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About Anytus

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    Jr. Action Poster
  1. My perception is that the Steam sales from the release of Act 2 are pretty marginal. Maybe a few tens of thousands. Someone already mentioned SteamSpy, which shows an 8-10% increase in ownership after the Act 2 release (in the neighborhood of 20,000 sales). I think the way Act 2 launched on Steam didn't do the game any favors. It got press coverage but almost no Steam frontpage support. Since Act 1 was released as a complete product, with Act 2 as a free update, the only front page placement it got was in the 'Recently Updated' section. Just looking at Steam, it was hard to know what had changed. Had Broken Age launched as Early Access with the full release upon Act 2 shipping, it would've gotten better placement in the New Releases section and possibly front page banner ads. Early Access was still new when these decisions were made, so I'm not sure there's any way they could've known how not going Early Access would affect the push from Steam for the game. I suspect that if Broken Age goes on sale during the Steam Summer Sale AND people know/realize that the game is finished now then it will move some additional units.
  2. The Backer Release is a controlled "Beta" which is only being released through Steam. THey do this partly because things are easier to control through Steam and partly because users playing on Steam allows them to collect analytics in case there are any bugs, crashes, etc.
  3. Slacker backer here. Still haven't received a code. Seems like most everyone else has at this point.
  4. Another one to add to the list is this mostly negative review from RockPaperShotgun: RPS
  5. It's just a combination of past relationships and going where the money is. Adam Boyes at Sony was a big factor in getting the IP to do the adventure game remasters and Sony was willing to pay for that development. Microsoft has a past relationship with Brad Muir through Iron Brigade (Trenched) and they were willing to fund that deal. I'm sure they wish they could put out all this stuff on every platform, but as we've seen with Broken Age, more platforms means more resources. With smallish teams and tight budgets it's not possible to launch on 4+ platforms simultaneously.
  6. So the problem here is that the class heredity system has to mesh well with all the other heredity systems, primarily traits and relics (not sure how stat heredity works and I don't think XP is relevant here). Obviously, certain traits are more beneficial to certain classes than others. So if you've got a regent and a partner, you probably want to KNOW what class the children will come out as. If you have to randomly get/not get some traits AND you have to hope that the child comes out the correct classes, that changes the ratio of heroes with good/excellent traits for their class to those with average/bad traits for their class. I think it means you either have to be more flexible in your regent choice or you just get more bad/average heroes and fewer excellent ones. Also, you have to remember that relics are primary class specific. If you have a small chance of picking up the partner's class as your primary and it's not the same as the regent's, you've screwed yourself out of all the relics and armor and such that would be waiting for you otherwise. It won't be that bad to get pure classes will it? You don't have to have an entire second bloodline, you just need to recruit a partner, right?
  7. Really interesting that this is going in now in this incarnation. I see very clearly how they might've had to take a different path if earlier they had gone with 4 or 5 classes, because the number of hybrids grows like n^2 (n being the number of classes) if they're all unique and still like n(n+1)/2 if the order of primary/secondary doesn't matter. There's a LOT of stuff being passed down now. Class, traits, and relics. I wonder if there's been any thought about the bookkeeping complexity becoming too large.
  8. I understand wanting to know but I don't think it's appropriate for me to say. Okay, no problem. Please keep my request in mind and pass it up the chain of command, if appropriate. In the past there has been a 'send-off' of sorts for people who were leaving the company that gave some closure to their story. I know this is different, but I sorta feel bad not being able to name each person.
  9. Thanks for the confirmation, Bert. Now that it's been a couple weeks, any chance we could get a list of people who were affected?
  10. Yeah it's a pretty huge coincidence if Majesco downsizing Midnight City and the cancellation of this publisher-funded DoubleFine game just coincidentally happened at the same time. Patrick Hackett's twitter(https://twitter.com/playmorevgames) now lists himself as 'former' at DoubleFine. He's been working on TiltBrush for a while, and it's not exactly clear to me if he's still with the company or left before this layoff or what. Levi doesn't tweet much, so I'm not sure what his situation is. If the project was Black Lake, he would have been on the team 100%.
  11. I think the problem is they started with a backers-only approach and quickly found out that that was inadequate. Unfortunately, by that time they had already closed off basically all the communication channels. If DoubleFine had to do it over again, I think the Kickstarter updates and forum would be open access and at least some of the documentary stuff would be too. You're also seeing the lack of a dedicated community manager. As far as I know, there has been no official replacement for Chris Remo. Greg and Vic and some of the other producers and such try and post every once and a while, but its not their primary responsibility and they're busy with other projects and such.
  12. I thought exactly the same thing! Writing is hard, folks..... You might like to think you can sit for hours and hours and just crank it out, but that just doesn't happen 100% of the time.
  13. Greg mentions in the written update that a solution had already been agreed on, "A bunch has actually happened since this episode wrapped. Most importantly, TIM FINISHED WRITING ACT 2 AND THE FINALE! Also that pesky design issue that appears to terrify the team in this episode has been sorted." I'd still love to brainstorm, but I don't think I have enough details to contribute anything interesting.
  14. Whatever you think about DoubleFine becoming a multi-game studio, I think its absolutely central to their business plan. As a larger independent studio they have to keep that revenue coming in to keep the lights on. And let's not forget that 15 years ago they almost lost the whole studio with the cancellation of Psychonauts and Brutal publisher/developer relationship ended up totally rotten by the time that game shipped. I'm not sure they'd want to put everyone on one game again, but even if they did I think they'd be in a more uncertain financial situation. Publishers are real stingy about those contracts for tens of millions of dollars.
  15. I predict that this situation will happen a lot more in the coming years. It seems like there are a lot more sandbox-type games that are at only an alpha or pre-alpha level on Early Access and are using this funding model than people realize. I think it's almost a certainty that some of these games will fail to bring in enough revenue to continue development. I think it's interesting how some of us view Early Access as basically the same thing as Kickstarter/crowd funding and some of us view it as something very different. I've read most of what Hobbes had to say about shifting the risk to consumers and it's somewhat ironic because that is precisely the POINT of Kickstarter. Get money from the backers, have them be the investors who take the risk on a game. So, I don't think it can be argued that asking the consumers to take the risk is immoral or terribly unusual. It's all about expectations. I want to point out that it's not entirely correct to say that DoubleFine shifted ALL the risk to the Early Access purchasers. When IndieFund put in their seed money they didn't get anything in return for it at the time. Nothing. Early Access purchasers were compensated at least in part because they got the game in whatever state it was in right away. I know a lot of folks think that what they're likely to end up with won't be worth their $25 (and I'm not saying they're wrong), but on the theory that one should only purchase an EA game when one is satisfied that the game as it exists at the time is worth the purchase price then the EA purchasers are being compensated in full. So, what I'm saying is I can understand why at DoubleFine they took a much less negative view of this risk-shifting than some folks here.
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