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About Omnioid

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  1. I can't wait to see the final data on this one
  2. Ahh, thank you for pointing that out to me. I was worried about a problem that doesn't exist. Now I feel silly I guess this is what I get for not reading the notes.
  3. I thought that as well, but in the third episode, when Tim and Greg were discussing the 'Release date' they said November of this year, which didn't jive with what I thought I had heard before now.
  4. "I agree, however longer production means more money to spend on people, am I wrong?" No, you aren't wrong. I guess my personal opinion is that they should be able to use every bit of time that they feel they can buy for whatever money they have, and not feel any constraints from artificial deadlines.
  5. I may be way off base, but after watching the third episode of the documentary, I have some mild concerns that Tim and the team might feel rushed. In the early videos, Tim talked about a 6 month development cycle for something like an iPhone game, something that one could still technically call 'a game', but when all the money came in, talk shifted to the idea of a one year development cycle. I feel that the latter is the far superior option. I understand the tightrope these guys and gals are having to walk, budget wise, and the obvious reality is that the money will run out eventually, but barring a literal "well, that was the last dollar we had allocated for Reds, guess it's time to release the game", I would prefer that the team take as long as they need to make the game what they want it to be, with no regard for release date, even if that means taking it into next year. Thoughts?
  6. I know. All of your points make sense and are well reasoned. I guess at the end of the day, my biggest obstacle in these matters is my own impatience. The last thing I want to do is come across as an 'entitled' gamer. The quality of the documentary content has been excellent so far, and I wouldn't want 2PP to release anything before they think it's ready. I will endeavor to moderate my slavering desire for more footage...at least until next month's waiting game
  7. I may be way off base here, but I feel like if 2PP put less emphasis on getting these videos to look so 'slick' with all the editing work they're putting in, and in fact just did less 'editing' in general, it would mean much more content, and content that was released more frequently. The videos so far, both the main episodes and the 'sidequest' videos, have all looked great, but I know I'd gladly choose more content, from both a video length and release frequency standpoint, even if it meant sacrificing snappy cuts and other "polish" which, while nice, seems to be holding up the show. Just my 2ยข.
  8. I never imagined that the documentary aspect of this project would be nearly as satisfying as it is proving to be. Bravo .
  9. I really hope that we get to see at least some, if not all, of the rougher, un/lightly edited footage that we all know they have. Yes, the first episode was very polished and well put together, and yes, I liked it a lot, but that doesn't mean that I wouldn't be even MORE excited to see a 2 hour video of a DF brainstorming session! That would be awesome, and more importantly, it's more in line with what we were promised as backers. #my2cents.
  10. I remember playing these with my little brother and sister. We played and re-played all of the 'Freddi Fish' and 'Pajama Sam' games, and were the source of some of my fondest gaming memories. IMHO, the best thing about those games was that even though they were ostensibly 'Kids Games', they took real problem solving skills and a healthy dose of nonlinear thinking to get to the end. Playing them definitely made me a better gamer, and set me up to be better able to handle and enjoy the challenges of other adventure games like the Myst series. Excellent works.
  11. I think the occasional death can be an excellent motivator/teaching tool, and can even give the developers a chance to tell parts of the story in more creative ways (Like what would happen if your character dies or fails at certain points), as long as it doesn't happen too often. I also love funny deaths. If it makes me laugh, it's worth it, even it means I've gotta go back a bit.
  12. I think it's really important for puzzles to be solvable as soon as the character 'Gets it', by which I mean that as long as you have the required materials, and know what to do with them, you can solve the puzzle. A good example of an excellent game that was almost ruined by these kind of problems is 'The World Ends With You' for NDS. This game was FULL of 'puzzles' where you would have the items necessary to solve a problem, and even know how/where/with whom to use them, but the solution wouldn't 'activate' until you'd met some arbitrary and pointless condition. One example from the very beginning of the game: You need to get onto a stage. The stage won't open until this one guy sings. He has a sore throat. Eventually you find 'Cough Drops'. Now the puzzle is eventually solved by giving the 'Cough Drops' to the singer (duh), but the game won't LET you give them to him until you talk to this one dude hiding out in a restaurant who TELLS you "Hey, why don't you try giving him those 'Cough Drops'?" These kind of 'puzzles' suck, and only serve to frustrate players, by making them feel like their insights/epiphanies don't matter, and that they are just along for a ride.
  13. Excellent post. Lot's of interesting things to think about, and a healthy mindset for us as we move forward.
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