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      These Forums are closing!   10/04/2019

      After more than a decade of serving this community well, these forums have finally run their course and it's time to close them down. That doesn't mean we want to close the doors on our community, quite the opposite!
      Our discord server grows ever busier by the day, and we encourage all Double Fine fans to meet us over there www.discord.gg/doublefine In a short time these forums will become a read only archive and will remain that way until they become needed again.
      You never know, it might happen.  There is... a prophecy. Thank you all for being part of these forums, and remember that the fun is definitely not over - so please join us on Discord! Love ya, Spaff, Tim, Info Cow, and all of Double Fine.

sneferu

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About sneferu

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  1. The more time passes...

    As KestrelPi says, there has been some destructive criticism over these forums, and people demanding DF to make changes assuming that Broken Age won't be "a good game" unless it's done to their liking. I'm totally ok with different opinions, almost everyone in these forums has been reasonable and everything you say in your post is totally legitimate, but it seems that some people don't understand that there are also lots of players who like the game as it is and our opinion deserves the same respect. I'm not saying that I like Broken Age to annoy anybody or to ruin the final product. I say I like it because I REALLY like it. A lot.
  2. The more time passes...

    I agree. It's an excellent game. The writing, the world, the characters... it's all really well done. That's why I hope Tim doesn't feel pressured to change his original vision and writing by some of the harsher criticism we see in these forums.
  3. The first Act exceded my expectations, and the dozens of reviews out there (not only the ones written by professional reviewers) show that I'm not the only one who will be very satisfied with Broken Age if Act 2 maintains the same quality. If that's the case and Tim wants to kickstart another aventure game, I'll back it for sure.
  4. I started with Vella and switched pretty often. Good fun.
  5. Monkey Island was full of Alcohol and tobacco references, Day of the Tentacle had drug references, Full Throttle had violent rocker behaviour. Broken Age had sugar binging and one missed punch at the end. I really don't think you can compare the themes in Broken Age in any way to the old Lucasart themes. They were not build for kids, but for teenagers. That was in a day when we were not so over-protective with kids (no ESRBs and all that). Anyway, my point is that those games weren't addressed to 30-40 year olds like us (with 20-30 years of adventure gaming experience on our backs) and the same can be said of Broken Age. Maybe that's why we find it too simplistic, and the same we would think of Monkey Island if it was made today.
  6. Well, in my opinion they are focusing Broken Age to exactly the same market that they did with Monkey Island and Day of the Tentacle: kids and young audiences. What has changed is our perception of those games. SCUMM games had a false sense of complexity because they had this "verb system" that allowed you to make lots of combinations trying to solve a puzzle, but if you think about it the solution to almost all those puzzles was very simplistic ("use pot as helmet", "give fish to bridge troll"...), but we remember them to be super-hard because we were little kids with no experience in this kind of games. That's why companies such as Daedalic are making products addressed to us (adult audiences with lots of experience in adventure games), and these games are MUCH HARDER than Monkey Island or Day of the Tentacle. Maybe Tim should've written a "Daedalic" kind of game instead of a "LucasArts-Full-Throttle-ly" kind of game to please his "older" fans? Maybe, but in my opinion he's doing what he has always done: addressing his work to young and inexperienced audiences (my wife has almost no experience playing adventure games and she's having a difficult time with Broken Age). Also, let's not forget that we're comparing 50$ AAA games of the time like Monkey Island or Grim Fandango with a 25$ crowdfunded product. In my opinion the kind of complexity and length can't be compared between these.
  7. No. I don't agree with that. The difficulty MAY be the same, but there is FAR more to do in say Monkey Island than in Broken Age. And more "drawn-out" puzzles gives more of a chance of you getting stuck on more of them. Whether it be due to more diversity of puzzle styles being represented or due to just the presence of so many puzzles and meta puzzles going on that your brain gets overworked sorting it all out. (which I think was a good thing, more to do = more substance to the game) That's true. Monkey Island was more "open-world" but we can't judge Broken Age in comparison until we play the full game. Anyway, people (in general) are complaining about the difficulty of the puzzles and let's not forget that Monkey Island's were pretty simplistic and easy ("use pot as helmet"), but I remember them to be inscrutable to me when I was 8 years old and hadn't played any adventure game before.
  8. I don't believe this is a good thing . Gamers need to be retaught how to think. They're far too impatient nowadays. I wouldn't care if this game didn't reach a broad audience if it met my criteria of a good meaty adventure game. That said, it is a nice little game at any rate if only for Tim's story and the world he created. But like I said, story to me isn't everything. It's only half of the experience. I agree we are more impatient today but it's not the case of my wife. She got stuck with some puzzles but she didn't give up, and she told me she has been thinking about Shae's head/helmet size puzzle at work so she'll keep trying tonight. What I'm saying (as an answer to Sketchmazoid) is that maybe we remember those old-school games to be much more difficult just because we weren't as experienced as gamers, and maybe Broken Age is not that different after all.
  9. I agree. My wife started playing Broken Age yesterday (she has no previous experience with adventure games, just a little bit of Machinarium and The Walking Dead) and she got stuck A LOT. It's not an easy game for newcomers at all (she loved the art style though ).
  10. I'm not trying to be patronising. I just like the game as it is and I'm trying to express my point of view as anyone else. I'm not a native english speaker so maybe I'm writing things that may sound the wrong way. I appologise for that. Also, even if I quoted you and I'm writing this in your thread (I appologise for that too), my post was a reaction to all the people who are using their complaints to force Double Fine to change their vision, or influence Tim's writing of Act 2. Anyway, my point is that even with these little changes you suggest, people that are complaining would still find Broken Age "too easy to be an old-school adventure game", so maybe the problem is that this game is not for them. You said Double Fine already made difficulty testing and I feel that they really found the right spot for the kind of gamer they were addressing, whether we like it or not. My point of view is that tweaking the difficulty (specially in Act 2) might bring us to the point that it alienates both casual and hardcore gamers.
  11. That goes without saying... What I mean is if someone asks you that question, you should ask: "What kind of adventure games do you like?" I he/she answers "something like Full Throttle!", then the correct answer to the first question would be: "Broken Age is for you!"
  12. Well, I don't think here we're talking about sweeping changes that some people are calling for. But the game is in Beta and we've been asked to test and give feedback, and this seems like one of the few things they could do about difficulty (and we know from the docs that they've been doing this anyway to balance against testers - it's just that they've got a lot more testers now) Well, in fact they just asked us to "report bugs". The game is finished and they won't change anything that has to do with the creative process. Easy and straightforward puzzles are not bugs or things that must be "fixed", it's just a different way of understanding how an adventure game must be. Some people don't like it and some people do, just as it happens with every game, book, movie, and piece of art. We're not even simple costumers. What's a backer? That's a pretty good question. I think I know what "being a backer" means. When someone will ask me "Could you suggest me the best old style point & click adventure game?", I'd REALLY want to answer: "Broken Age, hands down!" Right now, if someone asks me that, I am forced to answer: "Errrrrr... I think Deponia is for you." But that's an absolutely subjective question. What's best or worst depends of each person's taste. I heard some people saying that the only good classic adventure games are those of Sierra. So for them Monkey Island is a bad adventure game just because it's easier and with a different concept than King's Quest. I say: King's Quest, Larry, Monkey Island, Full Throttle, Broken Age, Deponia, Grim Fandango, Machinarium and Kentucky Route Zero are all amazing adventure games. Are they different between them? Absolutely. Will they appeal to the same kind of players? Probably not, but they are excellent adventure games anyway.
  13. Poll: How difficult was the game for you?

    Easy, but weird enough to feel confused. I love it.
  14. I don't want them to change anything. I backed the game to give Tim and Double Fine the chance to make the game they wanted with absolute creative freedom. I like the game so I'll risk putting my money in their next crowdfunded adventure game if they start one, and if I don't like it I'll just save my money the next time. It's ok to give our opinions, but what I won't do in any case is telling them how to do their work. We are backers, not publishers.