Metro
Arcane
- Joined
- Aug 27, 2009
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It is a good adventure game with poor puzzles.
This is a paradox. When is an adventure game not an adventure game? When it has puzzles so awful they might as well not even be there.
It is a good adventure game with poor puzzles.
I made a mistake. Corrected it.That's not what you have written.
J_C , I pray that when Stasis comes out I have a fan like you.
Turns out, even with the dumbass two-part release, they also had to butcher the design even after production had begun. So much for the final product being "Tim's Vision"...Tim Schafer said:Very observant of you! Yes, there was once a tram puzzle and it in fact was cut.
Around the time in the documentary where we are talking about our scoping problem with the game (not having enough money for the design at hand) and we were talking about the various solutions, I started hacking into the design and cut a lot out of it. And that's just to fit it into the already late schedule. That's the amazing thing about making games. Even when you hack out what feels like 50% of your game, that's just to fit it into a schedule that's still 200% too long. Sigh.
Adventure games are time consuming and expensive. Nothing is leveraged. Every single puzzle and joke and story moment is hand crafted and experienced usually once by the player.
Anyway, there was a tram that you took from Meriloft to Shellmound. But it was cut and we made it so you could walk from Curtis' cabin all the way to the beach. Also, Alex's pyramid wasn't connected to Shellmound. You had to ride Jessie to get there!
That may still sound fun, and you may be disappointed that we cut it, but if we hadn't you might not be playing act 1 until 2015!
Tradeoffs. Hopefully people watching the doc will see how many tradeoffs you have to make to get a game out the door. That's how every game goes! Unless you have infinite money or zero expenses.
But don't be sad. The tram was really a jerk and I'm glad we cut him. He would always spoil the end of movies, and also never put in enough money when we split the bill at lunch. Smell you later, Tram!
That mistake was your subconscious talking J_C, hear your soul.I made a mistake. Corrected it.That's not what you have written.
Very observant of you! Yes, there was once a tram puzzle and it in fact was cut.
Around the time in the documentary where we are talking about our scoping problem with the game (not having enough money for the design at hand) and we were talking about the various solutions, I started hacking into the design and cut a lot out of it. And that’s just to fit it into the already late schedule. That’s the amazing thing about making games. Even when you hack out what feels like 50% of your game, that’s just to fit it into a schedule that’s still 200% too long. Sigh.
Adventure games are time consuming and expensive. Nothing is leveraged. Every single puzzle and joke and story moment is hand crafted and experienced usually once by the player.
Anyway, there was a tram that you took from Meriloft to Shellmound. But it was cut and we made it so you could walk from Curtis’ cabin all the way to the beach. Also, Alex’s pyramid wasn’t connected to Shellmound. You had to ride Jessie to get there!
That may still sound fun, and you may be disappointed that we cut it, but if we hadn’t you might not be playing act 1 until 2015!
Tradeoffs. Hopefully people watching the doc will see how many tradeoffs you have to make to get a game out the door. That’s how every game goes! Unless you have infinite money or zero expenses.
But don’t be sad. The tram was really a jerk and I’m glad we cut him. He would always spoil the end of movies, and also never put in enough money when we split the bill at lunch. Smell you later, Tram!
Tim Schafer said:Adventure games are time consuming and expensive.
This explains why the game is not long, despite Tim saying that he wrote too long of a game.People in the DF forums noticed that one of the big puzzles from the game they saw Ron Gilbert playing on the documentary was missing. They asked about it, and Tim himself came to reply:
Very observant of you! Yes, there was once a tram puzzle and it in fact was cut.
Around the time in the documentary where we are talking about our scoping problem with the game (not having enough money for the design at hand) and we were talking about the various solutions, I started hacking into the design and cut a lot out of it. And that’s just to fit it into the already late schedule. That’s the amazing thing about making games. Even when you hack out what feels like 50% of your game, that’s just to fit it into a schedule that’s still 200% too long. Sigh.
Adventure games are time consuming and expensive. Nothing is leveraged. Every single puzzle and joke and story moment is hand crafted and experienced usually once by the player.
Anyway, there was a tram that you took from Meriloft to Shellmound. But it was cut and we made it so you could walk from Curtis’ cabin all the way to the beach. Also, Alex’s pyramid wasn’t connected to Shellmound. You had to ride Jessie to get there!
That may still sound fun, and you may be disappointed that we cut it, but if we hadn’t you might not be playing act 1 until 2015!
Tradeoffs. Hopefully people watching the doc will see how many tradeoffs you have to make to get a game out the door. That’s how every game goes! Unless you have infinite money or zero expenses.
But don’t be sad. The tram was really a jerk and I’m glad we cut him. He would always spoil the end of movies, and also never put in enough money when we split the bill at lunch. Smell you later, Tram!
No wonder the game feels empty and disconnected... even with a huge budget and splitting the game in two Acts, they still removed a lot of content and crammed things together... hard to believe that Double Fine is a estabilished company that made various games before, they seems to have no idea of how to manage a project.
And lets conveniently forget that DF is a company, where people work for a living. Tim can't just pay 20k a year for one people, and than ask them to work on the project for 2 years.Tim Schafer said:Adventure games are time consuming and expensive.
Meanwhile, 5 people can make Heroine's Quest for free, and bro Pyke will make Stasis on a 100k budget.
Pseudo-intellectual describes most of the posters on this forum who aren't me. I'm a contrarian who applies critical thinking to concepts.RPGCodex: THE place for game designerstalkers,fanboys, pseudo-intillectuals to come and sperg!
Pseudo-intellectual describes most of the posters on this forum. I'mRPGCodex: THE place for game designerstalkers,fanboys, pseudo-intillectuals to come and sperg!Josh Sawyer'sAnthony Davis' alt.
And lets conveniently forget that DF is a company, where people work for a living. Tim can't just pay 20k a year for one people, and than ask them to work on the project for 2 years.Tim Schafer said:Adventure games are time consuming and expensive.
Meanwhile, 5 people can make Heroine's Quest for free, and bro Pyke will make Stasis on a 100k budget.
If I had game development skills, and got 100K dollars, of course I could make a project on my own for that much money. That money is my 15 year salary (!), I could work on a project for that long. But if several people works on a project, and each have a fix salary (like 60-70K a year), that 100K wouldn't be enought for shit.
That's because the great majority of the work in their games is done by interns.The budget of a typical Daedalic adventure game is around 500k, according to their founder. And you can't really complain about the length or production values of those games (well, maybe about english VA, but I don't think that's a budgeting problem).
That's because the great majority of the work in their games is done by interns.The budget of a typical Daedalic adventure game is around 500k, according to their founder. And you can't really complain about the length or production values of those games (well, maybe about english VA, but I don't think that's a budgeting problem).
Whispered World 2 looks a lot pricier than that, what with the fancy 3D made to look like 2D and all that.The budget of a typical Daedalic adventure game is around 500k, according to their founder. And you can't really complain about the length or production values of those games (well, maybe about english VA, but I don't think that's a budgeting problem).
Whispered World 2 looks a lot pricier than that, what with the fancy 3D made to look like 2D and all that.The budget of a typical Daedalic adventure game is around 500k, according to their founder. And you can't really complain about the length or production values of those games (well, maybe about english VA, but I don't think that's a budgeting problem).
(Also Memoria facial animations sucked, not that it mattered)
Breaking news, Daedalic has caught a band of programming midgets and forces them to make Adventure video games against their will while dressed in ridiculous garments, video has leaked from the premises:That's because the great majority of the work in their games is done by interns.The budget of a typical Daedalic adventure game is around 500k, according to their founder. And you can't really complain about the length or production values of those games (well, maybe about english VA, but I don't think that's a budgeting problem).
And midgets as well, hard to make a good adventure game without a midget.