You keep saying this, and similar things. The Codex gave it exactly the recognition it deserves. I found out about it through here, and I'm glad for that. It was worth every cent I spent on it (and yes I did pay for it ). You should be proud of what you made in this game.If anything, I feel the Codex has been overgenerous with Primordia (and me!)
That's probably more to do with the game being good though, than your attitude. Most of the time if the game is shit, we say so, that usually then pisses off the developer, they act out and stop coming.For example, if Vic hadn't started a thread here years ago, if I hadn't stumbled across the Codex back in '05 and come back from time to time such that I had enough insider knowledge to avoid shitposting, then I'm not sure WWS/Primordia would've wound up with the good relationship it has with you guys.
Yeah, art's important. Case in point:Or in even simpler terms, if Vic's art hadn't been so good, I don't think people would have thought as much of the game's writing and design, or they might not have looked at it at all.
Damn the art alone makes me want.
Well, if you can review it...
I could... Crooked Bee, you playing this one yourself and reviewing?
Nah, I don't really have the time to do this, so go ahead.
As for the next match I suppose Heroine's Quest vs Quest for Infamy would be even better. Although the former being free gives it an upper hand, it still could be interesting comparison.
Of course. But I think there's a fine line between being humble and being almost dismissive of the recognition you deservedly get. You're generally a humble a very nice guy, and it's one of the many reasons I love reading your posts and discussing with you, and consider you to be one of the best posters on the Codex (well, the fact you write intelligent and thoughtful posts also helps ), but that comment about the Codex being "overgenerous" falls on the other side I think. Anyway I'm not trying to change you or convince to go all entitled on us (God knows we have enough of those devs!), but considering Primordia's more mixed reception elsewhere I think it's important that you know exactly why we love it so much here. Shannow is right and there is no Codex hivemind, but we do we some common trends in the way we think here, it's what binds us together as a community. Esepcially in the adventure subforum, we're less easily impressed by glitz than a typical maintream reviewer. Primordia does the glitz well enough, but it also has a lot more substance than many, many modern (or not so modern) adventure games, and that's why we like it so much, that's why DU praises it so much. And TBH part of the reason I want you to know this is selfishness. If you're making a new game, even one completely different from Primordia, and you decide you want the Codex to like it and buy it, then we have to tell you exactly why we like it.Regarding your first point, I am proud of the game, but I think it's an important discipline to treat the good things that come to you in life as something more than what you are entitled to.
Some people might not have, but others still would. The thing with graphic adventures is that you need it all. You need good puzzles, good writing, good atmosphere, and then you also need to grab people with good visuald and good sound. If you skimp out on any aspect, the game is lesser. I think a lot of devs think they can get away with skimping on gameplay, but then all you end up with is the glitz and no substance (which, again, seems to be Tormentum's problem). Primordia got it ALL right.I'm not saying you guys gave us a pass or inflated us; but I think there has been a degree of social reciprocity. Or in even simpler terms, if Vic's art hadn't been so good, I don't think people would have thought as much of the game's writing and design, or they might not have looked at it at all. That wouldn't have made my contribution any less, but it certainly would've changed the pay-off for me.
Yeah, OK, stop thatAlso, I am beset by enough self-loathing that I don't entirely believe the praise for Primordia, though it certainly makes me happy (or less depressed).
Makes sense. I certainly don't mean to be dismissive of the Codex's support of the game, or to suggest that I'm ignoring the explanations behind the praise and criticism.If you're making a new game, even one completely different from Primordia, and you decide you want the Codex to like it and buy it, then we have to tell you exactly why we like it.
"Killjoy" is clearly Codex-inspired
I know, and of course I absolutely did not mean to imply you were being dismissive of our support. I just like you and don't you to wallow in self-loathing over a game you made and I think is greatMakes sense. I certainly don't mean to be dismissive of the Codex's support of the game, or to suggest that I'm ignoring the explanations behind the praise and criticism.
We've had many arguments over the years about this. I'm not DU but I think the rationale is that, if you want total unrestricted freedom in presenting arguments, then you have to allow for total unrestricted freedom. I've actually been on the side asking for at least some control a couple of times, but I also recognize it's simply not feasible if you really want to keep the openness in argumentation, which is exactly where the "usefulness" you mentioned comes from. I've also indulged in obnoxious behaviour myself, once with you, and I apologize for this one. It's just a good way to vent and discuss things in a more banter-ish fashion. Paradoxically I find it helps get at the substance too - sure you have to filter through the hyperboles, but it also means you don't have to filter through all the nice words hiding a not-so-nice kernel - what you see is more or less what you get. As for the jewgolds and whatnot, it's just talk. Mind2x frequently cracks height or hands/fists jokes and I usually play along with them because I think he's a great poster. The only poste I regularly call a faggot is Jaesun, and that's because he insists that his friends do that. We're a light-hearted bunch like that, despite claims that we're superserious bitter cynics (which we also are but, well we have a diverse portfolio).(I should add that it is strange and a little bit unpleasant that the forum encompasses both so much usefulness and so much obnoxiousness, since I place a pretty high personal premium on courtesy and gentleness. As I noted to Roxor at the time, I really don't know what to make of an LP that is both the most alert to Primordia's nuances and includes "jewgold" on every other page.)
From what I saw of the writing it's also something quite original and different. Again there is no Codex monolithic opinion, but generally the 'dex likes games that try do something different and original, even if it doesn't succeed in other areas. I'm certainly looking forward to it.That said, I have no idea if the next game (Fallen Gods is the name) will meet with Codex approval. I can tell you that a couple of Codexers have reviewed some of the art and writing with favorable reactions, and that one Codexer is my editor-in-chief on the project. I'm hoping that I'll be able to draw upon you guys for testers once there's something to test. But since it's more of an RPG, and isn't particularly hard core, it's considerably more vulnerable to loathing I suspect.
Inventory puzzles are better, although again, very simple. It’s all more about the satisfaction of the continuous chain of solution and reward, a steady, pleasing flow that kept me entertained without ever leaving me stuck.
The two sides have finally met in the middle! About ten years back, as adventure gaming continued to trundle along before its recent renaissance, hidden object games became a hugely popular form of “casual game” (a vile term that needs to be removed from our snobbish vocabulary). With time, the two have been gradually creeping toward one another. The latter shedding its spot-the-difference origins for more puzzle-focused, story-led design, and the former simplifying itself to single-click interaction for a larger audience on tablets. In the genuinely interesting Tormentum: Dark Sorrow, the two finally meet in the middle.
[...]
While a mixture of haughtiness and confused indifference has led many long-time games players to sniffily ignore everything that’s come from the “casual” (eurgh) side of things, there have been some really splendid – and often extremely beautiful – adventures from the likes of Big Fish. Most especially the Drawn series, which tell spellbinding tales of magical paintings, combined with various puzzles to solve along the way. Tormentum looks and plays like a darker, more sophisticated version of that lineage, despite being from entirely other origins. And most of all, Tormentum looks incredible.
[...]
Tormentum, in being the game that overlaps the two opposite approaches to adventure gaming, does end up feeling a bit woolly as a result. It’s very simple to complete, and your interaction with the world is fairly primitive. And yes, sliding tile puzzles. But it also has a deeper story and much darker tone than you’d expect from the casual market. Choices you make (and let’s be clear, there are about eight binary decisions throughout) genuinely affect the story (but again, in very minor ways), and there are different endings for how you went about things. (The best motive for reaching the “good” ending is you’re spared some dreadful shouty metal over the credits.) I could go deeper into how the game’s interpretations of “good” and “bad” are peculiarly conservative, but I think it would perhaps be rather over-analysing things.