dsc106

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About dsc106

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  1. I read the post on dialog trees on the Thimbleweed Park blog, and that all of the excess dialog would likely take too much time, Would you ever consider a mini fundraiser via something like IndieGoGo to write dialog puzzles and dialog trees? To raise enough $$ for the Thimbleweed park project to contract you out for a month as a writer? It would be so cool to have a collaboration with you & Ron on something like that, and very fitting given the nostalgic throwback that the game is!! I know how Ron likes to work alone, etc. but given how it's a total throwback game and it would be more of a short-term contract to just take their vision and fill it in with funny writing... how awesome would that be?? I would definitely contribute! Thoughts? I am referring to this post: http://blog.thimbleweedpark.com/drinkingfountain
  2. When will we see the unanswered questions answered? Those were the most interesting... and its been months!!
  3. Just beat Act 2 - I liked it! Puzzles & Reviewers I was one of the people that complained about Act I being too easy, and was happy to see how things shaped up puzzle wise for Act 2. I did not get "stuck" once (in the negative sense), but I was certainly slowed (in a good way). Never used a hint, and I didn't think the game was either too hard or too easy - just right. To the reviewers who complain (was surprised to see the mixed reviews and even some negative reviews), I think that says way more about them than the game. I mean, I'm sorry, are people that dense these days? The game was challenging in a good way, the way a puzzle game should be, but perhaps people are just way too used to being spoon-fed, are hyper impatient, or just don't understand what legacy/classic adventure games are all about. So I just want to encourage Tim: As someone who "gets it" don't worry about the nay-sayers. You took a risk and delivered what was promised in the Kickstarter - a "classic" point'n'click adventure game. The VERY REASON something like this has to be Kickstarted is because games like these are a niche market to a certain extent. Games like these can be polarizing. And that's a GOOD thing. I guess I shouldn't be surprised to see a 50/50 positive & mixed review on Metacritic. If it was all positive, you probably wouldn't be making anything too risky or too polarizing or thus too niche. Don't take the mixed or negative reviews as a sign of doing something wrong, take it as evidence that you did something right and make a product that big publishers are wary to publish because some people just don't "get it" (though I think if more games like this existed today, more people would understand the genre - and I don't mean in the interactive Telltale movie way). I also wonder if there were a number of people who just want to hate, as little sense as it makes to me, it seems certain sites were just hell bent on attacking Tim / double fine all along the way. I enjoy Telltale games for what they are - but the choice is largely an illusion with only minor gameplay impacts (I played Wolf Among Us and couldn't help but notice how much quasi choice there was). And there was no puzzling to be found. It was fun for like, an interactive TV Show, but it was NOT a brain teaser. My Critiques I feel the only things in the game I can critique were likely budget related. More art screens and new characters would have been great. It felt a bit stale in Act 2 (the puzzles made up for it!!) but some of my most engaged moments were the new art screens on the Alex's ship in the lower levels. There is something SO refreshing about seeing new art, locations, characters (like the native hexipals - that was awesome!!), etc. It would have been so great to see more new locations, characters, and environments but I know the cost that goes into that. Also, taken as a whole, it felt like some of the weight in Act 2 could have been shifted into Act I. In an ideal world, exploring Sugar Bunting would have been great, as well as exploring the fake world's on Shay's ships as multi screened worlds with puzzles to solve, only later learning they were simulation chambers. I would almost GUESS this was the original intention but scaled back in scope. As a result, the game as a whole felt a tad linear and fetch-quest-ish in a confined playground VS more open/expansive. Also, I still think the ultimate solution in the future would simply be too include a two difficulty mode (ala Monkey Island 2) at the start to cater to lazy reviewers or the puzzle impaired. Where the whole game could be Act I easy, or Act II challenging. Zen and the art of Adventure Games What I love about a true adventure game like Broken Age or the many classics is they invoke a sort of Zen like nature. The puzzles often serve as a sort of "Koan" as they call it in zen, a mystery or riddle to ponder on. I love that. I love when I walk around a game world, get "stuck" (I like to called it "slowed") and have to leave and come back the next day. I'll be at work and sort of drift off thinking about the game, and have an "aha!" moment. Or wake up and eat my cereal and them "wham!" A light bulb comes on, you run back to the game and try it. *THAT* is the intended experience. I never ONCE had a moment where I said "Really? THAT was the solution?" or was frustrated at the game, but I find myself frustrated with the intellectual capacity of a reviewer who would (and did) write that, or complain about getting stuck. I found everything, and I do mean everything, to make perfect sense in the game world and be well hinted at while not giving it away (if anything, some spots were too strongly hinted at). I also did NOT find there to be any real plot holes or story problems. People who wrote crap like "why BA's story is a broken mess" or complained about things not resolving... again... I feel like they just don't get it, and perhaps they should spend time reviewing their own lack of understanding instead of a game that was pretty smart, clever, and thoughtful. But then again, that's the great thing about INDIE GAMES AND THE INDIE MARKET in general - so don't discourage, Tim. I can't even count how many brilliant Indie films have been described as "boring" or "weird" but friends and everyday suburban types who love movies like Transformers and can't be bothered to sit through some spectacular pieces of brilliant filmmaking because it doesn't have a traditional plot structure, or spell everything out, etc. But that is the BEAUTY of Kickstarter and Indie projects - to hit a market like this - so please don't let it bother you. I 100% agree with what I read in a recent Polygon interivew, Tim, where you mentioned that you couldn't help but feel like people who reviewed it negatively were playing it wrong. I agree - if someone approaches it like an FPS, or a Telltale game, or is in a hurry to play it, or doesn't WANT to get stumped and have to take a zen like/koan approach to things they will just be frustrated. On the other hand, I appreciate SO much the mental leaps and creative jumps required to navigate the game. Loved the joke building puzzles and the knot untying - not HARD, but enjoyable, and reminded me of old Monkey Island puzzles. Just clever and funny. The wiring puzzles and the variety and progression were very Myst like, that was great fun. As were the outside the box thinking and multi-stepped logic to get to certain solutions. Personally I always liked the "monkey wrench" puzzle in Monkey Island 2 even though it got me super stuck and almost pissed me off when I figured it, because when I figured it out, it literally felt like your brain was expanding. SO simple, it just required a way of thinking that you usually do not think in. Honestly, I feel like it formed my brain patterns in some ways growing up with those - people always say I am super creative and think outside the box, and I'm not sure which came first... but I cannot help but feel like growing up on these old adventure classics helped me see the world outside the lines and come up with novel ideas. (Though I also think the monkey wrench puzzle could have used a few more well placed hints, which I thought Broken Age did a great job of in leaking out hints and setting things up). As for the story, it all made sense to me - the combined intuition as a puzzle device didn't feel contrived, because to me the whole game seemed to center around some sort of mysterious connection between two people and building a bridge. Right from the start - this idea of parallel worlds, parallel stories. Almost a sort of Carl Jung like idea of a collective unconscious, or a Paulo Coelho sort of "soul of the world" idea. It really fit in with that and so the intuitive connection between the 2 characters made perfect sense in a philophical sort of way. I also was surprised by all the confused questions over the ending as it seemed to make sense to me even before the very ending - this idea of how we actually are dependent on eachother, imperfections and impurities and all. This idea of how shielding ourselves from danger actually makes us weaker - it's sort of what the Thrush attemtped to do and became fragile, and look at Shay how they tried to trap him in this fake play world to keep him "safe" (sort of like how American society does to our kids now, playgrounds with no danger and risk are attributed to psychological problems, etc. - there was a NY times article on this, I believe, a few years back). Anyway, to me it seemed like a great fantasy take on both culture, religion, traditional, philosophy, etc. I don't think the grass is always greener with these big hits and mainstream successes. I mean, really. The most important thing is being true to you. Personally I would rather spend my life making "love it or hate it" art rather than "universally liked" art, if only because I feel I am saying something more personal and more unique and more honest and more risky when you alienate certain people. I've always felt when I make very smooth statements of opinion that I am being well spoken, but perhaps not entirely honest. When I please everyone, perhaps I am either saying something really safe, or not really saying something that I feel NEEDS to be said. I mean, big hits like Witcher 3 that please everyone are cool, but I don't know if it would genuinely make someone like you happier? Though I sure do wish you guys could get to the point where you just didn't have to worry about money. So, let the haters hate - in my opinion, Tim, they just don't get it. That always sounds weird to say, as if ignoring other people's critiques is a sort of defense mechanism, but really, in this case, I think it's true and shouldn't even be surprising given the nature and niche of the game. Keep making great stuff.. or as your article said.. "be the Ramones."
  4. *THIS* is it. Totally feels like a classic adventure already, in a way that Act I didn't. I say that having liked Act I, but already in the first bit of gameplay I love Act 2 and it just "feels" right in a subtle way that sets it apart. The game starts off being more open, with more screens and characters - and while I realize this is the nature of things given the point along the story it is, I couldn't help but feel that Act I was a little too on rails/guided and scripted out for the first bit (i.e. it just felt like Sugar Bunting was a town that wanted to have its own set piece to be explored a little, but was cut for budgetary reasons). Whereas here there is a feeling of openness. The puzzles are immediately feeling to have something of sustance which is SO nice. I was so relieved that (possible mini-spoiler) Carol didn't just hand over the wire (I feel like this would have been typical of Act I) but is requiring me to prove things. The opening bit with Vella didn't get me stumped, but it actually engaged me and required me to figure some stuff out before just progressing. Yes, yes, and yes. Looking forward to what is in store, this is great so far. Also, the writing and characters are bang on. I've laughed more times already than I did before, and I definitely thought the first Act was clever. It's just very amusing to see the characters worlds switched and I'm just impressed with how smart the story and writing is. I'm still trying to figure out how this will all fit together - parallel worlds? Clones? Time travel? I've got a bunch of theory, but its rare for a game to definitely keep me guessing and intrigued, and I appreciate the themes and deeper meanings that I can see/guess at arising. All in all, first impressions are very positive - better than Act I, and now just wishing this wouldn't be the last Tim point'n'click adventure that we're likely to see for a while. Definitely going to be enjoying this ride while it lasts! Thanks DF and Tim! Great work so far, really excited to keep playing! And at that... back to it
  5. Just wanted to say, thank you for the gesture of making it available to backers a day early. Totally unexpected and not necessary, but what a great way to surprise and delight fans. For a lot us, we get that extra OMG A DAY EARLY RUSH!! Cause we are uber nerds - and something small like this is a great way to give that one last extra nod. SO THANK YOU and it's been quite a ride watching the ups and downs in the documentary. In a totally non dramatic way, thank you for pouring your souls into the game. It's one thing missing in a lot of things in the world today - people who really care about what they do - and from Act I already it is evident the amount of love and care that goes into this. I am already super excited to play Act II and Monday, with our early release, has officially become a bit of a national holiday for me. Looking forward to finally getting to wrap up these last 3 years and play this great game! Thanks again DF & 2PP
  6. make a horizontal box with the same dimensions as a vertical box so it matches on a shelf, including making the spine laid out properly in how it does titles, etc. That fits the game and the art better, it would be weird to not have the cover art on the cover... I actually don't love the vertical "standard" box, it just feels wrong. But I agree that it should match on a shelf - but I think its a false dichotomy, no reason why the horizontal Full Throttle box couldn't have been sized different to match the height and titling style of the traditional vertical boxes. The back of the box could be laid out either way then, though it might be weird to not have it match orientation. But then, you could also do something creative or interesting with how the back box art was laid out - maybe something clever with the slipping pieces.
  7. Question for Tim

    Ron & Tim are friends, and while Ron doesn't always want to work in teams, I could see a partnership forming for MI with Ron joining up with DF for one game after he completes thimbleweed. Relationship with Dave & TellTale has nothing to do with ally or adversary; TellTale licensed Monkey from Lucas, made their game, and have moved on to more big name franchises. DF licensing from Lucas the monkey rights, and Tim & Ron joining up under the DF umbrella for development in late 2016 is nothing that I would see as unlikely or unreasonable. In fact, I would say its borderline bound to happen unless Lucas denies the rights... but seeing their current track record of granting licenses, and the fact they already licensed to TellTale, seems to bode well. I just wouldn't expect to see an end product before 2019.
  8. Question for Tim

    I got a little shiver realizing that I just "talked" to Tim Schafer himself. Wasn't sure if you would respond. Thank you so much for taking the time to write back, how cool! I am sad to hear that you won't devote your life to my every personal whim where I can control you as an adventure game producing puppet, but I am sure whatever you come up with next will be great. As long as you promise after that to make another one with a verb coin like... Full Throttle 2 or DoTT 2 or Monkey Island 3 (if you could ever get Ron to work with someone again) or whatever is in the back of your head there. The only real adventure games in my head were the ones you Ron, Dave, and company came up with. Thanks Tim! Can't wait for Act 2. As long as I get stuck once or twice, I will love it
  9. I would be most interested in what's up with that Monkey Island license...
  10. Now that Broken Age is done, and you've been revisiting older adventure games (DoTT,Grim) via remasters.. You have an engine written, a team, a fan base, great reviews on BA:Act I (and I assume hope Act II will only improve that). You could probably launch another successful kick-starter without the overhead of a documentary and engine development time, etc. But this you already know... Do you/would you WANT to go back to writing and working on adventure games full time? For that to be DoubleFine's primary focus - the creation of old school with a new twist adventure games? Thoughts on creating another project like Broken Age but perhaps even more in the vein of some of the older classics (ie, include verb coin, more environments and scope, etc.)? Use the same B.A. engine, all Peter Chan art, etc.? Loom 2? A "TRUE" Monkey Island 3? (Lucas seems to be throwing around the rights lately, and TellTale seems to have had their fill of Monkeys...). Full Throttle 2? MM3/DoTT2? A new IP all together? If you kickstarter pitched any of those with a verb coin, pre-built engine, up to speed team, no doc overhead, etc... would this be the dream for you? Or do you want to primarily seek other avenues / game types with more arcade or platformer elements in the vein of Psychonauts/Brutal Legend? (Hint: please say full time adventure games )
  11. BOOM!!! This is so awesome. It's finally here. I cannot wait for Act II. 10x more stoked about this than I thought I would be... longer than Act I, and harder puzzles, and we already know the game quality is top notch? It's Christmas in April. Better start planning your next Kickstarter for the next adventure game, cause my money is ready.
  12. Disappointed in the remaster.

    It's not a bad re-release. It was over-pitched a bit as being a full remaster, which I do not fault them for as it builds publicity and drives sales, etc. I think they did the best with what was realistic to keep the game profitable (i.e. without high resolution background assets, recreating every background in 4K would drive costs up substantially, etc.) So, oh well, lets just say its a re-release with some updates for modern hardware and call it good. And if you want to daydream about a true A++ remaster... a fan constructed the DOD in UE4:
  13. haha... spring! ~4 months longer than making it by Christmas.. that's not a criticism, it's a relief... would have hated to see the game rushed by 4 months(!!!) just to make it as a candidate for an "adventure game of the year" award. Glad to hear it's getting all the time, content, writing, and polish that it needs
  14. This x1000 Love BA! And from the sounds Act II is gonna take it to the next level and may totally deliver that. Also stoked on Thimbleweed Park and backed... but yeah DoTT era artwork would be great.. or FT/CMI or even the MI special editions... Tpark is EXTREME old school graphics.. though I do appreciate all the focus on gameplay because of that. Regardless, either way, DF has all the engine, tools, etc. in place. I hope they make another adventure game. Heck it can run just like BA, using whatever art style they want to do next (maybe simpler) and just not have to devote resources to as much technical engine development, etc. Have peter do all of the art, like the old days, and just focus on gameplay this time around. Save all the cash spent on documentary, etc. Of course, not a complaint on BA at all! Its great. But I hope they continue to make more adventure games, even if simpler, cause Tim is a genius and all of the foundation is there now. This could be the new SCUMM for years to come!