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emberage

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About emberage

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  1. I know bundles are supposed to be "pay how much you want" but I find myself passing them by if nothing within it peaks my fancy... though I also never pay less than five bucks. Am I doing myself a disservice? It just seems like a waste to have a horde of games growing every time a bundle is released.
  2. Actually, Neil seems to be an upstanding gentleman. A year or so back, I sent him an e-mail asking his interest in old adventure games, in part due to the allusions in his songs and a particularly midi synthesizer he uses. Here's his response, as I'm relatively sure he wouldn't mind sharing it; "Hey! Good ear! The PPP music is made with software emulating OPL, a style of synthesizer also used on the AdLib sound card in the early 90s. I play around with this kind of synthesizer a lot lately exactly because of how nostalgic it makes me for adventure games. Yup. Though I don't really do this kind of instrumental stuff anymore, I spent a good chunk of my early songwriting days making midi files. A lot of them were for adventure games I was trying to program myself in stuff like Adventure Game Studio. I donated a bunch of songs for public use in that program's community of creators. Here are some of them: [edited] ...They're very Lucas-Arts inspired." Edit: I thought better of keeping a link to Neil's midi cache in a forum of 80,000 people. The last thing I want to do to repay his kindness is destroying his server.
  3. Of all the weekends to work... you gang have fun, flop some fake barf on a tentacle for me!
  4. Actually, that's a good point; nostalgia is just a feeling of fondness while looking back upon something. Make anything good or memorable enough, and in the future, you'll be nostalgic for it.
  5. I don't know about you, but I still play the new Telltale adventures/"Time Gentlemen, Please!"/Gemini Rue with my friends in the room. We trade the hot seat with one another, shout ideas and thought, cheer and laugh when we figure something out... it's great fun. I have it! Double Fine has to package the game with a friend to play it with. That's money well spent!
  6. While this would be interesting, I don't believe it's the wisest decision. Skyrim was a broad game, and open world; it warrants add-ons easily. Adventure games are set, unchanging. It would be wonderful to get a bonafied adventure game engine to play with, but we as a group could do nothing to add to the Double Fine Adventure itself. We would be making our own adventures, which wouldn't do anything for Double Fine. I suppose it might work if you can only build/play these adventure modules after having purchased the DFA, but still, it would require a lot of work for little reward.
  7. Ahoy all! I'm Patrick of New England. I'm 26 years old, and when I'm not pretending I'm an author, I work at a local hospital laboratory. I've been a fan of adventure gaming for almost as long as I've been alive, as several of my oldest memories consist of sneaking into my sister's room and watching her play Monkey Island 2 over her shoulder. It also became my first game I played. My gaming career has only gone downhill from there, considering nothing has come close since. Here's hoping DFA might break that curse!
  8. Reading through the many posts and polls cropping up in the brand spanking new forum, I've come across an interesting development; the people so far don't want something in their favored settings or stories, but they seem to want what hearkens back to the adventure games they love. Some say they want something that *feels* like their favorite game, but not a continuation of the game itself, even if it were within Double Fine's power to get the right for/is already in their stable. In short, it seems that most want a game that gives them nostalgia while not sacrificing originality. It's easy to grant nostalgia for a sequel, because you have the same characters that made you like the original (unless they've done something wrong). It's much more difficult to bottle up an elusive feeling, that spark of magic, that first attracted you to the genre when DF has to start from scratch with a whole new setting. I'm not saying nostalgia and originality are mutually exclusive, but it is much more difficult. For all we know, Tim already has a broad story or goal to work with. He may not want to/be able to focus on the nostalgia, but there is decent potential they're listening to us here, and taking notes. If they do wish to, how would Double Fine go about tackling this?
  9. I was gonna say that. Beaten to the punch. :0(That's what I get for stalling in order to make a little .gif for my signature. I was going to make a signature that says "Society for the Preservation of the Interrobang" or some such. I should go do that now. These work computers are ancient... I was wondering why everyone was so enthused over the idea of having little boxes everywhere. IT wasn't until I saw Dysosmia's signature that I understood what an interrobang is.
  10. Actually, originally I was going to speak about what I believe every good adventure game should have (the open exploration section, for those wondering), but re-reading the title, I think it'll be more interesting to see what actual items you'd want to see in-game. For me, I'd like to see a lost monacle. So what'll it be? A plushie tentacle? A bent tire iron? A rubber chicken with a pulley in the middle?
  11. The way Schafer works, from what I've seen, is that he takes one thing we know (travel agency, pirates, hot rods) and adds an interesting tweak to it (land of the dead, voodoo magic, post apocalyptic). That said, while I am a big fan of science-fiction and fantasy and could easily imagine either working well with an adventure game, I wanted to see if I could think like Tim. I took a long, hard think of what genre hasn't been done in games recently and tried to add something unique to it. I came up with Neanderthal/caveman times, common survival being key, but with an added bent of being side-by-side with faeries, gods, spirits and the like. Hrm, I'm no-where near as clever as Tim. I'm glad he's the one that has control.
  12. I believe action segments in an adventure game *do* work... that said, I think it would be better for the DFA to stear clear. It would take manpower to focus on an adventure segment and might require significantly different programing, engines, or artwork than the rest of the game. Just think of how different the biking mini-game from Full Throttle looked and felt from the rest of the game. It wasn't a bad segment, in fact I rather enjoyed it, but for this endeavor? I believe it should focus on what was promised; a point-and-click adventure game.
  13. Slider puzzles aren't bad, but they're not what comes to mind when I think "adventure." I agree with the assessment of "one puzzle, one answer" when there are other potential ways to solve it. The puzzle style that bothers me the most is the one where you know *how* you're supposed to do something, but you don't how *where* to do it. The best example I can give is from the Discworld adventure game; you're supposed to get a robe off a monk, and you have a chaos butterfly (a butterfly flaps its wings and a storm rages thousands of miles away). Make the monk damp with rain, he takes off the robe, Bob's your uncle. But you can't just 'use' the butterfly, it has to be used on something. In the end I had to use it on a lamp above his head... mind you the lamp itself just seemed to be another setpiece of the background... IN THE PAST. Unless you remembered that that exact corner was where the monk stood in the future era, you had only the lamp to go by. That, to me, is less a puzzle and more a punishment of not paying attention to every detail.
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