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Spacedad

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Everything posted by Spacedad

  1. My full name is actually Spacedad Spacerrson Pacman.
  2. Neat. I'm all in favor of the proliferation of microconsoles. It means a lowered bar of entry for gaming, really. And there's a lot of value in scaled-down hardware, because the good gameplay of games of older generations with modern design in mind is kind of neat to see. For example, you could have games that have the great gameplay of a modern FPS game but be graphically scaled down for an android type thing. Same goes with any other kind of game, and certain genres lend themselves really well to lower end hardware anyway. Will be interested in seeing how this develops. Also, I am hoping valve is interested in making (or a third party developer) a cheap microconsole version of the steam machine, so you can play lower end games easily and stream higher end games to your TV.
  3. Ah, I wasn't aware of this. That's actually kind of neat. I guess it's just up to us to 'police' ourselves. Putting the troll on ignore definitely helps. I agree. I got caught up in this because I can't stand trolls, and wound up acting like one myself. What set me off the most though was him gloating about trying to antagonize people here off at another forum. Really not cool.
  4. A transport shuttle you can use to gather up and send out explorers around the very far areas around the base with. A teleporter (high energy upkeep cost) or a high-speed transit (fast conveyer belts - might even remove the friction from your body to propel you down a long way) to provide a means of characters getting around from one location of the base to another without taking to space or going through lengthy corridors manually. A "people mover" a-la Tomorrowland would be cool too. :V
  5. I've got another question - I'm a $50 kickstarter backer of this, and need to finally get around to linking my DFA account to my kickstarter so I can get that nifty forum tag and the backer access or whatever. How do I go about doing that?
  6. There's nothing wrong with his first post per se either - that's why I calmly responded to it to begin with. His thread topic and request are inherently inflammatory though - but could have been forgivable. I started taking exception to his other posts and soon stuff started adding up and welp - turned out he's a troll.
  7. Go back to RPGcodex. No one cares. This is your routine and you do this regularly. As another poster who sussed you out says: Do please keep posting more carepost paragraphs. Everyone here knows you're full of it. I'm done with you. *clicks report, and then ignore*
  8. The longer you stay here talking about nothing and insulting people the more you confirm that you're just here to troll. And the topic of this thread is inherently inflammatory, so please do go on about how civil you tried to be until you were abused by the evil vicious backers. The truth is that you started being openly insulting after people pointed out that you really should have kept this between you and double-fine, and called you out for your history of being a troll. Now you're here again because Tim reacted to your dumb thread for a flinch in the doc. Go figure. If you want your $110 back, keep emailing double fine and trying to get an answer - I expect they will not because it's a donated amount of money, and goes against the spirit of kickstarter. But you never know. Hurling abuse at people here will get you nowhere - but then, I don't think you're here for any reason other than to antagonize. I mean, this is you, gloating over trolling the Massive Chalice discussion forum: Full threads for context: http://www.rpgcodex.net/forums/index.php?threads/double-fines-massive-chalice-a-tactical-fantasy-game.83556/page-7#post-2692764 http://www.doublefine.com/forums/viewthread/9301/P300/ You're not here in good faith and no one here should trust for one second that you are.
  9. ^^^ Edit: Hey look, he's still here. Again, not surprised. There's constructive feedback and then there's asking for a refund on a backer-donation forum, followed by insulting posts about the 'hugbox' of people here, and insults hurled at the dev team. If he'd made a point by point thread about his criticisms of the shortcomings of the game, everything would be fine and dandy and we might have gotten a worthwhile discussion out of things. But the toxic negativity helps no one and solves nothing. What am I supposed to do with someone who automatically thinks I and other backers are idiot fanboys for not sharing their opinion? What are the devs supposed to do with someone who asks for a refund and calls the lead dev a 'con artist'? Nothing positive can come from that. It's a self-fulfilling prophecy of negativity to boot because his suspicions about us being idiots and the dev being being evil are 'confirmed' by the negative reactions that are automatically stirred up by being inflammatory - all I can really do is call him on his BS until he either decides to be civil or he leaves.
  10. Hey, look at who still has to get the last word in, in spite of saying they were on their way out. Yes yes, we all know by now you're only here to troll and insult the people here for attention. Thanks for more evidence there. You had an opportunity to be civil, but based on your previous inflammatory posts, I seriously doubted you would go for it. You're seriously incapable of making a post that doesn't involve some kind of rash insult to the other backers or the devs. That you're playing dumb about how toxic you are is typical troll BS. Excuse me while I don't even pretend to take you seriously anymore. Also - Once again, if you genuinely want to pursue a refund, THIS is the appropriate place for it: support@doublefine.com
  11. I knew you'd leave if someone called you out on your BS and backed you into a corner. Don't let the door hit you on the way out. PS - THIS is the "appropriate" place to ask for a refund: support@doublefine.com
  12. Please don't play dumb. It makes you sound like the schoolkid in the teacher's office who goes 'I was just playing' when you get caught hitting the kid in front of you. There's no way you couldn't know how inflammatory your choice of thread topic and request in the OP was - downplaying it by splitting hairs over the language only shows that you want to abdicate responsibility for your antagonistic actions. The person who was saying that had more to say about it than you're making it sound - it's understandable during a game's launch to want to ride the game's high for a bit after it launching, and being reluctant to bring down that high by reading a few of the negative reviews is pretty normal for anyone really. The same guy even said that he DOES read the negative reviews later, when he's psychologically prepared for it, a detail that I notice you neglected to note. They're also talking about article comments rather than reviews alone - people making 'this is shit' type comments and the like that aren't very valuable and a general let-down. Meanwhile - if you don't believe that double fine listens to feedback from its customers, then you really don't know double fine. As to the rest of your post - though there are some legit criticisms in some of your points, you seem bent on pitching things a certain way no matter what is said to you, so I'm going to disengage with you for the time being. I will be happy to chat with you again if you return with constructive feedback regarding the game, but I've said all I care to say about this topic, as the 'meta' discussion of paranoid speculation about intentions is not terribly valuable in any form. What I find particularly insulting is that you are quick to accuse others of hypocrisy and ad-hominem but you yourself pepper your posts with loaded statements like calling Tim a 'con artist' which are not helpful and quite frankly boring to read. (Which is the kind of pointless negativity I was referring to in the segment where YOU accused ME of ad hominem.) This is very transparent projection, and not really fooling me. I'll be back when you have something serious to say pertaining to how the game might be improved, or what you might like to see in act 2. Otherwise, I'm not really interested in feeding you the negative attention you apparently seem to crave. I also wouldn't waste your time if I were you replying to this post since I won't read it unless it pertains strictly to serious constructive feedback about act 2, and doesn't include inflammatory nonsense. If you feel you need to take me down a peg in another lengthy paragraph-by-paragraph post, then you're really not posting here for the right reasons. If you want to cast that insultingly as a 'circle jerk' then go ahead and be my guest - antagonizing fans of the game rather than reasoning with them as equals is an almost certain way to never get anything accomplished.
  13. I wouldn't be so hasty to declare 'caveat emptor' over this - Double Fine EXCEEDED what their original promise with the kickstarter was.
  14. I think the OP has 'old school' confused with 'hardcore.' The devs tried to make a charming accessible game, coming back to the genre after so many years Tim has been out of it. I feel they've done a great job so far, and we've only seen half the game as it stands. I also find what the OP suggests about demanding a refund for a kickstarter donation to go against the spirit of kickstarter. Double-fine not only delivered on their promise, they exceeded what their original intention was. But that aside, kickstarter is something you don't go back on or demand refunds over except in cases of outright consumer deception - they definitely didn't deceive here. The OP seems to have had in their head a very different vision of what would satisfy them than what the myriad of other people who donated had in mind. If the OP wants to make a positive difference, they should be making suggestions about what they'd like to see in the second half of the game. The 'the puzzles are too easy' issue is a totally legit criticism, and something that the second half is supposedly going to address. This would be an opportunity to still make suggestions there as the game still isn't finished and there's still some time. As for the OP's more inflammatory posts, I suggest that they make more constructive criticism because negativity helps no one - it doesn't help the dev team make a better game, and it doesn't prompt a constructive discussion among forum posters. However, based on the individual's pattern of posting thus far, I feel that they're only being inflammatory for the negative attention it brings, not for any serious reasons related to the game. This is how negativity can undermine one's credibility, as I am apt to feel this way based on such unbecoming conduct. I would also further like to add: The adventure gaming genre of the 'old school' in general had several universal problems associated with it. Sometimes its puzzles would be either too hard or too easy for its games, causing either head-pounding frustrating or making the game basically an interactive movie. The sweet spot of balancing discovery & puzzle solving with keeping the pace of the game flowing is a tough tightrope to walk. I feel double-fine is off to a good start with the first half of broken age in that the puzzles didn't slow down the narrative thus far (thus meaning that people new to adventure game 'logic' will enjoy themselves) but do feel that they could have been slightly more challenging - I am hoping this will be addressed in act 2. Additionally, the adventure gaming genre often had the problem of games being shorter than counterparts of other genres - due mainly to the nature of adventure games being multi-layered in their storytelling and design, with the folding space of narrative & puzzle-solving making games like "Full Throttle" for all their complicated scenes be a fairly short experience. There's also other genre limitations like how asinine the interface of some of those 'old school' games were - a drawback that was gradually addressed over time as interfaces got simpler and got the clutter out of the way of the interaction with the world. The point I'm trying to make with this though, is that it isn't helpful to have a rose-tinted view of the adventure gaming genre. There are certain limitations and potential pitfalls associated with the genre that we have to bear in mind even now. That said, I feel like Broken Age thus far is a decent step forward for the genre - it taps into a great 'starting point' of accessibility, charm, and 'training' its mostly-new audience in adventure gaming logic. If the first act could be considered a warm-up for the second, then all the better.
  15. Finally got to sit down with the prototype today. I definitely can see the possibilities based on the situation - if the game had facade-style interaction depth. I kept finding myself experimenting with responding to the buds with text lines and was surprised at how much I got into the spirit of the on-rails demo in doing so. I kept wanting to do things like invite the boom box guy along with us to play jams, or to tell off the buds when they were acting badly. I was also happy to see the dark lord of the flies and svankmajer-ish surrealism that Penn's idea hinted at was on display. Penn is secretly a psychological horror genius. For a full game, I'd love to be in a situation where you can work things out with the buds, and even build up a nice little bud-town together with them - but not without trouble from the more nasty buds. The biggest feeling I got when playing this was like that I'd be transported inside of a claymation film. And one of 'those' claymation films that had a secretly dark and scary side to it. For example, the Will Vinton 'Adventures of Mark Twain' film that had several genuinely terrifying moments. Or several short films that start out whimsical but turn nightmare-inducing. It was a very scary territory to be in, because a lot of the rawness of witnessing those nightmarish moments in claymation as a kid came back, due to the vulnerability of being in a game. So yeah, I hope Penn and DF team up to make a full version of this. I hope it's by turns scary and heartfelt.
  16. The story should be pretty low key and bubbling around in the background - the real meat should be the interaction between the player and the bud, obviously.
  17. Yeah. From what I see for this game, it might be like a bit of facade and a bit of Stanely Parable. As in, there is that interaction stuff going on like with facade, but there's also this fourth wall breaking awareness that things are somehow fake or that they might be some horrible skinnerbox you're trapped in. Friendship with a bud transcending those circumstances though can be what the game is ultimately about. I.E. So what if everything is fake? All that matters is that you care. (Easier said than done though!)
  18. A lot of what would happen with this game in a full thing is a mystery only Penn's brain can know - or rather, it's likely he has a general idea of where he wants to go with this and is trying to let it happen and experiment as he feels this out. That seems the best way IMO to work on something like this too, because it creates enough creative space for even the creator to be surprised with whatever comes out. He did say that he has some specific things in mind that aren't getting revealed to us, and might not even be in the prototype - but would be in the full game. So this stuff will be shaping what we do so in the undertones of the prototype at least.
  19. There's only so much that the team can do in the prototype. But yeah, this is such a unique idea and a great vehicle for Penn's sense of weirdness and storytelling that it really needs to see a full game development to get the execution it deserves. So anywhere, some stuff to consider about a full game: -Over the course of the develpment, the real 'meat' of everything (aside from the main story arc) would be in basically Penn and the devs coming up with ideas for actions and reactions that the buds and player have. -A full realization of whatever darker themes going on in the story. It's all a mystery in Penn's brain though from what he hinted at I can already anticipate some possibilities of trying to make sense of what's going on or how things might play out. -Possibility of using the game as a means of experimenting with the Oculus Rift and head-tracking variants, as well as ways of possibly putting your hand (or some other device standing in for your hand) in the world to interact with the buds. Dunno about you guys though, but whatever horrible puppetmastery thing that might be going on regarding the buds and why things are as they are for the player in this story, I would definitely like 'friendship wins out' if you pick and become good friends with a bud who is a genuinely good lil' fellow, or rather, if you try to build a genuinely good friendship with your picked bud. So no matter what horrible skinnerbox you were being basically manipulated into, your true friendship with the bud lets you override that. (And also, you can run into the danger of a false friendship where you and/or the bud wind up becoming victims of whatever horrible unspoken thing is *really* going on.) I also can't help but wonder if there will be some kind of lord of the flies thing that happens - particularly if there's a ringleader bud who if you don't pick him will try to manipulate the other buds against you in an escalation of horrible action. Or if there might be say, a way of getting a 'good' outcome by picking to become buds with a bud that's an evil sociopath just so you can keep him under control to keep yourself and the other buds safe. The game can be a really interesting vehicle for exploring interesting story, character, and psychology like that. Anyway, just wanted to share some thoughts. I'm going to go roll my katamari ball away for a little while now.
  20. I'd actually like this game to partly be a spoof of bad bargain bin games, sort of how Goat Simulator is a spoof of bad 'simulator' games. Trailer: The trick would be to make it a good game disguised as a bad game - or rather, a good game that spoofs bad games and steals the 'good' parts of bad games, such as the hilarious glitches. (Or as is often the case, the entertaining glitches in good or higher-end games.) Crashing into your friends and having them fly across the world into the skybox like in GTA 4 or having your character model glitch out like in "Skate" is part of the fun.
  21. Revenge of the Sunfish is a game that is hard to describe. It's like if you mixed warioware, MSpaint, and a sheet of blotter acid pureed together. This is more or less unbroken footage of gameplay in the sequel game, mind you. Here's a video of someone playing the original.
  22. Yeah, those are worth looking at, though they don't really fit the category of soviet propaganda per se. Although I actually took Barta's Pied Piper as having some cruel undertones about Stalin's massacre of the kulaks and the bourgeoisie. Barta also found himself a victim of the whims of the soviet-czech censors. Here's something also worth looking at that is really out-there. No doubt influenced by Jan Svankmajer, this film has some anti-capitalist overtones to it - even the title is a soviet stereotype about everyone in the west being unemployed. It's a freaky film involving discarded mannequins brought to life, trying to mimic human behavior. Here's another that's closer to modernist soviet propaganda animation, 'the disc jockey.' A slick abstract film caricaturing capitalism. http://www.youtube.com/watch?v=RL2Kyx9AHIA Again though, Jiri Barta isn't what I would call a Soviet propagandist per se. His films do feature over and under tones of attitudes and symbols that remind people where these were made, but they strikingly seem to come more from the filmmaker's creativity than a state mandate. If anything, Pied Piper in particular seems really subversive. No doubt the censors realized this, which is why he had a difficult time getting his films funded for a period before the soviet collapse. (In spite of Pied Piper apparently being a successful film.) Pied Piper is visually fantastic though - the german-expressionist-influenced abstract woodcarving puppets are brilliant, and some of the visual exaggeration and distorted representations of perspective are ingenious; stuff that I'd love the people at Double-Fine to look at for inspiration in general. The film is also terrifying. Terrifying because it's a film that depicts the unrelenting massacre of human beings in a disturbing dehumanized way. The crooked townspeople are all one dimensionally corrupt - and they are all mercilessly turned into rats and slaughtered. I feel like this film might be what a mass murdering dictator might dream, in how their contempt for human beings is visually realized. Or like a nightmare one might have after reading a lot about the holodomar or the great purge. It's a deeply disturbing place, and I feel somewhat violated that the film forced me to view human beings as irredeemably corrupt before they were turned into victims of indiscriminate massacre. Of course, it's pretty clear from the tone of the film it was meant to be nightmarish - so I consider it a good film there.
  23. And now for some "Gin and Juche" - here's a North Korea anti-US film. Not sure what the title of it is, but it's every bit as jaw droppingly bizarre as the dictatorship it was made for is. DPRK used the PROTRACTOR! He can now more easily see the length of things!
  24. Also, here's an animated newsreel propaganda piece for Stalin, celebrating his 5-year plan. Chillingly, this was made during the great purge. http://en.wikipedia.org/wiki/Great_Purge
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