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Dirk van Blah

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About Dirk van Blah

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  1. I got Secret and LeChuck's Revenge in a LucasArts volume of games that also had a demo for Curse. (It also included Full Throttle and some other gems). My computer was too slow to run Curse properly, but the beautiful artwork and voice acting really won me over. A happy day it was when I finally bought the full Curse, and even after all that built up anticipation, it still didn't let me down. Big mistake expecting the same quality from Escape - I was disappointed, but it was still reasonably enjoyable. And luckily, Escape really lowered my expectations for Tales, which ended up being quite fun. I hope Adventure will have gorgeous graphics like Curse did. I don't really understand the appeal of retro pixel graphics - maybe I didn't play enough pixelated games as a child (always had to pay for everything myself on my meager allowance), but I don't get any nostalgia from them. I just see a lack of detail and a small art budget. Bought the HD remake of Secret and Revenge day 1 and couldn't have been happier to find director commentary on my favourite of the two.
  2. Actually, it's the other way around. The buyers are removing the investors from the equation. We're not investors, we're customers. Thanks to us, tim doesn't need investors, he just needs a loan until the kickstarter money is released. Where the so called profit would usually go to the investors, it's now almost all being funneled into making the game (with a tiny amount going to the bank to pay the interest). Forget profit - Double fine has a healthy cash flow, and that's all they need.
  3. I'm not qualified to say what would and what would not be fun in a game, so I would personally rather leave it the Tim and team than provide feedback on a portfolio or through a survey. If the concepts are provided in game form, however, I think I could make informed decisions. Do games like Toastmaster cost a lot to make? I thought Tim just made that one to announce that he's hosting an awards ceremony.
  4. Suppose that Tim and the team complete their brainstorming sessions, and end up with three solid ideas for what game they'll be making. They want to get backers involved in deciding which game to make, so they decide to run a survey to test the waters. Those keen to help craft the game try to use their imagination to guess which direction would be best and provide feedback accordingly. Many months later, the backers who actively participated finally play the game, only to find it nothing like they imagined - like watching a movie after you've already read the book. In the end, it's those that participated the least that end up with the best experience, because everything is a surprise and it all feels very fresh and new - they're watching the movie without even having seen the trailer. In a parallel universe, at the same time, another Double Fine also wants feedback from their backers. But instead of just releasing a survey, they make a small version, Toastmaster and the Conquest of Humor style, of each of their three most likely candidates, and release these to the backers. Three demos, except they're more like market testing tools, provided to the backers to play and enjoy, and some fancy usage tests determine which one the backers likes best, and maybe asks them directly, too. The trials aren't representative of the final works, but the backers already start to recognize future characters, and they get a fun opening act to enjoy while they anxiously anticipate the main attraction. And maybe one of the trials that are rejected forms a cult following, opening support for a future project. Or maybe not. Which universe do you want to live in? Is there another universe where things are even better that I'm unaware of?
  5. Journey has a lot of replay because you meet someone in the game, and you never know how they'll behave. That social aspect adds a lot of depth, even though it might actually shorten the gameplay if the other person goes and solves all the puzzles for you. I'm not sure if multiplayer would work in a point and click adventure game, but this is certainly an excellent opportunity to experiment with the idea. For me, the first time I play though an adventure game, I'm trying to solve the puzzles. I'm trying to figure out how to progress without going through every possible combination of using item X with item Y. The second time I play, I already know how to progress, so I'm trying to use mismatched combinations on purpose, just to see if something funny happens. In my experience, the higher the quality of the adventure game, the higher the quality of the responses you get. If I'm playing an adventure game and every choice other than the correct one results in a canned response, I'm not going to be playing very long. Some of Tim's previous games have been quite good at this, and with this project being a bit of a... special situation, I'm very hopeful that this kind of depth will be possible. This depth, in my opinion, is the best way to add replayability. You know you didn't choose all the possible funny combinations that first time, so now the replay becomes an opportunity to experience more of the game's unique style. And if I get different responses when I do the same "wrong" thing twice? BOOM, my mind has just been blown! This is content that a lot of people probably wouldn't even stumble across, but the dev team still put in the effort to include it? Pure awesomeness. I realize that some canned responses will be necessary (they always are), but Tim Schafer is excellent at being funny - i want him writing as much funny for this game as he possibly can, even if it means the voice actor has to read out the names of 200 different colors for a certain scene on Dinky Island! Want to know where your $15 bucks ended up? We spent it on "periwinkle"
  6. I think it could be funny if the game first started as a text adventure with directions North, South, East, and 'Why is this a text adventure?', and if you chose the last option, it would just tell you there was a poll, and this is what everyone else wanted. A prank on the backers who never visited the forums, perhaps? But after that, I think everyone would like a proper point-and-click adventure with a focus on story, puzzles, characters, and stuff like that, rather than spending too much time giving tributes to various formats like this. Interesting idea, though. I remember it being quite funny when Guybrush peeked through a crack in Monkey Island 3 and saw an old school world with a bizarre list of verbs available at the bottom.
  7. Telltale games did a great job with the Tales of Monkey Island games, which I enjoyed a lot more than Escape from Monkey Island (no LeChuck = no fun). Their Strong Bad and Sam & Max games were fun to, but the new Sam & Max didn't live up to the original, imo. The Ace Attorney series definitely gets my vote - I bought a NDS just to play Phoenix Wright, and I'm still sour that the new Edgeworth game isn't being translated to English. Ghost Trick was also fantastic and innovative, and I might as well mention Time Hollow. Hotel Dusk was so-so. Oh, I almost forgot about Zack & Wiki! That was my favourite game on the Wii - very entertaining and creative.
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