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Broken Age - Double Fine's Kickstarter Adventure Game

tuluse

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Dialogue "choices" in conversation must all be exhausted, picking the most radical choice makes no difference.

Such quality.
Well, it is an adventure game.

Kind of annoying that you have to go through all of them instead of 1 right one with 3 wrong ones though.
 

kazgar

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AHAHAHAHAHA

Release date announced and no new post? POE slaying all lesser kickstarters in a balanced fashioned.

April 28 in case you're wondering, and will come as a patch for Act 1.

Broken Age Coming April 28th!
19 Comments

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Greetings dearest backers!

As many of you will have seen already, we’ve announced that the full Broken Age adventure, Acts 1 & 2 combined, will be coming to PC, Mac, Linux, iOS, Android, Ouya, PS4 and PS Vita on April 28th! (Although PlayStation platform release dates may vary depending on the local store update times)

That’s only One. Month. Away. Say Whaaatttt? Exciting times are the times we are now living in!

You won’t have to do anything special to get Act 2, it will be added as a free update to Act 1. So if you have it installed already, it should patch in and you’ll be good to go!

Cross Save
Broken Age also support cross save across many platforms, so if you’ve completed Act 1 on PC, Mac, or Linux, you’d be able to continue your game on your iOS or Android device through Dropbox cloud saves if you so wished. PS4 and PS Vita have their own separate cross save system as well.

IGN Act 2 Sneak Peek
Last week Tim took Broken Age Act 2 over to the IGN offices (which are handily just around the corner) and sat down with Marty Sliva to play through the first 12 minutes of the game. If you can’t wait any longer to see what’s in store for Shay and Vella, and you don’t mind a few light spoilers (we made sure to hold back all puzzles), then go check out IGN’s 12 minute preview (warning: again, spoilers).

Broken Age Box art, by Cory Schmitz
The physical box release for Broken Age is making it’s way through the manufacturing plants as we speak with a classy box art design by our good friend Cory Schmitz. The box will feature a transparent slip case with Shay and Vella on it, which means you can choose who sits at the bottom or the top, and it’s suuuuuuuuuuper purty. Check it out here with the slip case removed...

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Please note that t his is NOT the $100+ backer reward box, which is going to be a whole bunch bigger, and obviously even cooler. That will be based on this design, but we’re waiting for the documentary to wrap up before we start making that, since that will be included. No, this is the physical box that will be for general release.

Pillars of Eternity
Lastly. our good friends at Obsidian are releasing their crowdfunded game Pillars of Eternity today, and we wanted to give them a big ol’ high five! Made by the same talented folks who made South Park: The Stick of Truth, and Fallout: New Vegas, Pillars of Eternity launches today on PC, Mac and Linux, go take a look!

http://buy.pillarsofeternity.com/

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Thanks everyone!

Nice work on the POE plug.
 
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I still can't believe that this douchebag made wo of my favourite adventure games, one of which - in my humble opinion - is among the most original and creative video games of all time.
Cognitive dissonance ramped up to...over 9000
 

felipepepe

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Difference is Al Lowe trusted his daughter's creativity and allowed her to design a puzzle. Tim Schafer underestimated his daughter and made a patronizing game, filled with obvious "puzzles".
 

Dexter

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Difference is Torin's Passage wasn't horrible.
Even bigger difference would be that Torin's Passage wasn't a KickStarter with ~90,000 backers who financed it in the belief that it would be a classic point-and-click adventure game as was promised, and nowhere did it say it'll be a "dumbed down casual kid-friendly game for the tablet generation".
 

MRY

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I wasn't trying to rehabilitate Broken Age, so much as bring attention to a coincidence that I found interesting.
 

Drakron

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Tim Schafer admits he made Broken Age for his daughter: https://www.youtube.com/watch?v=260KxcDTw0I#t=6m23s
Has anyone pointed out (I haven't been following closely) that Al Lowe said the same thing about Torin's Passage, and (like TS) involved his daughter in the development?

Funny thing is that some days ago I read a LP of that game and it seems what she "designed" was a maze.

Also its funny you picked that game because Torin's Passage was meant to be the first of a series and it was the only one, Sierra canned them so it ended in a non-ending, Broken Age did exactly the same ... oh wait, it did WORST as Torin's Passage had some ending (key word is some) as Broken Age was a cliffhanger, sure its a coincidence to a degree ... Torin's Passage was intended as a series that due to changed to the market and Sierra itself ended at the start whatever Al wanted the fact remained Sierra was making it as a series, Broken Age is a example of Kickstarter and Double Fine incapable management.
 

MRY

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As far as I know, there aren't other adventure games where a famous designer set out to make a game playable with his daughter, so I'm not sure what else I would've "picked." I haven't played Broken Age or Torin's Passage (the latter looks pretty lame, to be honest, and the fact that Al Lowe compares it to Mrs. Doubtfire is not promising). In fact, I had barely heard of the latter game, but a recent user review of Primordia compared Primordia to Torin's Passage ("The game reminds me of old-school adventure games like Torin's Passage"), which seemed like a really weird thing for a review to say, so I set out to learn a little more about TP. I saw the stuff about Al Lowe's daughter, thought it was an interesting tidbit given the controversy over Broken Age, and decided to share it. Sorry if the lack of an ulterior motive is unsatisfying!
 

MRY

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If only I had the honor of being paid by the noble creators of Massive Chalice, the spiritual offspring of X-Com and KoDP! (Though apparenlty they pay well, so it would be pretty grand.)
 

Havoc

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If only I had the honor of being paid by the noble creators of Massive Chalice, the spiritual offspring of X-Com and KoDP! (Though apparenlty they pay well, so it would be pretty grand.)
6yxg47s.jpg
 

MRY

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If only I had the honor of being paid by the noble creators of Massive Chalice, the spiritual offspring of X-Com and KoDP! (Though apparenlty they pay well, so it would be pretty grand.)
[NOT SURE IF SARCASM OR SERIOUS]
Sigh. Where a developer is failing to deliver on promises to its customers due to a lack of money, I would not accept that developer's money in order to provide a non-essential service like flacking for them on the Codex. And, while I haven't played Massive Chalice (it is not one of the 305 projects I've backed on Kickstarter, draw what conclusions you will), it does not seem to capture either KODP or X-Com, two of my favorite games.
 

MRY

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Yes, but it was a nice opening for me to say grumpy things while pretending still to be a nice guy.
 

tuluse

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Sigh. Where a developer is failing to deliver on promises to its customers due to a lack of money, I would not accept that developer's money in order to provide a non-essential service like flacking for them on the Codex.
That's exactly what an astroturfer would say!
 

Sceptic

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As far as I know, there aren't other adventure games where a famous designer set out to make a game playable with his daughter
JVC made Heroes of Might and Magic because his wife kept pestering him to make another King's Bounty, does that count? :troll:

a recent user review of Primordia compared Primordia to Torin's Passage ("The game reminds me of old-school adventure games like Torin's Passage"), which seemed like a really weird thing for a review to say
I mean, I like Torin's, and I love Primordia, but it really is a weird thing to say. I can't think of much the games have in common aside from being adventure games, and if I were to pick a "classic" adventure just to say "Primordia is like those classic adventures" Torin's is far too obscure, comparatively, and wouldn't make for a very good choice.
 

MRY

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From reading about Torin's Passage, it sounds like it features an annoying sidekick, so perhaps that was the rationale. Also, I did let my daughter "write"/voice a character ("Strange robot, go away! Go back to spooky place!").
 

Dexter

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http://www.gamesradar.com/why-do-we-keep-forgiving-double-fine/
April 19th marked the ten year anniversary of Double Fine's first title, Psychonauts, and it got me thinking about its last few games. Since Double Fine decided to distance itself from traditional publishing models, it's embraced crowdfunding sources like Kickstarter and Steam's Early Access. This seemed like a great idea at first; fans can get involved with a studio they love by forking over some cash and inserting themselves (if just a little bit) into the development process.

Hindsight is always 20/20 though, and the last three years have shown that programs like Kickstarter aren't quite the pro-indie dream solutions we originally thought they'd be. Broken Age arrives three years after it was originally funded, and well over-budget. Massive Chalice is still in Early Access. And Spacebase DF-9 was kicked out the door incomplete. Any other developer would have been steamrolled by questions, complaints, and refund requests after one of these blunders. What makes Double Fine so special that the studio gets a free pass after all of this?

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Granted, studio head Tim Schafer has built up a huge cult of personality over the years, and it's not entirely unwarranted. He was one of the lead writers and designers behind classic adventure games like the Monkey Island series, Full Throttle, Day of the Tentacle, and Grim Fandango. They're famous for their outlandish and hilarious storylines, injecting a much needed source of humor into an industry that can sometimes be a little too gritty and self-serious. Even during an era when you couldn't swing a controller without hitting a cartoon mascot, there was an originality and verve found in LucasArts adventures that couldn't be replicated.

But it's not the '90s anymore. Game development is more accessible than ever, indie gaming has flourished, and Schafer now runs his own studio, overseeing several projects at a time and dozens of employees. Yes, he's a creator (and a hugely inventive and influential one at that), but he's certainly not above criticism, no more than someone like Ken Levine, Gabe Newell, or even Peter Molyneux. As the head of the company, he's responsible for its output, for its successes and its failures. And Double Fine has a habit of over-promising on projects and then taking far too long to actually turn them around. Why does Double Fine get away with it, when we have nothing but pitchforks when Molyneux makes similar claims?

In short, it started in the big-budget, AAA space. Both Psychonauts and Brutal Legend were notorious for their development cycles, each one taking four years to release, both games dropped by their publishers before being picked up elsewhere. A narrative quickly started to form around Double Fine (and Tim Schafer, to an extent), that while everyone else wanted guaranteed money makers featuring gruff space marines, Schafer and his studio were the 'Great Indie Hope', the only ones making 'art' in a sea of 'products'. This feeling in particular came to bear during the legal spat a few years ago between Activision and Double Fine over Brutal Legend, when Activision CEO Bobby Kotick made a remark as to why the team at Vivendi had decided to drop the project: " ...I was in one meeting where the guys looked at it and said, '[Schafer]'s late, he's missed every milestone, he's overspent the budget and it doesn't seem like a good game. We're going to cancel it.'" At the time, he sounded like an evil overlord trying to keep the little guy down; Goliath blowing raspberries in David's face. But you know what? Maybe Kotick had a point.

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Since Brutal Legend's commercial failure, Double Fine has stuck with much smaller, less demanding projects that are quicker to turn around, releasing unique little nuggets like Stacking, Iron Brigade, and Costume Quest. The decision is admirable, especially considering Double Fine's habit of going over-schedule and over-budget. But as it's sought out smaller, more sustainable projects, it's also turned to crowd-based funding options like Kickstarter and Steam Early Access. Here, Double Fine seems to have found a solution to its funding woes. How can the studio continue to create all those quirky indie gems everyone loves? Easy: let the fans pay for their development directly. It sounds like a fantastic idea, but this is where things seem to have gone off the rails.

Programs like Kickstarter have been put in place so independent creators with a good idea and no funding can have an honest shot. When Double Fine used Kickstarter to launch its adventure game experiment, it was seen as a great way to not only democratize the game's funding, but to document the entire development process outside of any publisher oversight or PR spin. Originally, Double Fine Adventure was created as a way to make a little adventure game, and to film its creation from inception to publication. Fans saw this as an opportunity to let Schafer finally get a chance to make the adventure game he's always wanted, free from publisher constraints. Double Fine originally asked for $400,000. They got $3.3 million. The project scaled exponentially.

This was no longer some simple adventure game made to document the game development process. This was going to be Tim Schafer's magnum opus. A change of that magnitude doesn't come for free, and what would eventually become Broken Age took three years to make and required raising far more money than its initial $3 million dollar investment. This meant releasing an unfinished Broken Age on Steam for full price, letting players buy the first half in order to fund development of the second, and forcing fans to wait over a year for the final product. Even at the time, it felt strange to ask for more money, but we let it slide. We didn't want Broken Age to be good - we wanted it to be great.

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If it were just Broken Age, that'd be one thing. But it's not. A year after the DFA Kickstarter successfully closed, Double Fine ran another crowdfunding campaign for Massive Chalice, a strategy RPG combining bits of Final Fantasy Tactics and Game of Thrones. Fans and onlookers were understandably confused. Why is Double Fine asking for money for a different project when the one they started a year ago isn't even finished? Again, it was weird, but we let it slide. Double Fine wants to make another game, and needs more money. Sure, here, have some more. As of the publication of this editorial, Massive Chalice is nearing completion but is still in Steam's Early Access program.

Lately, Double Fine has been using Early Access as a platform to fund development of its games without publisher support - another admirable goal, but one that comes with its own set of risks. You're requiring consumers to trust that you are using the money they pay responsibly; otherwise, that trust is broken, and whatever goodwill you've earned from the quality of your alpha or your overall reputation as a developer can be shattered. Sometimes, as in the case of Hack 'n' Slash, it's worked out for the studio. When this computer programming-inspired puzzler released in Early Access in May, it was practically content complete, and it only took four months for the team to fine tune its puzzles, add in the final dungeon, and integrate Steam Workshop support.

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But in the case of Spacebase DF-9, it's been a massive trainwreck. The game was originally pitched as a more accessible sci-fi take on Dwarf Fortress, that was meant to develop and grow over the course of a few years as it remained in Early Access. Just a year after its initial alpha release, Spacebase was hurriedly patched up and given just enough features to justify slapping on a 1.0 version number and shoving it out of the door along with its source code, leaving it to the fans to mod and update as they see fit. Many who bought into the promise of Spacebase DF-9 were understandably outraged. But not like they were for Molyneux's Godus.

If any other developer continuously delayed games and pulled off stunts like this, there would be blood. I know this, because I saw this very thing happen with Peter Molyneux over the course of several years. After successfully Kickstarting Godus, that game went through a series of delays and changes in scope, to the point where backers are still waiting on the PC version, with stretch goals like its Linux port likely disappearing entirely. And all of this is on top of Molyneux's announcement that he's pulling devs off Godus, and putting them on a new project. Some in the press were a bit harsh, but all were understandably miffed - Molyneux and his studio promised a game and haven't delivered on it, and now want to make something else instead. That's… not really how this is supposed to work.

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But in Schafer's case, we've built up a narrative that he and his studio is the 'Great Indie Hope', sent to fight the suits at every turn. He's made a career on delivering memorable stories above all, and that's usually meant finishing them far after initially promised, over-budget, and full of bugs. But when we combine our memories of past games like Monkey Island, his 'fuck you' attitude to people like Bobby Kotick, and his desire to strike it out alone against a sea of samey sequels and military shooters, we project our own desire to want something more from the games we play onto him. He's the perpetual underdog. And he's likable. He's funny, and charming, and can solve a Rubik's cube in seconds. How can you not like someone like that? So we forgive. We let release dates slide. We shrug when Schafer asks for more money. Of course we do; we want the final product to be as good as it can be, because we have it in our heads that when he succeeds, we succeed.

Here's the thing, and it's something that took me a long time to come to terms with: Tim Schafer is human, just like you or me. He's capable of making mistakes. Just because he's developed memorable games doesn't mean that he's above reproach, that he's incapable of making questionable decisions. And that 'Great Indie Hope' feeling I mentioned earlier? We are living in a golden age of indie gaming. Axiom Verge was made by one guy over the course of five years. Super Meat Boy by a team of two. Thomas Was Alone is an incredible, engaging tale told with nothing but blocks. There are so many unique, interesting voices continuing to 'stick it to the man' with their independent titles that we no longer have to ascribe that status to any one person any more. So enough with the cult of personality; we need to be more critical over how creators spend our money, and hold them accountable when they miss deadlines and go over-budget. Even if that creator is Tim Schafer.
 

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