Jump to content
Double Fine Action Forums


DFA Backers
  • Content Count

  • Joined

  • Last visited

About tuluse

  • Rank
    Action Newbie
  1. A famous poet once said a poem is never really done, it's just abandoned.
  2. It reminded me of King of the Dragon Pass, one of my favorite games ever.
  3. Syberia also has a 1 click interfac where click 1 is look/select and click 2 is interact.
  4. The pitch was for a classic pnc adventure game by Tim Schafer not an "re-mainstreaming" of a genre by Tim Schafer. This never happens, once they reach the bigger audience they make games for that audience instead of the original one. Game "evolution" has worked like this for 20 years now. Make game easier -> original audience abandons it --> Oh, I guess this genre is dead stop making games for it -> new audience is found --> see we were right, this is what people want
  5. Puzzles are what turns it from interactive fiction into a game. If the kickstarter had been pitched as a graphical interactive fiction story by Tim Schafer there would be no complaints about difficulty, and I personally would not have contributed.
  6. Because their studio died. They didn't go away for some malicious reason, they weren't making money. Again, according to Tim Schafer, Grim Fandango did make a profit. Now, do you think Broken Age has cost so much money that it will not turn a profit if it sells 500k copies? Because anything that happened at LucasArts is irrelevant. I don't know what their overheads or plans for the future were. All that is relevant is that an adventure game with hard puzzles sold 500k copies in 1998, and whether 500k sales would be enough to cover Broken Age's costs. Also, LucasArts didn't "die" they were very much alive until Disney bought the whole Star Wars empire and decided they didn't want to be in the video game business.
  7. According to Tim Schafer, Grim Fandango sold 500k copies. I believe that if Broken Age sold 500k copies Double Fine would be very happy. So I'm not sure why Broken Age needs to be targeted at a wider audience than Grim Fandango.
  8. Act 1 of Monkey Island or Year 1 of Grim Fandango both have much more complex puzzles, so I'm not really buying that the first half of a game is supposed to be so easy the player barely thinks.
  9. The Ice Cream Mountain is there to set up the frosting gun. The snake and the fishing poles might count, but you can't pick either of them up. You can't walk around with a useless fishing pole wondering what you're going to use it for.
  10. I wanted a point and click adventure and I got a drag and drop adventure game. Didn't ruin anything, but I don't understand the change in control scheme that has worked perfectly for 3 decades
  11. I found the difficulty level extremely easy and the puzzles in general to be extremely simply and disappointing. The only time I got stuck was the teleporter sequence. The only reason I got stuck was that I didn't realize I could walk to the rest of the ship, and I thought I had to do something clever with the teleporters. I really thought I was going to have to build a fake person with the helmet, then send it through the teleporter to trick it into growing the helmet so I could put it on. Imagine now my disappointment when I realized all I would be doing was walking around instead of solving a cool puzzle. The only time I can remember combining two items in the inventory was in the cloud city, and I think it only happened once. I wasn't expecting something as hard as The Secret of Monkey Island, but I was expecting to have to think about how to solve puzzles instead of being able to try all options in about 5 minutes (and often less). I was expecting to have to combine items or use one item to transform another item at least once per "area" (in my mind the areas of this game are Vella's home village, the cloud city, the beach village, and then the spaceship Shay is on). I was expecting some more "adventure game logic" and red herring items.
  • Create New...