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About evouga

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  1. Probably. I would need to see the pitch. I'd support another adventure game if there's a clear indication there would be a heavier focus on puzzles, for instance.
  2. It's not just a matter of time, but also of budget (somebody has to pay the DF employees). So I imagine that the you promote sales of Act I, the more resources they will have to polish Act II.
  3. 6a. There's a bit of a false dichotomy here. Breezing through the puzzles almost as soon as you run into them (To The Moon, Walking Dead) and "walking in circles... for an hour" (the very worst of the classic adventure game puzzles) are not the only alternatives. If you look at a classic adventure game, like Grim Fandango, the Mokey Island series, even later stuff like The Dig, it is very easy to pinpoint one or two puzzles that were too hard and unfair. But that misses the dozens of other puzzles that were fairly clued, but still challenging, much moreso than what you will find in the Walking Dead, or Broken Age. 6b. Again, there is nothing wrong with puzzle-light or even puzzleless, story-centric games. If Tim had made a Kickstarter for a 2D, point-and-click, "Walking-dead-like" puzzle-light game, I probably would have still backed it. But unless I missed something (and I think this is where a lot of the criticism from the backers is coming from) my impression was that Tim was instead pitching a classic, puzzle-heavy type of adventure game. (And for any DF folks reading this I want to stress that, this miscommunication aside, I did greatly enjoy playing Act I).
  4. Right. I'm sure some of these questions will be answered in an upcoming documentary episode. Whatever Tim's feelings right now, I doubt wading into a thread full of people ranting and raging about him and his labor of love is high on his to-do list.
  5. Hrm. I'm not against interactive experiences that focus more on story and characters than puzzles. Far from it -- To The Moon is a perfect example of a masterful narrative that would have only been damaged and obstructed by additional gameplay elements. To The Moon's puzzles were a joke but it is still one of the best games I have every played. Pure puzzle games are also great fun -- even when they have no plot whatsoever, that feeling of being the smartest person in the world after finally cracking that intimidating puzzle is an incredible rush. Adventure games, at least in the classic age, were a blending of these two extremes: great stories, but also great puzzles, that required you pause, pay attention, think, play around with the game world, review what you've seen and learned with a little more care, before allowing you to move the story forward. Gabriel Knight -- the original -- is probably the closest anything's come to my perfect adventure game. Day of the Tentacle was great, too; one of the classics, without a doubt -- though the plot was a little thin for my tastes -- more an excuse to set up jokes than a meaningful narrative. Getting the blend of puzzles and narrative just right has become somewhat of a lost art. I hoped that Broken Age would turn out to be one of this rare breed of games. Am I a little disappointed that this is (apparently, intentionally) not the case? Honestly, yeah. But I paid Tim to make the game he wanted to make, not necessarily the one I wanted to play, and I think he did a great job with it -- the ending was brilliant, the characters -- especially the main ones, Vella and Shay -- really shine, and I appreciate the subtle layering of the game's themes throughout Act I. It's less my cup of tea than I'd hoped, but that doesn't make it a bad game or Tim's decision a mistake. I look forward to playing Act II.
  6. Sure, if the game didn't run at all or my save game got corrupted or whatever, I'd be a lot more concerned. Still, this particular oversight, however small, broke my immersion in the game, and since we are sitting in the bug report forum......
  7. Hrm, like I said I'm not sure the puzzle difficulty had anything to do with the failure of the Myst series. The Uru puzzles were less hard than the Riven ones, but not bad per se. The problem with Uru was that they took a big risk moving the gameplay online, and it didn't pay off.
  8. You mean Uru? I've played it and it's not hard -- none of the Myst series games have been nearly as hard as Riven, IMO. One of the more recent games (IV?) had a stupid scene at the end where you had to click on colors, and was more luck-based/frustrating than intellectually difficult, but it did turn people off, I'll give you that. The reason Uru failed, as far as I can tell, was that they deviated from the tried & true formula -- point and click gameplay in a fantasy world -- and created an MMO/adventure/real-time/ARG Frankenstein with mixed fantasy and real-world elements, and people didn't like it.
  9. Are there *any* examples of adventure games that did poorly in the marketplace for being too hard? Of all of the games I have played, Riven is the only one that I think would have been better had it been easier -- and even it sold 5 million copies. Braid, Fez, Portal 1 & 2, Antichamber -- while not "classic" point & click adventure games, these have strong puzzle elements, are plenty challenging, and sold very well. It's ok to ask sophistication of the typical gamer; she will surprise you.
  10. Actually I'm curious -- when did DF decide to make Broken Age a tablet game? I thought the original kickstarter pitched a Windows/Linux/Mac game, with no mention of tablets. Did that change at some points (haven't been keeping up with the documentary). Mind you, I don't have any particular problem with porting games to tablets, and the controls are *not* the biggest problem with Act 1 -- Act 2 could keep the exact same controls, and I wouldn't complain, as long as they injected some steroids into the puzzles. But I do think that the UI suffers from the same problem as Windows 8 did -- by making the user interface "universal" in a way that it would work on both PCs and tablets, the controls feel clunkier on the PC that they need to. Controls optimized for the mouse, followed by a separate UI scheme when they eventually decide to port the game to tablets, would have been a better approach. But again, this is a nitpick, as while I did notice that the controls were suboptimal, it did not decrease my enjoyment of the game once I got used to it.
  11. Or block Shay from teleporting away once he was put on the helmet.
  12. Obviously it's silly to expect this game to conform to real-world physics, but this one lapse really bothered me: placing a golden egg in a hole causes the platform to significantly sink (in one case allowing you to climb the ladder up, in the next, breaking the ladder completely) because of the weight of the egg. But of course, Vella carrying the egg weighs the same as Vella and the egg resting on the platform separately. One suggestion for a fix:have the gate open as soon as Vella steps onto the platform while carrying an egg. But don't let her climb the ladder (egg is too heavy!) until she sets the egg down on the platform as intended.
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