Jump to content
Double Fine Action Forums


DFA Backers
  • Content Count

  • Joined

  • Last visited

About Vainamoinen

  • Rank
    I Post Because I Am Awesome


  • Location
    Coast of the Forum Goats

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. http://www.gamasutra.com/blogs/LarryBrandonGDU/20181107/330069/My_Time_at_Telltale_Games.php
  2. I tried to leave as sensible answers as possible, but some answers turned out to be contradictory due to the nature they were asked. I had to start the survey anew because of bullet #2. The "what platform" question came out super muddled. Steam is not and will never be a "gaming platform" in comparison to "PC". If I get DRM free games from Humble Bundle or GOG, do I play "on PC"? Is "on PC" everything Windows/Linux/Mac that doesn't use Steam? What if I have to use Origin, Uplay or whatever shit RockStar screws its customers with these days? Doesn't make sense to me. The question "did you EVER play mobile/tablet games?" and the follow up questions when you tick "yes". Honestly, I had to answer "yes", because I've used tablets of friends before. But the entire batch of following question has no "none of the above"/"almost never" answer, which it would be in my case. Question 46 will yield very one sided results because it practically leaves all the emotional involvement with story, characters, plot decision, voice acting etc. in an "other" field. It'll be difficult to find gamers who state they play games because of the "beautiful graphics". A lot do that, but few recognize that they do. And that's the only tickable box that doesn't describe gamers as heavily competitive hunters of horribly extrinsic rewards or consumerist junkies that buy unfinished products. Starting with 53, the questions are all about the competition again. But gamers increasingly don't play for the competition. Double Fine's games especially. It doesn't make sense to ask about my "performance", "winning", "trying my best", etc. for any of those three games. Question 49, also a problem. All of the games I mentioned I pick up time and again only to complete them in a week or two. So I've been playing them for up to 15 years, but I'm forced to tick "one week". The follow up questions, particularly 52, don't make much sense if you describe your favorite games. In fact, all these questions seem to make sense for online/multiplayer/open world stuff that you're supposed to be playing consistently for years.
  3. Things aren't looking good for our old homestead. https://www.polygon.com/2018/9/21/17888258/telltale-games-layoffs
  4. That's probably true. What befell the first Walking Dead season after the first episode and likewise the Wolf among Us was an entirely new element of utterly senseless crunch stress. Then again: We've known some good people who could not bear the "bad" as opposed to the "really bad" already. For some, Telltale's growth pains (that, it seems, were just agony in disguise) set in earlier.
  5. From The Verge article: The episodic structure was the problem. Always has been.
  6. That sounded like a good idea until that last word. Unity eats a lot of RAM and is apparently rather difficult to bring to a sensible performance. They could have put money into their own new tool, they surely have the money for that. But alas. The "decline" of course refers to plummeting revenue since 2015. The "downward spiral" indeed began earlier, but not with "The Walking Dead", which was their most successful game. It began with Telltale's treatment of employees as soon as the episodic model started to look like a success. 2008, maybe 2009. Absurd pay, perpetual crunch time, while the company itself raked in more than enough to simply not_do_that. It's exactly the fitting image that Telltale needs to get rid off. And judging from the reports I'm still reading, virtually nothing has changed in that respect since Bruner's demise.
  7. Ah, it's the All American Pastime. Suing the shit out of somebody. This is all very depressing.
  8. Yeah. Let's talk story predictions again, because SERIOUSLY. I have no real idea where TF they're going.
  9. Ahhhh nothing like the fresh smell of dumping on completely unsuspecting audience members in the evening.
  10. I thought it was really impressive going from Telltale to winning their independence as a game developer with the release of just one game. Seeking the coat tails of Valve, you can imagine, doesn't at all seem impressive to me. In fact, it's a huge leap back. And of course, that GOG cooperation is surely nixed. So that's it for In the Valley of the Gods, a Valve game™. I guess I'll just rip up all that unfinished fan art. Damn it, I loved those guys!
  11. Ron didn't reject any license lending contract that Disney threw at him, and from the look of things, a budget is difficult to come by particularly as the Kickstarter era seems to wind down. Sure, to insist on buying your own license back, that's a game stopper, but it's definitely not the only one and possibly not even the biggest in the journey to 3a. E.g. what stopped Broken Age in its tracks – planning too big – doesn't seem to be an issue. Ron knows how to handle a budget and how to not let his vision explode. Worse than games that are never made are games that are announced and go into full scale production but are then cancelled because they were planned "too big" (or the "vision changed" somewhere down the line). That's the real heart breaker for me. It recently happened with my greatest hope for the genre, The Devil's Men, a game I was really looking forward to. Better to have no hope for a Monkey Island 3a at all than to be bombarded with hopes and dreams and visions and sudden budgets and license miracles and awesome alphas and incredible screenshots only to find out two years later that you'll get jack ship of all that.
  • Create New...