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About slambago

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  1. Great! Thanks a lot. Looking forward to it! :-) I am also looking forward to it!
  2. Whoaa... what just happened in the last hour? It went up like 100K!?
  3. From Tim's IAmA, it's now clear that although unaccredited investments reflected in the total have been capped, they also continued to accept back-up reservations. So it's entirely possible that if they can get the cap increased later, the investor total could be (significantly) greater than the number displayed at the end of the campaign. There could be a number of backers (like myself) with basically no interest in the rewards who simply want to help Double Fine to whatever extent possible, thus cannibalizing the "Rewards" backer count. Some of us may not be reflected in the end of campaign total, but still might get the chance later on to give DF the money we "pledged" during the campaign.
  4. Based on current projections, seems like 4M will be the number to beat. Looking forward to watching the finale unfold!
  5. My take away is: I wish game development could be a cheaper and faster process, and I thought crowdfunding would actually speed up the development process by cutting away overhead, since the audience would be a known quantity. I am aware that a huge part of the expense of developing a game is adding elements to broaden the audience for the game: Stories get cut so combat modes can be added, for instance. But if you are lucky enough to know your audience in advance, it's a rare opportunity to focus your energies solely on what your audience really cares about, and trim the rest of the fat. Here's an illustration: Let's say there's a $20 Million Kickstarter for Joss Whedon. The kind of people who back that would be overjoyed to get a low-fi Firefly follow-up miniseries, or one season of some quirky new IP similar to Buffy. So imagine if the delivered result is the first 40 minutes of an Avengers movie with the second half to be financed from other sources... All these things really are super awesome, but clearly crowdfunding provides a golden opportunity to go niche-as-heck in a staggeringly powerful way. When it comes to the science of entertainment production, I believe that niche = more efficient, cheaper, faster. And I wanted to see Double Fine maximize this formula to the hilt because I love them so much. I think everything DF makes is a bit niche, but I wanted to see them go even further in that efficient direction, because they had guaranteed money from loving supporters. But the project went back into the zone of not-guaranteed money, by targeting a broader audience than the original backers (and their like-minded ilk). Double Fine is not just a company. It's a home for people like the ones posting in this thread. It's essentially a big love-fest. This is unparalleled. But when we cut down to the nuts and bolts of game production, I don't like the phase the company is at right now. I don't believe they've hit their stride. The documentary will help make that crystal clear in hindsight, some years from now. I think we'll be doing all of this (crowdfunding, production, community management) a lot better in a decade or so, in great measure owing to DFA.
  6. Public, Read Only, No Merge -- to preserve the archival, documentary spirit of the project! To let the legacy of the project be remembered the way it was, protected from any retroactive reorganizing of that history.
  7. I too want to see the last documentary episode before thinking too much. I have every reason to believe this question will be addressed in some way before the project's final goodbye. (By the way, if anyone has an inkling whether Episode 20 is likely to be July, August or September... this would help me stop checking all over the place on a daily basis for some kind of update.)
  8. Look at it this way: - If DF wants to go back to creating primarily massive publisher games, would it be feasible currently? - If DF wants to go back to creating primarily numerous small games at the same time, would it be feasible currently? - If DF wants to launch another major crowdfunded project, would it be feasible currently? - If DF wants to utilize the notoriety it has accrued to become primarily a "record label for games", would it be feasible currently? - If DF wants to mix-'n-match the above by enacting and managing a diversification plan, would it be feasible currently? There are only so many possibilities. I haven't named them all, but they are finite, and the list of feasible options is an undoubtedly smaller subset. Therefore, it's possible to predict, and maybe quite accurately, the general course events will take. As a business, DF is not an omnifaceted apparition e'er soaring from peak to peak. Business is hard as nails.
  9. Thanks for saying this, I actually find it really encouraging. It's a lot more hopeful to think the issues were with the production process, not with DF/Tim's ability to make a game that measures up to (what I honestly believe is) their full potential. Also I'm going to stick up for your claim that "most backers are a little disappointed" -- which is a clumsy, inaccurate way of expressing the painful truth that the game's potential was starkly different from its reality in some important ways, which shouldn't simply be dismissed if you really care about DF/Tim and what they're capable of. I have some lame friends who backed and haven't even installed the game . I can look forward to a future in which DF is rich rich rich, where they will be able to make a game of the rare breed I know they're capable of creating. It follows that for the time being, DF is experimenting boldly -- not necessarily because this is their new essence, but because they absolutely must find a new kind of viable production approach proto, so they can survive to make the truly epic works of wonder they're capable of. I am looking forward to seeing how this all pans out in the very long run. I hope mobile sales of BA are amazing; it will definitely be one of the best mobile games out there!
  10. My own eagerness to follow BA sales info stems from a similar sentiment: On the one hand, I am so happy for DF that they got to make the game THEY wanted that I actually cried tears of joy playing BA for the first time; it's a beautiful game in so many ways. On the other hand, I wish they had wanted to make something else, something cooler and more appealing to my own tastes -- which I honestly BELIEVED were congruent with their tastes before this game took shape. So I am looking for another company to make me feel the way that Full Throttle, Grim Fandango, and Psychonauts made me feel: all crazy good games in a similar vein. I just can't categorize BA in that same vein from my perspective. I'm happy for all the people who love it, and I'm itching to see the long- and short-term sales confirm that lots of people loved it, but I have to admit BA just cannot be a part of my life and my psyche the way Tim's previous games were. Mood: Comfortably Bummed.
  11. I gravitate toward Shay's side. I like walking around all the areas of the ship, clicking on things, and listening to the sounds and music. I am going crazy to know about what's behind the secret doors in the ship (mom's surprise and the creature door). The ship is the largest single "area" in the game which makes it feel rich to me, less abbreviated, and for that reason more vivid. But of course, in terms of thematic drama it can't touch Vella's side. And surely this contrast is no accident -- juxtaposing Shay's coddled existence with Vella's life-or-death struggles seems to have been a main goal of both the writing and design. It's seems almost crazy that Double Fine decided to go with such an ambitious concept. I'm really grateful they ended up taking taking the game in a fresh direction rather than exclusively pandering to the classic LucasArts fan base (and I am one of those fans). I think doing so is way more inspiring to indie game developers like myself: to me it feels like a taste of a great possible future that includes beautiful game concepts that couldn't have gotten greenlit in 2012 or in 1993.
  12. Same here. Although it sounds like an exaggeration, I really did think of the peaches as soon as I heard the words, "You always take us down." I mean, what other preceding item in the game is "taken down" other than those peaches? But, maybe I was just hungry and had a hair-trigger for food-related solutions.
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