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About iprigg

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    Action Forum Commander
  1. I got also a GOG key, being a 15$ backer. So I assume everybody did get it. A big applause to double fine for hearing backer's requests!
  2. Hi guys in double fine, I have received the email, and have just checked in humble store. Obviously it should be available now to everybody. I do not have a steam account, so I waited for it to become availabe on the humble store DRM free. However, I do not see it in my library on my humble account. The file I see available is the old one with a date of 2014-07-03!!!!! Why?
  3. Well the documentary indeed was an important thing awarded only to backers. However , I do not think that its importance is attributed to the fact that we were the only ones to have access to it. Its real value for me and I think for every backer was that we got to see the development of the game while it was actually developed. This particular temporality of the documentary is what provided a real value for backers. The fact that they were able to see a game and how it was produced prior its actual release. In this perspective the real value of this particular award for us the backers has, I think, a limited lifespan, which will end when the game is actually released. So in this perspective I cannot object to documentary's public release. We backers got what was promised from it, we appreciated its value but I think that we cannot request to have it for ourselves only. Not only this will not be possible infinitely but also we do not have the right to do it. So in my opinion, the documentary should absolutely become publicly available, but ONLY when the game is finally released, and under two very specific conditions: 1) This should be done free of charge, because If not this will be considered for many as another trick to get money for the game, which will act on the opposite direction from the reason we want to publish it 2) It should become available in all its glory, and not in some low quality version of it, so that everyone can appreciate what we got and they didn't. Enough said, I think I could not become more clear.
  4. The article may be a bit old, but it does mention the fact that the market share for Android was huge even in 2012: Even in that context, developers still preferred iOS over Android. I also don't necessarily agree with your statement that the iOS user base consists of people that are 'much more wealthy than the average android user'. The Samsung Galaxy Tab equivalent to the most recent iPad, for instance, is almost as expensive as a brand new iPad. The idea that piracy is not as much a problem on iOS probably has more to do with the fact that you have to jailbreak your device before you're able to install pirated stuff on it. You're probably right in saying that there are much cheaper Android than there are iOS devices, but that brings us back to the problem of device fragmentation: is a game developer going to be able to run their app on all 'non premium' Android devices? Oliver (lead programmer of Broken Age) referred in a presentation to http://opensignal.com/reports/fragmentation-2013/]this website that visually shows the fragmentation of Android devices (including brands, screen sizes and different flavours of the OS). It's almost impossible to get your app running on all of them. I cannot argue that samsung's tablet products have similar pricing with apple's. But this is like not seeing the wood for the trees. Because a potential android user have several other cheaper choices, while and ipad user none. Just have a look to this article http://www.businessinsider.com/iphone-v-android-market-share-2014-5 , which begins with a broader question facing apple, that is: "a broader question facing Apple: Is it boxed in as a brand and a platform that merely serves the richest 15% of the world, while everyone else uses Android?". Towards its end you will see a table comparing the pricing of each type of mobile device, from which is apparent that an average iOS user has to pay not a simple 10% or 20% percent more but an astonishing 180-200% higher to get a device than an average android user. This article http://www.techrepublic.com/article/apple-v-google-the-goliath-deathmatch-by-the-numbers-in-2014 shows also that despite higher market penetration of android devices when considering the use of each device (e.g., web usage), the picture is completely reversed. In other words iOS use their devices much more, which in turns means that they pay more for getting services (obviously, I consider gaming as such a service), which of course has to do also with the wealthier status of iOS users. This is I think why developers focus on apple's devices more than android.
  5. Well this article is a little bit old. Android market share has been skyrocketed since then. Especially considering the mobiles market (excluding or not tablets), the gap in favor of android devices is huge!. It is something like 80% to 15% with all others accounting for the rest 5%.The lead in terms of number of devices for android is huge if you consider that we do not talk here for the few hundred millions of the tablet's worldwide market but instaed for a market enumerating some billions of devices. However, what I cannot argue and I am sure that it holds true is that ipad users are more willing to pay much more money to play a game than android users. And this is mainly to the fact that ipad has a user base consisting of people that can be considered much more wealthy than the average android user. This is actually reflected to the cost of acquiring ech device as well. I'm not sure whether this is still true, but several game developers have indicated a preference for iOS over Android for various reasons. Because of piracy and device fragmentation (there are many, many different Android devices and many different flavours of the OS itself) developing for Android is often considered to be much more costly and less profitable. See, for instance, this 2013 Wired article: Having said that, Double Fine will probably still consider porting Broken Age to Android phones and tablets, but - maybe also based on past experiences with their other games - don't consider it a priority at the moment.
  6. I can't quite understand why DF deciced focus on the ipad release instead of the android. The android market share is far bigger than the ipad/iphone one. May be this was not the case a couple of years ago when DF kickstarted this, but today it is a reality. In fact outside USA the gap between the two markets is even bigger, and given that adventure games are much more popular outside USA (especially in europe) it seems as a really bad decision to not pursue an earlier android release. Eventually, I think that you should absolutely target simulteneous with ACT 2 release date, android release.
  7. Which, makes for a great, really challenging puzzle, as well! Excellent thought!
  8. I am sure, that there is no a single backer who wouldn't like this game to sell good. For all of us it was kind of bet, that most of adventure gamers made 2 years ago: To bring (old school) adventures games back to their roots. To make them come back on the stage as protagonists and as not as walkons. Based on the first act (and I am not reffering to act I thi time), the result was really impressive (~90.000 backers and 3.5 millions to Tim). However, it is after the final act that the final judgement will be made. Did we succeeded in our bet? And the final act is just now: The official release (well technicaly, there is another one after actual release of act 2 (this time i actually mean act 2!), but I think that its impact will be insignifacant compare to the current). An the critical question is? Did we managed to attract non backers to the game? Only DF is capable of answering this question, since they know the exact number of units sold! And the real question is: Are they wiling to share with us this sales progress of Broken game (we do not speak of exact sales, just rough numbers, or thresholds achieved)? I am indeed, very keen on learning them
  9. There is an old saying in my country, which goes something like that. "Those who care about you, they pester you", which is so true. Criticism from backers, is nothing more than a sample of the love they have for Tim, his game, and the adventure games genre in general. They care about them, and this is the source of all the negative feedback they produced. They did it because they want the game to be perfect. If they didn't care then you wouldn't have heard a bad word from them! But, fortunately, they do care!
  10. I think, we have spent too much time on this puzzle. For me it is something insignificant since, the information you acquire, when talking to him is not relevant to some other puzzle!
  11. OK thanks, for the clarification. It sounds handy.
  12. Actually, what I think is the best solution, is to not allow Vella fall through the hole on the guy (thus solving the puzzle), unless she has first talked with him. Being a programmer myself I find this solution the best, and very easily implementable! Though, to be frank, I think that this accidental solution, is not very bad approach. It always happen in real life as well!
  13. Hi Anna, I haven't played the game after the suggested updates, so I do not know if I am talking nonsense, but, wouldn't it be better and more straightforward to the player, to have the cursor change in the shape of the selected object, instead of implementing this? Your implementation sounds a little bit cumbersome, though I do not want to be strict since I haven't tested it yet.
  14. Chris, thanks for the answer. I am glad that you will handle difficulty further in act 2. It is a very important factor, I think, because we are talking of a game and not of an interactive movie, like latest Telltale "adventures"! Lack of challenge, is identified as a major weakness by almost all reviews (take a look just to those registered on metacritic), lowering the game's rating, which is pity. Length, is not really subjective, but I think the feeling players got was strongly influenced by the lack of puzzle, that enabled them to move really fast through the first act. Thanks again, and I wish you the best for the official release and for the final act. We the backers, are the first that want to see this game succeed. Because, first of all we like adventures, and its success will enable lost of new high class adventures to be implemented. Hope Tim and the DF team, will be part of this resurgence in the future, with new adventures games.
  15. Message boards, back in early 90s? You couldn't even if you wanted to!!! :-)
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