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About wharris

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  1. I prefer the LucasArts style to the Sierra style. When I play a good adventure game, I am transported to another world. I get to wander around islands buckling my swash and learning new Pirate Insults. For me, independent of having to repeat myself, seeing a "you have died" screen is a flashing neon sign saying "You aren't really exploring a space ship; you are really sitting on your chair playing a game." The Mog battle is not forgettable because of the lack of death. The Mog battle is forgettable because of the lack of challenge.
  2. I'm already on record as saying that if I had known what they were planning to release, I would not have funded it for the amount I did two years before release. If they want another game like Broken Age, it is very likely that I will end up buying it, but rather unlikely that I would participate in a Kickstarter for it.
  3. In the spirit of keeping things spoiler-free, I will use a fictitious example. Suppose you walk into a room, and a character says "Hey you! Here is a key. Use it to open the locked door next to me and go talk to my friend on the other side." Yes, there is some point-and-click action, but THERE IS NO PUZZLE. In this situation, I never wonder how to open the door. I never wonder what I need to do with the key. I don't need to form a plan on how I will accomplish my goal of getting to the next room. In short, I am not engaging in the intellectual activity of puzzle-solving. I realize that there is a huge grey area where something may be obvious [i.e. not a puzzle] to one person and nonobvious [i.e. a puzzle] to someone else. I can't say much more in a nonspoiler thread, but at least for me, there was only two places in Broken Age Part 1 where my brain entered "I am solving a puzzle" state. One of them was the very beginning of the game and that was only because I was expecting the actual solution to be 50x harder than it was. The other time, I pondered the situation [puzzle-solving mode] before deciding [correctly] that I didn't have what I needed and moved to the next location. I won't/can't say more in a spoiler-free topic.
  4. So... TWD, TWAU, and not much else? Well, I was refering to : http://www.bigfishgames.com/download-games/genres/21/adventure.html Narrative-heavy 2D games with pointing and clicking. Paid for by a publisher. Old-school adventure gameplay not included.
  5. I'm not sure what you are asking for. At the time Tim Shafer was making his pitch, casual adventures like http://www.adventuregamers.com/articles/view/18615 were plentifully available. I know because I actually paid for quite a few of them. The stories were cliche. The puzzles were simultaneously in-your-face and easy. Very often they were hidden-object games with narrative-and-some-puzzles rather than 'true' adventure games. I think in another post I referred to them as narrative-heavy 2D games that have pointing and clicking. There were also a few 'true' adventure games like Machinarium that were largely self-fianced, and Telltale Games which was well underway with its transition away from puzzle-based episodic adventures to narrative games that are no-longer classic adventure games. Tim Shafer's pitch wasn't "Production values for these games have really dropped; I'm going to make a really high quality modern adventure game". His pitch was a return to a dead genre of "old-school" adventure games. Since there were quite a few games like the 13th skull available that had story, characters, pointing, and clicking, what could he have possibly meant other than puzzles, and specifically hard ones? He mentioned something that they exist "In our memories, and Dreams, and Germany." The only thing Germany has that the US doesn't in the way of adventures is Deadelic software, who make -- wait for it -- old-school point-and-click adventure games which include challenging puzzles.
  6. Such as? Several of the recent games from Telltale games would fit here. I was also thinking of the hidden object adventure games available from BigFishGames, but I'll freely admit those have low production value.
  7. I voted "Mostly Not". Narrative-heavy 2D games that involve pointing-and-clicking are readily available, and were when Tim made his comment that publishers [who can,do, and have funded narrative-heavy 2D games that involve pointing-and-clicking] would laugh in his face if he pitched a point-and-click adventure game to them. The only element that classic adventure games have other than being narrative-heavy 2D games that involve pointing-and-clicking is complex puzzles. And despite what their store page on Steam says, Broken Age didn't have them. I'm not saying it's a bad game. I'm not even saying it's not worth the suggested price. But I backed it for rather more than the suggested retail price, and I would not have done so if I had realized that they were planning to make a narrative-heavy 2D game that involved pointing-and-clicking-but-no-hard-puzzles.
  8. I am disappointed, yes. I was expecting some of the fantastically convoluted puzzles I found in the Monkey Island game, or the massive inventory of Day of the Tentacle. I was sorely disappointed by the lack of puzzles, and their focus on "making the game more accessible". Dude, the entire point of Kickstarter -- and what I thought you understood from your pitch -- was to make an old-school hardcore "for the fans" game in outright defiance of what 'modern' gamers want. The characters were surprisingly generic, perhaps because they had very little extraneous dialog? Stack them up against Stan, or Herman Toothrot and they just aren't terribly memorable. I've never been one to obsess about game length but yes it did seem a bit short. Everyone talks about how various things were cut for budget reasons, but my big complaints about it seem to be deliberate design decisions ("We must make sure no one is ever ever stuck" "Let's make sure the player always knows what to do" "Lets pull a bunch of random people off the street and see whether they enjoy this game we pitched to hard-core adventure games looking for a new classic")
  9. I absolutely agree. I would put Broken Age as an Adventure-Lite game, which are readily available, focus-tested and have lots of publishers willing to back. There was only one place in the entire game where I paused to think, and I decided to go to the next screen which had exactly what I needed to solve what I had been thinking about. What is sad to me is that I played through the Deponia series shortly before Broken Age, and honestly I like them a lot better.
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