excited about this as you are then my post will soon be drowned, without support I will just get pushed out and you will get the thread that you seem to desire which will consist exclusively of posts by people declaring their excitement and praising this project. Such overheated responses that resemble rabid fanboyism are more likely to have the opposite result though. To be fair it often seems that some expect that backing Double Fine automatically means that we will be enthusiastic and unconditionally supportive of every crowdfunding adventure project that comes around. This however is not the case - anyone who wants to participate in a purely positive discussion about any project, without having to deal with any criticisms, would most likely find it in its own official forums. (and that's not an 'attack' by the way, it's an honest, well-meaning suggestion)
  13. Another old, overlooked developer looks into crowdfunding to make a comeback? This news generated some thoughts in me that may not be entirely relevant to this particular game (I don't know what they've been up to and I don't see much info on this game) but I'll take the opportunity to express them. I'm a little disappointed that all these 'forgotten' developers that get the chance to make a comeback do so by reheating their old successes instead of grabbing the opportunity to leave their comfort zone and show us why we shouldn't have forgotten about them in the first place. We all routinely blame evil publishers, the lack of money, 'casual' gamers with short attention spans etc. but there's another side too. Getting typecasted is a bad thing: if you do a few games with the same/very similar gameplay, setting etc. you need to do something different or people will think that that's all you're good for. And then, once you've taken your chosen subject as far as you could without resolving to stale repetitions, you have nowhere else to go, people will unavoidably stop finding your work relevant and you will be forgotten. I understand there are plenty of people who feel that all they ever wanted is more of what they liked in the past, but unless these developers take this opportunity to evolve as creators (which is NOT the same as 'streamlining and adding action sequences to appeal to the casual crowd') the result will be the same: people will soon stop finding their work relevant, they will once again fade away and they will ultimately prove that fading away on the first place was not at all unjust.
  14. As far as I'm concerned the first BS is the epitome of good interface design for simple point-and-click adventure games, it just got everything right, it was simple, intuitive, subtle and, above all, comfortable. Every time a game, with that type of gameplay, tries to mix things up even a little it only gets it worse - for example, by having the inventory obscuring part of -or even the entire- screen, by increasing the required number of 'clicks' to perform an action that should be done for less or by requiring the use of keyboard when is shouldn't be necessary. Broken Sword 3 had a particularly bad interface for pc users, while BS4 was far better but still pretty uncomfortable. The gameplay of these point and click adventures haven't evolved much since SCUMM and other similar systems were introduced. This is not necessarily a bad thing: it allows developers to focus their creativity on story and puzzle design instead while, by using a conventional good interface, they allow the player to be as comfortable as possible. (Which is probably a big reason why adventures usually have far better stories than any other game) I'm all for experimenting with new creative, ideas for the gameplay but if that's not what the game wants to to then messing up with the ideal interface is a really bad idea and has nothing to do with nostalgia.
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