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Krystian Galaj

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About Krystian Galaj

  • Rank
    Double Action Newbie
  • Birthday 12/11/1977


  • Location
    Warsaw, Poland
  • Occupation
    game engine programmer
  1. I'm backing http://www.kickstarter.com/projects/510736733/the-slaughter . Not exactly beautifully animated at the moment, one-man team, but apparently already designed and in production, to be released relatively soon and intriguing in some of its scenes and aspects (in trailer). Plus, uncommonly low sum needed to make it happen, and amount of pledge needed to get the goods lower than in case of average Kickstarter campaign. "The Slaughter is a film noir style 2D point-and-click adventure with gameplay in the vein of the classic LucasArts and Revolution games, but with dark adult themes more akin to the works of David Lynch, Cormac McCarthy, Max Ernst and Scott Walker."
  2. I'm now backing Stasis - point-and-click 2D survival horror adventure in space http://www.kickstarter.com/projects/bischoff/stasis-2d-isometric-scifi-horror-adventure-game
  3. 5 is missing an "I recommended, but I have no idea if that caused anyone to pledge" answer.
  4. CONSORTIUM http://www.kickstarter.com/projects/idgi/consortium-0 How come a game like this, story-heavy, breaking fourth wall, where choices matter, didn't get mentioned here so far?
  5. All backers were informed about the name over a week ago on this forum in Tim's name-choosing thread, by Tim. If you're not interested enough to read the forum, don't expect DF to guess which information you would like to have delivered to you specifically on a silver platter. It's just like people who thought the game was Cave besause they didn't care enough to inform themselves otherwise... you were informed, you just ignored the message the information was in.
  6. Precisely. It's one of a kind game, and there's nothing like it around. It's somewhere between interactive fiction which left you too many possibilities in terms of commands to input and adventure games which leave you just a few carefully orchestrated options at a time, enough to feel like being led by hand and to be able to brute-force one's way around by using everything on everything. An experience that shouldn't be missed by a gamer that wants to get to the bottom of the mystery by themselves. I wish there were more games like this.
  7. It was pretty clear from the start the game is proprietary and commercial and not open source. Don't confuse the tools they build on top of Moai which they plan to release as open source with the game itself. At the same time, remember it's not publishers' gains, and that determines its future use. If a publisher got it, they'd most likely use it to pay their stockholders or build more stores or more DRM, or more lobbying to make copyright perpetual and grant them market monopoly. When a developer like Double Fine gets it, they're most likely to use it to buy better equipment/technology and pay their employees for work on games, and possibly extend the company to make more games at the same time. Which is relevant to our interests.
  8. Tim also described game design as moving around lots of colored dots as they fall slowly on paper. If, at any point during the process he decides the game is too long, he removes a few dots, if too short, he adds a few.
  9. I partially agree with that. There's good, measurable evidence that inequality harms everyone ( http://www.equalitytrust.org.uk/why , summarized well in http://www.equalitytrust.org.uk/resources/publications/the-spirit-level ), and there's also evidence that from specific levels of income up, more money doesn't mean more happiness ( http://www.pnas.org/content/107/38/16489 ), but people still need to be motivated to work and to learn, and if we take away property and free market and try to decide artificially who should get what, people stop being creative, stop caring about each other and focus on gaming the system. I live in Poland, I've seen it in action before the Soviet Union fell, and I still see the remnants of such thinking in older people. Until there's an alternative that keeps people motivated to work, learn and care about each other, and can't be gamed, I don't see how property and free market could be eliminated without society and everyday life becoming really ugly.
  10. I don't feel the same way about owning land and physical things, because these are scarce, finite resources. We need a way to allocate these resources effectively, make them go where they're most needed, and the concept of property and of free market are the most effective mechanisms of such allocation known to mankind. Information however is a different animal. It can be copied infinitely with negligible costs. There's enough of it for everyone. Scientific discoveries, ways of looking at the world, ways to combine audio, video, words and interactivity in pleasurable ways all form our common heritage - civilisation and culture. There's no need for the concept of property where sharing of memes and ideas, flow of culture is concerned, because there's no need to choose who gets is. Everyone can. Creators used to old business models oppose change brought on by technology and ask how to make sure they'll still be able to do what they did and keep it as profitable as before. But I feel we need to ask outselves the question: is keeping things as thy are, with small caste of individuals as creators and everyone else restricted solely to consumption is the right way to go? Perhaps encouraging creativity in everyone without putting hurdles or copyright lawyers and need for corporate sponsors in everyone's path will result in more vibrant culture, in which everyone (except lawyers) will find a niche for themselves? We need to remember we have no way of measuring our losses. We don't know how many great parodies, variations, fan creations, pastiches, pieces of art were never created, because people were afraid of lawyers. Nobody ever wondered why the only images of Mickey Mouse meme are manahed by Disney? And why no one cares about MM anymore? It was effectively petrified and killed by copyrgiht and Disney and is kept around like a zombie for years, unchanged... So many other past creations are following the same path. A century of culture locked away to wither by copyright. And people who defy the law to keep culture vibrant called thieves...
  11. I don't need excuses to pirate games. Not that I pirate them nowadays (Steam/GOG) make it easier to support developers. What I'd like to see though is a defendable excuse for developers for claiming they own chunks of information, and so have any right to sell it. "Intellectual property" is not property. It's a state-granted temporary monopoly for copying specific chunk of information, usually granted becase the entity granted the monopoly happened to put it together from words, ideas, and other bits of common culture. If this information can be even thought of as property, it belongs to everyone and no one from the moment it's put together. Copyright is a time-limited privilege granted to those who put it together, for the specific utilitarian purpose of encouraging them to create more - a time they can use to monetize the privilege if they're smart. The copyright was initially being granted for only a few years, only on demand, and with possibility of extension upon another demand. This helped alleviate the loss to flow of ideas in the common culture caused by monopoly. Currently copyright is granted automatically to everyone, and it takes special actions to free one's input so others can use it unfettered. It now lasts until death of the creator + 70 years ( 95 in case of work-for-hire ). In case of practically all mainstream products it's taken away from creators by big corporations who pushed for the law changes, serving their business, and not its original purpose. I completely understand why people pirate and consider the law as it is today insane. I hope I'll see the time when copyright is abolished as slavery was - the original stated purpose for its introduction 300 years ago was that it's a lesser evil than patronage, because patron's wishes interfere with creator's ideas. Well, now that copyright model had been taken over by corporations, it's corporate sponsors' wishes that make creators make crap, and patronage of thousands of individuals who don't speak with one voice is back in action. I love the idea of Kickstarter because it works on the model of creativity as it'll eventually be encouraged in the Internet age - first seeing what someone or some company already did, what thy're capable of, then supporting them financially with hope, but not obligation, that they'll like to make more of the same. I hope people will see how ugly the idea they can own information is soon...
  12. Exactly, time spent on making the demo is time not spent on making the actual game. And it's not as easy as you might think to put together code and data to make a playable demo that would run and wouldn't require two pages of instructions on how to put it together and launch it so it won't crash.When they want playtesting, they'll make a test version. I think they shouldn't put in too much effort to make it easy to launch either - people that can't solve simple problems with folders, filenames etc. and don't understand first thing about testing game usually give feedback that's just a waste of developers' time anyway. http://en.wikipedia.org/wiki/Game_testing http://electronics.howstuffworks.com/video-game-tester.htm
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