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About saluk

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  1. A lot of you are missing the hidden value here. We get to watch. A Double Fine team. Try to translate PENDLETON WARD. Into a workable game. And deliver it in two weeks. Just think about that for a minute.
  2. As annoying as it is to boil it down to 3, I think it forces you to really make a choice. I hate voting systems like -1/0/+1 because without realizing it you can wash out your own votes. Ranking can have similar problems - everyone's chooses something different for rank 2, so no ones rank 2 gets picked because there were more similarities in rank 3 votes. I have nightmares of, like Ludum Dare voting which is much more freeform; and almost always the theme I like the least is the one that survives the voting period.
  3. Yeah I had a list of about 12 musts, and 4 maybes. And the rest would be cool too, I just didn't quite have the confidence for them to be a sure thing. Narrowing it down to 3 was a challenge and a half. I'm voting for Dear Leader, Gone Astray, Little Pink Best Beds, and Parabolic. Parabolic: I agree with majugi. This has to get made. I think I will be really sad if this doesn't go in. Coming off the super bowl hype, the integration of the football game with the "listening" mechanic, and the developing plot just scream to be done. And realtime gameplay which is SO rarely done in games intrigues me. (Minute to minute gameplay in most games is "realtime" - but the plot always waits for you) I've been working on a project of my own involving realtime gameplay, so personally it would be really helpful to see how a talented team tackles that issue. I think the scope is manageable, which I can't say for sure about a lot of the other pitches I like. Dear Leader: Similar scenarios have been done before, such as KGB, the Republic, Tropico etc. Papers Please, and cart life, have shown that sometimes a simulation is better when viewed from the personal level rather than God mode. I think this pitch intrigues me more because I'm not sure what that will look like than anything else. There is potential, I think what they do will be quite surprising. Some of the other pitches were a bit more straightforward. I'll be honest, the early concept art is probably a big reason as well. Gone Astray: I love cats. Little Pink Best Buds: I watched pendleton's pitches before the other ones, and really enjoyed his style and the ideas. But I have to say, most of the DF ones were so good I almost forgot about these. However, of the 4, Little Pink Best Buds is genuinely something we haven't seen before. We have a platformer, a multiplayer zombie game, and iphone climbing game. But in LPBB we have an aii-based adventure about choosing a best friend over others. I don't know if it can really be a game to be honest - but I want to watch the team try to make it happen. Scratch that. I NEED to watch the team try to make that happen.
  4. DF is making the next Adventure Time game, and this will be a test to figure out how best they work together.
  5. That's... not entirely accurate. He would have designed a smaller scoped game to begin with, and probably still had to end up cutting things. would he? whats the argument here? that he wouldve made it smaller if theyd done the game in AGS or something? (just as an example) why? It may be splitting hairs a bit - I'm not actually saying that way of looking at things is wrong. I mean, who knows how things would have turned out really? But my argument is when the kickstarter began, there was NO game idea at all. The way the kickstarter went had an influence on where the project started. The smaller game with the smaller budget? Would that really be the game he wanted to make? It's definitely possible. However, in my small experience with creative projects, my dream is always just a bit above my ability to pull it off. The design ALWAYS gets cut - and I have to say for me it's almost always cut by a pretty significant amount. Before I fail to finish of course The difference here is we actually got to see that process in a way we usually aren't privy to - and we share some of that pain.
  6. Great twist ending. I can't wait to see how you capitalize on it in the rest of the game!
  7. That's... not entirely accurate. He would have designed a smaller scoped game to begin with, and probably still had to end up cutting things.
  8. I find it very interesting how different people react to the split in story. I think because each character's story is structured so differently, most people will tend to gravitate toward one style or the other. Personally, I found Vella's story to be whisking me from place to place without every getting to know anybody. The monster wasn't that interesting to me. Shay on the other hand I really loved his desparation of doing the same thing every day and trying to get out of it and go on a real adventure - that story REALLY spoke to me. And I loved the yarn friends, the knife and spoon, and the creepy dad floating around Act 2 is going to be interesting, the way act 1 ended. The split story was definitely a gamble.
  9. You are surrounded by whatever echo chamber you either identify with or are annoyed by
  10. I like the uptick of positivity at the end of that, but I think this is misrepresenting things quite a bit. The game was split in half, yes, but it was split in half pretty far into the production of the project. It is clear from how act 1 ends that much of the story occuring in Act2 will be in the same areas, and we know that some elements from act 2 were moved to act 1 to make more sense - and the other way around as well. They don't have as much time between now and act 2 to make it as they had for act 1 - but much of that time spent on act 1 was also partly spent on act 2. A lot of the money already went into act2 as well. Anything could happen at this point of course, but it's a lot different from a game that was designed to be episodic from the get go.
  11. I did not like Machinarium. Never finished because it was too hard, and there was nothing other than more puzzles to drive me to keep going and push past them. Just my opinion of course.
  12. Was the creation of the grim fandango engine and the game both a part of the budget? From what I read, it seems like lucas arts was working on the engine already, and then chose grim to be the game built in it. I'd say, content-wise (not puzzle design) grim is maybe only slightly bigger than broken age will be - and only had a slightly bigger budget. So they compare pretty favorably. Broken Age they did a lot of exploration at the beginning, figuring out how to make the game. They abandoned the engine that the whole team was already used to for something new. I for one really appreciated the qualities that Broken Age gained from these technical decisions - in animation, exploration, and art. I also think that in the end the content (at least in Ac1) feels weighed to far in favor of these elements and not enough in gameplay. So it's really aesthetically that some of us are disappointed rather than "how did such a small game take so much money to make". To the OP's question, I watched the documentary until this point and feel that it already pretty accurately explains how the game ended up how it has. There is a lot you can plan for in this world - but you don't know how your decisions will affect the future until you walk the path. Tim asks for a little bit of money for a pet project, and gets showered with money and adoration. Tim writes a very ambitious treatment for a game. They decide to use a brand new slightly untested engine, and make some bold artistic decisions as well. Then the team struggles to find the right workflow for the project. They cut the game in half because they realize they are running out of money. Not to mention the affect that the huge expectations had on everyone. The end result falls just short of being amazing, but it's still a very cool story and will be worth finishing when act 2 arrives.
  13. Now you are moving the goal posts. "Old school adventure", not "old school adventure, simplified for new fans" that's telltales business and as I said, people who don't like old school adventures literally have an infinite realm of other things they can do. So many things in this world are ruined by pandering to the lowest common denominator. I'm not even sure that people like simplified things as much as those in the media think, as anything with a bit of depth given a chance tends to do very well (the wire). Truly great things are made by people who say forget it, lets do it the way we want and if people put a bit of effort in they might get something meaningful out of it. The Wire did well critically, but it's very highbrow and was not a huge commercial success. Every season was a fight by the creators to keep it going. True Blood panders to a wide audience, and, what do you know, it's the most successful HBO show so far. Game of Thrones is a happy medium, with good writing but also an awful lot of pandering. I wouldn't have wanted to see Broken Age be The Wire, no way - but I would like to see act 2 pull more towards Game of Thrones. Less nudity though
  14. Yeah I hope this isn't the end for this engine. Regardless of your opinion on the content, the feel of the game is superb, and I hope this isn't their last foray into the genre.
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