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Broken Age - Double Fine's Kickstarter Adventure Game

toro

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And I get the vibe that Tim Schaefer hates PC audience. Or at least he doesn't give a shit about the PC audience. For example, the first version of the game was demoed on a fucking tablet! Instead of "point'n'click", they are more interested in comfortable controls for a tablet.

Hmm, I'm not sure the adventure gaming crowd has ever been into PC elitism in the same way that RPG fans are, though.

You are probably right. But is not a good sign.
 

Frogacuda

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Mar 29, 2013
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Most backers pledged based on nostalgia and the slim chance that they will get a game in the vein of an old LucasArts adventure game. And that's what they should get.
And there is absolutely no reason to believe they won't based solely on the art direction.

Instead Tim Schaefer is doing some shit for his daughter.
Tim's daughter is 3. He already made a game for her. It was called Double Fine Happy Action Theater. I don't think she's going to be playing a point-and-click adventure.

The visual style is fine-artsy more than it is kiddie. Like Machinarium. Also, Day of the Tentacle looked like a Saturday morning cartoon, but that's our benchmark for "adult" art design now?

For example, the first version of the game was demoed on a fucking tablet! Instead of "point'n'click", they are more interested in comfortable controls for a tablet.
It was demoed on tablets, phones and PCs. In other words: The platforms this will be published on. Not liking the art is just a matter of taste, but you're inventing reasons to be hysterical.

Hmm, I'm not sure the adventure gaming crowd has ever been into PC elitism in the same way that RPG fans are, though.
Oh they can be just as bad, believe me.
 

Dexter

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And I get the vibe that Tim Schaefer hates PC audience. Or at least he doesn't give a shit about the PC audience. For example, the first version of the game was demoed on a fucking tablet! Instead of "point'n'click", they are more interested in comfortable controls for a tablet.

Everything is fucked up about this project. They should take a look at the Shadowrun guys and maybe learn something.
That's funny, since everything about the UI from Shadowrun Returns, from the way inventory and skillpoints etc. work, to the size of all the elements and the huge button on the top left literally SCREAMS "tablet":


Hmm, I'm not sure the adventure gaming crowd has ever been into PC elitism in the same way that RPG fans are, though.
If they're not, they should be. One major feature that is for instance missing from tablets is mouseover/hover-text since you can only "tap" and there's no mouse-cursors to go around, there will also be no room for any "pixel-hunting" puzzles (although I'm not sure that's such a bad thing) or similar ones where you have to exactly search the screen, since the influence field of where tap is allowed has to be a lot larger than what a precise mouse can do. Another thing which would be obvious if they don't make two different versions is shit inventory design.

This is all restricting and narrowing design, even if not as much as designing a game for controller first.[/quote]
 

Frogacuda

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If they're not, they should be. One major feature that is for instance missing from tablets is mouseover/hover-text since you can only "tap" and there's no mouse-cursors to go around, there will also be no room for any "pixel-hunting" puzzles (although I'm not sure that's such a bad thing) or similar ones where you have to exactly search the screen, since the influence field of where tap is allowed has to be a lot larger than what a precise mouse can do. Another thing which would be obvious if they don't make two different versions is shit inventory design.

I can't speak to how the mobile versions will cope with this, but I know for a fact that the PC version of Broken Age indicates when you hovering over an interactable object with its cursor, just like you described.
 

ghostdog

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I don't see why you can't have a cursor. I've played some old adventures with scummvm in my smartphone and they played just fine. The cursor can be moved easily by swiping the screen and character movement by double tapping. Obviously this is even easier in the bigger screens the tablets provide.
 

almondblight

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Messages
2,634
Well, DFA was a pretty weak Kickstarter. I mean, the only thing they said about the game was this:
Q: What will the game be?
A: Other than that it will be an old school adventure, we're not sure. That's the beauty of it! Everything will unfold in front of the cameras with help from you!

Shaker's initial pitch, rightfully derided, was arguably more substantive than DFA.
 

Tigranes

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Jan 8, 2009
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DF got away with it because they were the first, and arguably, for adventure games the range of possible "what will it be" is narrower than an RPG or a genre-bender.

Not sure if there's any substantial evidence to say that they're not doing well, though I expect that they'll need to be very vigiliant and perhaps resourceful about their funding.
 

tuluse

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
Yeah, being first has it's 'vatanges.

Also, DF is an established company that has some good will built up which they could borrow against for a kickstarter.
 

Frogacuda

Literate
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Also, DF is an established company that has some good will built up which they could borrow against for a kickstarter.
It's mostly this. There's a very short list of people who have both the loyal following, reputation, and indie credibility to pull off something like that. Had he come to the table with a concrete pitch for something commerical and nostalgic in style or called it a "spiritual successor to <old Tim game>" he might have raised a lot more.

Alternately, if he came to the table with the more personal game that is Broken Age, and the art we have now, he might have made a lot less. Most big Kickstarters are fueled by people who want things exactly like the old things they like.
 

DalekFlay

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I do have to say that art style isn't what I hoped for. I still plan to give the game every chance to impress though.
 

ghostdog

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When I first tried Psychonauts I didn't like the art style and the game seemed pretty childish, but as I kept on playing, it turned out to be a great game.

If you look at his career, Shaffer has a knack at creating very different-looking games, each of his games has its own specific art style.
The actual content will make it or break it, If the content is great, the game may end up being even more revered because of the peculiar art style. I'm afraid anything below that won't cut it, the content needs to be up there with DOTT, FT, GF and psychonauts, because the expectations were very high from the beginning.
 

commie

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If they're not, they should be. One major feature that is for instance missing from tablets is mouseover/hover-text since you can only "tap" and there's no mouse-cursors to go around, there will also be no room for any "pixel-hunting" puzzles (although I'm not sure that's such a bad thing) or similar ones where you have to exactly search the screen, since the influence field of where tap is allowed has to be a lot larger than what a precise mouse can do. Another thing which would be obvious if they don't make two different versions is shit inventory design.

This is all restricting and narrowing design, even if not as much as designing a game for controller first.

Eh? The tablet can have the same hover text effect if implemented just by holding down the finger over an area instead of a tap. Pixel hunting too is no biggie as you still look at the screen tapping everything which is the same as clicking everything with the mouse. You talk that it's not as precise, and maybe on a smaller screen that would appear so, but just need to implement zoom 'pinch' controls and you can easily zoom into areas for more precise 'tapping'. There's virtually nothing in traditional adventure games that cannot be easily replicated on a tablet. Maybe you're thinking of the first gen of tablets or something but I have one of those Tegra 3 Iconia 510's and I'm amazed at how precise and responsive it is. As for inventory, why would a tablet version have to be 'shit'? Almost any traditional inventory is scrollbar or grid based and these translate perfectly for a tablet.
 

toro

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I was out of town for a few days ...

Most backers pledged based on nostalgia and the slim chance that they will get a game in the vein of an old LucasArts adventure game. And that's what they should get.
And there is absolutely no reason to believe they won't based solely on the art direction.

Are you blind? Do I really have to point out the art style differences between the latest trailer and the old LucasArts games?

Instead Tim Schaefer is doing some shit for his daughter.
Tim's daughter is 3. He already made a game for her. It was called Double Fine Happy Action Theater. I don't think she's going to be playing a point-and-click adventure.

The visual style is fine-artsy more than it is kiddie. Like Machinarium. Also, Day of the Tentacle looked like a Saturday morning cartoon, but that's our benchmark for "adult" art design now?

Right. You don't think. And that's your argument.

Until now, she definitely choose the look of the main characters and in the end, it really doesn't matter if the game is done for Lily or not.

The thing I'm complaining it that this game is not done for the nostalgic suckers who pledged for something in the vein of the old LucasArts games.

Flash Art Style != Pixel Art Style. And unfortunately for you: Primordia, Resonance, Gemini Rue and others proved that pixel art style is still feasible. I did not say anything about any art benchmark, that's somebody else.

For example, the first version of the game was demoed on a fucking tablet! Instead of "point'n'click", they are more interested in comfortable controls for a tablet.
It was demoed on tablets, phones and PCs. In other words: The platforms this will be published on. Not liking the art is just a matter of taste, but you're inventing reasons to be hysterical.

Nope. It was first demoed on a tablet. They develop on PCs, but the first version presented to an outside reviewer was on a tablet.

And to answer to Jaesun as well: Developing a game for a table is not a catastrophe per se, but it could be a sign for what are the priorities of the developer.

If you cater to PC market, you demo on a PC. If you cater to mobile market, you demo on tablet. And from what I know, the old LucasArts games were never developed for tablets.

So, the workflow seems to be: get money from old PC gamers -> create first a tablet version -> port it to PCs -> profit on all platforms. Yep, there is nothing wrong with this approach. My bad.
 

tuluse

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Nope. It was first demoed on a tablet. They develop on PCs, but the first version presented to an outside reviewer was on a tablet.
In the documentary they show the previewer using a PC, and they've said from the very beginning they're targeting all the platforms equally.
 

J_C

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Nope. It was first demoed on a tablet. They develop on PCs, but the first version presented to an outside reviewer was on a tablet.

And to answer to Jaesun as well: Developing a game for a table is not a catastrophe per se, but it could be a sign for what are the priorities of the developer.

If you cater to PC market, you demo on a PC. If you cater to mobile market, you demo on tablet. And from what I know, the old LucasArts games were never developed for tablets.

So, the workflow seems to be: get money from old PC gamers -> create first a tablet version -> port it to PCs -> profit on all platforms. Yep, there is nothing wrong with this approach. My bad.
Assumptions, assumptions, assumptions, aka talking out of your ass. They have shown both tablet and PC versions so far in the documentaries. Showing a tablet version first for a reviewer doesn't mean anything.
 

toro

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The boy lives by himself on a spaceship, and the girl has been chosen by her village to be sacrificed to a sea monster. The game will follow the pair as they seek to alter their fates.
 

Stabwound

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Dec 17, 2008
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Sounds okay, but not really classic Lucas Arts-y. I guess it could be kinda cool if the puzzles crossed over between the two worlds, which I assume they do. Let me guess, in the end they somehow meet up with each other.
 

toro

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Sounds okay, but not really classic Lucas Arts-y. I guess it could be kinda cool if the puzzles crossed over between the two worlds, which I assume they do. Let me guess, in the end they somehow meet up with each other.

You sir, are a genius!

:greatjob:
 

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