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PresumingEd

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About PresumingEd

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  1. Sorry to let you know, but that is all art. Literally everything you've ever seen has had to make constraints for budgets and time. What you got was Tim's Vision™ within the restrictions of reality. What you are implying you want is an infinite budget/time-frame. You know what happens when that exists? Nothing, because it takes an infinite time to create. Plus, to claim what we were funding was "Tim's Vision" is bullshit idol worship because so many people were involved in this game creatively that to call it "Tim's vision" is ridiculous and insulting. What we funded was a modern adventure game written and directed by Tim Schafer, and that is exactly what we got.
  2. Well there ya go, straight from the horses mouth! (You're not a horse Tim. My heart burns for you in an undying love)
  3. Valve has different agreements with different people and it is definitely within the realm of possibility that that is not allowed in DF's contract. It would certainly be interesting to know, but It is certainly not guaranteed to be allowed.
  4. I am right here with you. I think there's a group of people who are stuck in this echo chamber of disappointment, totally drowning out the really excellent aspects of the rest of the game. I will grant that there may be some legitimate criticism of the difficulty of some of the puzzles, but these criticisms need to be tempered in the context of: this being the first half of an adventure game (a genre which traditionally ramps up in difficulty, people's nostalgia for the old games, the possibility that maybe many of those puzzles weren't necessarily "difficult" as they were unfair and illogical, and we got an extremely well polished game with excellent voice acting, artistic direction, and music. In the end, I'm really satisfied and genuinely excited for the next chapter and I hope Tim and Co. can penetrate this echo chamber of weeping nostalgia and see that many people are really happy about what we got.
  5. I think its easy to get bogged down on a lot of the posts in the general discussion thread being a bit negative but I think its great to see that well over half voted mostly or absolutely yes.
  6. Those tiny hexagon creatures in Shay's storyline. They are adorable! I really liked seeing them around the ship doing various chores.
  7. Well it may have been cut when they ran into financial difficulties. The scope of their game was too wide to finish on the budget they had left and so some puzzles/areas had to be removed entirely. I wouldn't keep my hopes up that it will still be in the game. It may be, but its not guaranteed.
  8. Rich gay here, looking at all this unchecked privilege I have. I loved the game and think you are being unreasonable. Kickstarters actually have 0 responsibility towards the people that donate. They could turn around and dump a complete pile of shit game that doesn't function on us and we would have zero legal recourse. The fact that double fine has been so open and honest about the game, its financial problems, and direction (both artistic and and mechanical) is astonishing and they should be lauded for it.
  9. I am a firm believer that game length is completely secondary to game quality. For example, Journey cost 15$ and was only 2-3 hours, but I felt it was probably the most worthwhile 15$ I've spent in a long time. Another example is God of War, the game quality (mechanics more than story, although the story in the first one was actually pretty solid, and parts of the third were excellent) was through the roof, and so i didn't mind that each game was only between 8-12 hours long. People have a really nasty habit of equating quantity to value (Capitalism, I blame you!) instead of the overall experience. Basically what I'm saying is, make a great game, don't make a long game. A game that sets out to be X hours of "entertainment" is almost guaranteed to use the same 3 boring mechanics (see: grinding) as the basis of "fun" (see: psychologically manipulative techniques to keep you playing for as long as possible) instead of supplying something worthwhile.
  10. If you look at the time frame we are getting one roughly on schedule. It isn't like we are getting updates wildly off schedule. They are on roughly a month to a month and a half per update and in between we get awesome Sidequests. I think people are over reacting an awful lot, and had way higher expectations of what they were actually promised. I expected an inside look at a game studio building an adventure game, and that's is really what we have gotten so far. I think people need to temper their expectations, especially given that the game is VERY early (and at a point where most games aren't even announced yet).
  11. People definitely far underestimate the amount of effort that goes into making something like the DFA Documentary. Try making anything creative at a professional level and quickly you find out it takes A LOT of work. What we are getting is a professional quality documentary in parallel with a professional quality adventure game. This takes an extraordinary amount of effort. This isn't something you can whip together in a weekend, they have to film, plan, edit, film any extra stuff they didn't know they needed, and then edit again all in a month. It is incredibly impressive, and if they didn't any quicker the quality would suffer. The difference is between a home cooked meal and McDonalds. It might take a little longer but it is going to be HELLA more tasty. And for those who "want to see the sausage get made" what do you think making a game looks like? From the impression I get it's a bunch of people sitting around in an office talking about it, then going off on their own to make it, then getting back together, being told it isn't quite right, going off on their own again to change it, then going back, rinse, repeat, ad nauseum. And on that note we have gotten some of the sausage components, we got to see how one of the best video game writers in the world writes his games, we got to see naming conventions, and we got to see the worlds first crowd funded project that no one has ever seen before. That's pretty fucking cool. We aren't going to get some Jurassic Park "I know this system. It's a UNIX system!" dynamic action packed documentary because that isn't how it actually works.
  12. In the bottom right corner of the player you have to click on "HD off". I know, it doesn't make sense to click "HD off" to turn HD on :-) But I think that is how it works. Yeah, the UI could use a tiny bit of work because that confused me too. Other than that the service is really good. The quality is solid, the streaming is quick on both HD and SD, it seems pretty stable, and the video quality is not bad at all.
  13. That was really slick. Really well done. I cannot wait to see the whole thing unfold over the next year, I'm sure it won't disappoint. There really nothing else to say. Really good job guys and I can't wait.
  14. I'm kind of curious about any contingency plans. There is a possibility, however small, that development could be rough and that the money will run out. What happens then? Do they do another Kickstarter campaign? Do they just release what they have at the end? At the end of the day they have to release a product to us, they signed a contract, quality is irrelevant. I'm not professing gloom and doom, I'm just legitimately curious as to what happens then.
  15. Exactly. People underestimate the amount of effort it takes to do anything at the level Double Fine makes games. To be able to craft something that makes people go "wow, that was incredible" or even "hey that was really cool, I like what they did there, but it could have been better" you have to be very good at what you do. It takes years and years to have the skill to make something like this, and years of fine tuning to actually make it. I hope people won't assume that, because they gave some money to some people that want to make something really cool, that they now have license to boss said people around. I have no interest in making a game, I have an interest in seeing people make a really awesome game and getting to watch the whole time (also I totally have a man crush on Tim Schafer). I think if people don't get over this "87000" bosses idea this experiment will end up in tears and potentially a bad experience for everyone. We are here to watch, learn, and maybe given a suggestion or two along the way.
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