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About ozarkaspringwater

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  1. Bit of a warning, video has some curse words and is a little silly. Some friends and I finished shooting our Star Trek: Next Gen parody short. You really need to know nothing about Next Gen or Star Trek to watch it, give it a shot! Hope y'all like it!
  2. This whole situation is more weird than annoying. I guess it's annoying cause if it's on the documentary, then it is old news. I bet they were all sitting around at Double Fine for like a month while that footage was being edited just thinking "Oh, Jeeeesus. Once they find out about this there's going to be a whole lot of shit." And maybe a couple of them were more cautiously optimistic, quick to agree with all the sourpusses but constantly giving a sort of soft rebuttal like, "Well, I can see that happening at first, but..." I wonder if any of them won any personal bets with each other. Weird, yeah. It's weird too. Maybe because nobody ever did this before or maybe because I suspect this game to keep dividing in two with a half-life of about five more years of development. Oh, who knows. I just want a good game. And I want the whole game in the box, not just the first half because sixty years from now when this game is good and forgotten I want to be able to dust it off in my attic and play it. But seriously, I hate Tim and Double Fine enough to have supported them for years in the past and I'll keep supporting them in the future. Shine on you fiscally irresponsible diamonds.
  3. I forget who, but a great chef once said "The problem with being a chef is: you're more knowledgeable about food than your customer." If any of us see any flaw, they see it too. It would be silly to think otherwise.
  4. A tip should reflect the service. If you think tipping is some global conspiracy to make you pay a waiter's wage then don't go out to eat. You pay more for service and atmosphere, you can always save money cooking for yourself. It's really that simple. If you think your server earned five dollars, give them five dollars. There is no set standard and there shouldn't be. Five dollars could mean more to someone than another, and they have the right to leave what they feel. Now having said that, a low tip or no tip is telling your waiter "You didn't do a very good job." If that's the case, you tell your waiter they didn't do a good job and you speak with a manager. Now if they did a good job and you still give them a low or no tip, you tell your waiter, "Hi, you did a good job but I don't believe you earned anything in return from me because I don't employ you." Business is business and if you can't do that, take your business elsewhere. In the restaurant business that is what a low tip/no tip means. The same way a proper chef would notice if his plates are coming back empty or not. Empty means people enjoyed the food, obviously. So yes, as customers you are doing it wrong. It's a two way street and you are required at least an adult amount of decency and responsibility.
  5. This is a short film a few friends and I put together. It's a Star Trek Next Gen parody but it becomes this whole other weird thing. Hope ya'll like it!
  6. Yes, Deep Space 9 is an inspiration. There's a three-way reference hidden in "DF-9": Deep Space Nine, Dwarf Fortress, and Double Fine. The player takes the role of the base's overseer. You don't have a corporeal form to command or worry about, but when you start a new base you get to choose your name and a portrait that helps project a personality - are you a Picard, a Janeway, a HAL 9000, a Darth Vader, etc. The game will have a player and simulation-driven narrative - the story of your specific base - rather than a script with traditional narrative structure. That said, there are probably lots of little places where writing can provide really valuable color, like "citizen thoughts", the names of objects and concepts in the universe, advertisements, etc. I can't promise any of those things will be in the prototype though! Thanks for the answering my questions! This is a game I'm definitely looking forward to.
  7. Is it safe to say this was inspired by Star Trek: Deep Space Nine? Also, would the player be playing the role as the 'leader' on the station or some sort of 3rd person omniscient player control like a RTS? Is there room for any sort of narrative at all or would the game be completely randomized and more about base building?
  8. I want the Star Trek: Deep Space Nine game. ...I mean Space Base DF-9.
  9. That means soon enough we'll get a swimsuit episode. "Episode 5: Itty Bitty Polka Dot Bikinis"
  10. I honestly don't think we should be lumping 2PP and Double Fine together on being behind. It feels like a useless criticism in this thread. None of us really know how game design works with absolute certainty but all I know for certain is that different companies run their projects differently. I know different games begin in different ways, some starting with some sort of game mechanic, an engine maybe, or in DFA's case to just make an adventure game. We all have seen them working on something at least, Tim looks to be cooped up in his office, so I imagine progress is happening. Earlier stages of development seem to be the most cerebral, it's more or less Tim Schafer fighting with language to communicate his ideas. Honestly, if the game script was done already I'd be very skeptical about it. So Double Fine gets a pass in my book. 2PP on the other hand, I can totally understand people being upset. It was an overly ambitious release schedule and they can't seem to deliver on time. The problem with failing is you never know you're gonna fail until you do. 2PP is discovering that with an audience watching, so I wouldn't want to be them right now.
  11. Making movies takes a lot of time, more so than it takes blood, sweat or tears. When I first heard 2PP were doing a monthly documentary I was kind of astonished, I would wonder "How the hell do you take a month of footage, all those numerous hours, and turn it into a coherent story for about 20 or so minutes and STILL have it done and edited in the same month?" Turns out you actually CAN'T squeeze blood from a stone, so nobody should really be upset. Logistically, things just happen. Especially something like film making where any small problem snowballs into a cavalcade of ridiculousness. 2PP is just a small group of people, they aren't Paramount and a documentary isn't exactly a closed set. So just relax everybody, it'll come when it's neat and tidy.
  12. There is something about the Kowloon Walled City that strikes me as so fascinating. Maybe not as run down, but I like how it's like a human anthill. Or maybe like a world where some sort of conspiracy or fringe theory is true, like the Hollow Earth theory: or even the planet of our elder race Nibiru: Who knows? All I know is that the governments is full of reptilians.
  13. Are you now or have you ever been a member of the Communist Party of the United States?
  14. I read the Op and skipped everyone else because I think this is sort of asinine. All the Op ACTUALLY wants is quality. He brings up dialogue but wants only "real characters" and not "robots" after all, Hamlet is only lines on a page. It is the execution that counts. Yes, we can sit here and play theory game designers all day but what breathes life into something "meaningful" or "real" is focus and attention to detail. In a game like PS:T or Skyrim the focus IS on non-linear game play, so that is what they excel at. To me, adventure games are about a well crafted story, not a non-linear one. Most people I know who love Skyrim not because of the main story quest, but because of the freedoms it offers. Adventure games are like a really good main story quest. I think if we were to trust Schafer's execution for making an adventure game, we don't have much to worry about. It will be adequate at worst and a fun ride until it comes out. Puzzles aren't only "tacked on" that's just opinions. Op your opinions aren't arguments, you just want "good" puzzles. We all do. And that whole "you should be able to friend/alienate people" thing doesn't matter actually because if it is a well designed game, you wouldn't have noticed. You would've just played it the way you normally do. If you need someone to write your freedoms on the game box, that makes it less of a freedom and more on an OPTION. You see the inherent silliness in this? We are asking for "freedom" in games that are offering us options. OPTIONS AREN'T FREEDOMS. We just want the illusion of freedom and that comes with a...what is it called? A WELL DESIGNED GAME.
  15. To me, "Art" is something created by a person or a team that resonates or has a profound impact on a specific culture. In the vein of how an architect views a skyscraper as awe inspiring or a painter sees a piece by Picasso as a compositional masterpiece. "Art" is subjective because it is a two way street, if you were to boil "Art" down enough to a brash generalization it would simply be "communicating." Even if the message is nothing; the audience is still being communicated to. I think what we consider "Art" ultimately is something that connects with us on a personal level, so there is nothing specific about gaming that makes it a "Art" but rather a culmination of things. All the elements come together in a big mush-pile and when the "Art" is done it has to defend itself and get scrutinized by arbitrary human logic. Somewhere along the road enough people agree something is good and then it kind of is. There is no trick to defining "Art" nobody actually knows, so just pick what you like and if you like what the snooty smart guy likes then you probably have "good taste" but then again you shouldn't care as much as the snooty smart guy because the snooty smart guy is an asshole.
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