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iprigg

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Everything posted by iprigg

  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!!! :-)
  16. Strange, I had the impression that you cannot construct anything that breaks even one law of physics!!!
  17. i really hope youre joking... Get a grip on reality, just because you make a thread where you compile ALL the negative things you could find on the forum (why would you do that?) you expect Tim Schäfer to personally respond to all that? Are you an only child? If you really are so eager to find out what Tim has to say to the launch of the game etc.. maybe wait for the next episode of the documentary, im sure theyll talk about a lot of that stuff. Perhaps you are (joking), because I don't. Probably, you haven't understand something important about this project. This project was funded by us the backers. No Broken age would exist today, if we haven't put our money one this. When you pledge on kickstarter you do not just buy a game, in fact you invest on something. The only difference from a typical investment is that you do not expect to get your money and a lot more back. But you expect to get satisfaction on the product delivered. To have something that will entertain you. There may be no direct publisher on kickstarted projects, but in fact there are thousands of publishers, we the backers. We may not loose much money if the final product is not good, as the conventional publisher will, but this does not mean that we do not care for our investment. Because what we actually invest for was our nostalgia and the need to entertain ourselves the way we used to. We do care, and much more, exactly because our relation with the developer (Tim in this case) is not a cold paper, a financial contract, but rather a friend - to - friend relationship, which was initially built during our childhood, for 20+ years until today. We WANT this game to be awesome, because we like old school adventures, we like puzzles, we like gaming and we like Tim Schafer. In this perspective, it is you who should get a grip on reality and ask yourself, what the hell you are doing in this thread. This is a private forum. It is the backers forum. It was made exactly, in order to communicate our thoughts on the game to Double Fine, express our complaints, or joy over the game during its development, and be informed on the game aspects, by DF personnel. There were times in this forum, where DF asked and we answered, and times when we asked and they answered. I am not doing something different. I do not offend anybody. I am just expressing the backers concerns in a more formal way. You see I am one for the 90.000 Tim's closest friends, as you are also I suppose, and the only thing I did is to ask Tim, to appease my concerns about the game, like a friend to friend.
  18. hmm! No answer yet. I hope Tim is just thinking about it!
  19. Minor complaints? Ha! 90% of the reviews I' ve read, point out the lack of challenge as the main factor for not rating it among the classics!!! In fact I think that this is the major problem of the game, since both length and one click controls issues, are biased by the lack of challenge. The feeling a player has for a challenging game is always, that it is bigger than the same game (I mean same screens, same dialogues etc.), solely because he spends more time playing the game. For example, think of broken age, with a complete lack of puzzles, it wouldn't last more than two hours, just walking around and talking. In a similar way, a simplistic interface wouldn't bother anyone if the game was challenging enough; now that it isn't players blame it (the interface) as a contributor to the lack of challenge.
  20. Yea, exactly as you say, a bunch of THOUSANDS of backers. I wonder, if DF have some statistics on the number of people that activated their steam code. Not just get it, I mean those that really used it. I am sure that the final number will fell short to the total number of backers by a lot of thousands!
  21. All these days since the initial launch of Broken Age, to its backers, a week ago, there have been thousand of threads in this forum, and in other sites as well, full of criticism about the game. The general criticism is focused on the following areas: 1) The difficulty of the game, which is broadly regarded as being to easy 2) Its length, which is regarded as being too short; though my opinion, is that this is accounted also to (1). Since you never get stuck, your playing time, which for adventures includes time spent to solve a puzzle is greatly reduced, leaving the players with the feeling that he reached the end of act 1 too soon. 3) The game's controls, where two issues have been raised. The first one being the simplistic, one click approach that has been chosen. and the second one the use of "drag item on spot/item" action, which is something you have to get used to it, since it is an something, rarely used in the pc world. In a few words, gamers think that the interface adopted by this game, blinks an eye to tablet devices, and neglects the possibilities offered by pc controllers (i.e., a mouse, which gives the option of using two or even three buttons). 4) Finally, somehting, which is not actually part of the game, but received a lot of criticism and rage, is the decision of DF to not make the DRM version of the game available to anybody, even the backers who payed for this, until Act 2, is released sometime within the year. More or less, this is all criticism about the game, that I am aware. I think that Tim Schaffer is the only one capable to elaborate on these issues and clarify, whether he plans to handle any of them and possibly how. Though the latter is not so important for now, the important is if he intends to do something to resolve them. So Tim now the ball is on your field. We would be grateful if you share your thoughts and intention with us
  22. I agree to your thoughts in the initial paragraph. From Deponia, I liked mostly its first adventures Edna & Harvey, which I think was very close to old school, including the challenging factor. Resonance, also was superb, despite, its restricted graphics. Very good gameplay, some very good puzzles and a very good story + some kind of innovation on the game controls with the memory slots. Broken age, as I said has a strong old school feeling. Despite its simplisitc interface (I really miss the look at option), it could have been the best adventure in these 16 years since Grim Fandango, if only it could bear some challenging puzzles. In fact, the best puzzles I remember from an adventure are not from Grim, they are years back in Day of the Tentacle, and even earlier in Monkey Island 2. There were puzzles, which didn't have to do with finding, combining and using items. There were puzzles, that exploited the attitude of characters, their posture on the screen, or their movement or the movement of items, or the time. For example you had to follow the guy as soon as he was leaving the screen in MI2 to see him knocking the door on the next screen. You had to wait for a character to turn his head or turn his back to you to click on him or use an item, or pick an item, as soos as he was not looking at you. You had to make a potion to enhanch your spit, but it was not sufficient you had to wait also for the wind to speed up (indicated by the waving of the flag) and then spit. You had to perform actions in short time or on specific time, otherwise you were lossing the time slot, and had to wait for a new oppurtunity. These were innovative, unsurpassed puzzles, that I never seen in a game since then (Resonance has a light dose of such puzzles as well). And this is why I still remember them so many years afterwards. These are the type of puzzles I want to see again, along with a lot others. This is what makes the difference between a good game and an excellent one!
  23. As I said in my initial post, this is the current feeling. However, Tim could turn things upside down, when his performance is over. His task is overwhelming, and if he cannot do it, probably no one can achieve it. In this perspective, it may be a real strike of good luck that he went to a two acts release plan. Because, if he had delivered the whole game from the begining, that's it, his legend would have faded for ever. But, now there is a possibility that the legend will live again. Broken Age, is not a bad adventure game, anyway, it just fell short to the expectations that were build in a period of 16 years. A lot of time indeed. Just look on the bright side and wait for the final delivery. After all, do you know many games receiving so much criticism in such a short time, and still have a hefty 82 metascore. Just, bear in mind that this 82 rating has come solely from backers, which are more or less hard core adventurers, and consequently stricter reviewers. If upon final delivery the feelings have remained the same, then you will have much more time for criticism!
  24. Roughly, 5 days have passed since broken age beta release, which was not open to the public, just backers. Usually, a game at this stage does not obtain much publicity, in terms of review. Though, look what Broken Age has managed to achieve. There are already 17 metacritic reviews. 10 day before its official release. Almost, all of them from well established review sites, the bulk of which claims that they got access to the game, because they backed it at first level; not through review copies that are usually sent to reviewers prior to a game's official release. Now if you do a google search for "Broken age review" you will find tens of others reviews from smaller sites, blogs, etc. This is not an achievement to be overlooked. Broken age cast its shadow to the game industry, carrying an unprecedented level of expectations and hopes from its potential players. I cannot think of another game, having this level of attention from game reviewers, before it official release date; being precise even before become possible for someone to play it. It seems as all game industry was a backer and waiting for Broken age to be revealed. In the end, it seems that there are many people, out there, who put their money on Schaffer's horse two years ago. It seems that the adventure games community, was in fact a sleeping beast, put in sopor, during the late 90s, and waiting for somebody to wake it up. It seems as fate itself choosed one of gaming industry's most beloved guys, the might Tim Schaffer (known also as Tim of Legend, in certain circles) and assigned him with this task. So here is the important question: Did Tim succeeded in his task? It is difficult to answer right now. The first impression, is that he only partially succeeded. But again, this feeling may come from the fact that expectations were too high, to be met from the very begining. Perhaps, when the dust settles down, feelings will change. One is sure, though, that Tim's task is not complete. He has, something more to deliver, one final ACT. He does not have, though, so much time available as he had during his initial attempt, nor it has 3.3. millions sitting in front of him. His task is much more difficult now. Expectations have significantly lowered at this time; many people seem to have lost their faith to him;It seems as if the legend has faded away! But it is the Legendary Tim after all, who will speak the last word; And it is not unlikely, that after his last word is spoken, the legend will live once more.
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