Jump to content
Double Fine Action Forums


DFA Backers
  • Content Count

  • Joined

  • Last visited

About nodmonkey

  • Rank
  1. Firstly, thanks, Oliver, for the post and the number of your considered responses to the community! I think you have a captive audience here. Secondly, in relation to the quote from you above, I hope the DF team appreciate the difference between a rough-cut and a 'good enough' final product. I don't mean anyone's going to deliver RedBot's adventure as the final DFA, but it's the double-edged sword of rapid prototyping when management says, "Well, it looks pretty done to me, why can't you just tidy it up a bit and we'll use this." or, "How long/much to make the final version?? No, no, no, just brush this up a bit, it will be fine." I hope with a few programmers in your management there, they can appreciate how prototypes can be very convincing when they're still only hacked together (which was the point of being rapid). Thirdly, DF seem to have hired themselves some real talent here. Lucky them (and lucky us!).
  2. Video doesn't load. Not sure if it's an iPad limitation. Is the video flash? I tried to go to the vimeo page directly at but it says the video is (naturally) private, even when I log in to my Vimeo account that uses the same email as my kickstarter and DF forums accounts.Hope it's just a new forum teething problem. Excited that we're out of the starting blocks!
  3. This is a fantastic idea. Perhaps the game could feature some kind of foundation stone or, like you say, monument, and you could use your magnifying glass to literally zoom in on it to see all the tiny names inscribed. I imagine the meaning of it would be unknowable to the in-game characters, but it could be presented as something of mysterious significance like "The creators of our world". Or perhaps there could be a newspaper in the game and the contributors could be listed as gullible followers of a cult leader Tom Shaffler to whom they gave all their wordly goods only to be double-crossed by receiving a lame Choose-Your-Own-Pirate-Adventure book in return rather than the "doubly-finest otherworldly life" they had been promised.
  4. A plea: Please make it 2D, using talented artist's work. In this post, I mean 2D illustrations/spites vs 3D models rendered on a flat screen. I am not talking about the 3D depth effect by using special glasses to view. A stylised professional-looking game with 2D graphics, to me, visually excels above one with 3D graphics. Sure, you can get breathtakingly gorgeous and rich 3D worlds (I'm looking at you Uncharted 2/3), but for that, you're needing massive budgets and beefy horsepower. An adventure game is one whose locations you are likely to be pouring over for some time (looking for that interactive item or clue you need), so allowing artists to compose those scenes (their style, composition, lighting, framing, etc) gives you something that you can simply enjoy looking at as you play. TellTale, bless them, make fun adventure games still. But, to my eyes, Tales of Monkey Island just doesn't compare to the look and feel of Monkey Island 2, despite the years and technologies that separate them. Another example is how beautifully made the 2D Broken Sword 1 Shadow of the Templars was, and how massively inferior (and a whole lot less 'magical') it was in the 3D Broken Sword 3 The Sleeping Dragon. The move to 3D was a huge step backwards for the stylised, artistic, rich graphical worlds that were created in the heyday of the 2D era. Pixel art was a craft all about the detail. We've had exceptions (Legend of Zelda: The Wind Waker was visually delightful), but in the main, the move to 3D was a disappointment. Graphics good or bad mean nothing without a solid game behind them, but, boy, do they matter to how the whole package feels to a player. I KNOW you can deliver the goods in the gameplay, so I implore you to do your darndest and let the graphical artists paint us a pretty picture to play in.
  • Create New...