Watched this part. Tim's response was that you had to think about everyone, not just the the hardcore adventure gamers, they had to cater to the mainstream basicly. And this is one thing where Tim made a big mistake, and I actually fault him for that. We have seen some very good Kickstarters, like FTL and Conquistador, which delivered a very good game. And they delivered it for the backers. Now Tim should have made this game for the 90 000 backers who pledged for the game, and not for the mainstream. Obviously they want the game to sell well, but their game was funded by the backers, and even if no other copies were sold, the game wouldn't have made a loss. They have their other games to cater to the casuals, this game should have been harder.16:10 Talk about puzzle difficulty, fixing the interface up a bit (especially the inventory), getting stuck and them that like it.
Watched this part. Tim's response was that you had to think about everyone, not just the the hardcore adventure gamers, they had to cater to the mainstream basicly. And this is one thing where Tim made a big mistake,
Watched this part. Tim's response was that you had to think about everyone, not just the the hardcore adventure gamers, they had to cater to the mainstream basicly. And this is one thing where Tim made a big mistake,
I was actually discussing this with my brother on Thursday when we were talking about how 'difficult' to make a certain puzzle and I really think that if casual gamers want to experience a puzzle game with ease they will use a walkthrough. Even if the game is really easy they have no problem reverting to a walkthrough.
The easiest way to 'please' both sides is to make a hard game, and provide a walkthrough. You could even go as far as making it a really nice designed book that they can print off, or have open to ALT+TAB to it, or hot key it in game. The Casual gaming market has NO problem using 'cheats' to finish a game. Hell, King and Candy Crush have an entire corporation built on the fact that the casual market would rather through a few $'s at a problem than actually finish it properly.
Yes. For example the Back to the Future games of Telltale had a pretty good hint system. They had 3 levels, the first one only made a little hint, the second one even more, and the third one outright told you what to do. I see no reason why couldn't they implement this in Broken Age.Watched this part. Tim's response was that you had to think about everyone, not just the the hardcore adventure gamers, they had to cater to the mainstream basicly. And this is one thing where Tim made a big mistake,
I was actually discussing this with my brother on Thursday when we were talking about how 'difficult' to make a certain puzzle and I really think that if casual gamers want to experience a puzzle game with ease they will use a walkthrough. Even if the game is really easy they have no problem reverting to a walkthrough.
The easiest way to 'please' both sides is to make a hard game, and provide a walkthrough. You could even go as far as making it a really nice designed book that they can print off, or have open to ALT+TAB to it, or hot key it in game. The Casual gaming market has NO problem using 'cheats' to finish a game. Hell, King and Candy Crush have an entire corporation built on the fact that the casual market would rather through a few $'s at a problem than actually finish it properly.
Nah, I think Pyke's right, from what little I've seen it's the exact opposite - "they" consider a "walkthrough" or at least some sort of hint system an integral and indispensable part of the game.I argue that the casuals playing a hardcore adventure game would resort to a walkthrough is they stuck. Now maybe I'm wrong here, but as I see that those idiots think themselves as hardcore, smart players. They wouldn't swallow their pride and look the solution on the net. Rather they were bitching about to everyone, and didn't finish the game. And telling that it is a shit game. At least that's my theory. :shurgs:
This is NOT a hidden object game and requires a bit of thought on the player's behalf to complete.
IT'S TOTALLY IMPOSSIBLE TO PLEASE EVERYONE!
Problem with that statement is that it's easy for Schafer to agree but dismiss the people who want harder puzzles as a tiny minority within the 90,000. As it is, even in the echo chamber, the negative backer-only polls have <1000 responses. And the doritos crowd is bending over backwards to praise the game.
I think part of it might be like that thing JESawyer was talking about.Watched this part. Tim's response was that you had to think about everyone, not just the the hardcore adventure gamers, they had to cater to the mainstream basicly. And this is one thing where Tim made a big mistake, and I actually fault him for that. We have seen some very good Kickstarters, like FTL and Conquistador, which delivered a very good game. And they delivered it for the backers. Now Tim should have made this game for the 90 000 backers who pledged for the game, and not for the mainstream. Obviously they want the game to sell well, but their game was funded by the backers, and even if no other copies were sold, the game wouldn't have made a loss. They have their other games to cater to the casuals, this game should have been harder.16:10 Talk about puzzle difficulty, fixing the interface up a bit (especially the inventory), getting stuck and them that like it.
Just wanna say to anyone who is interested in game development, the documentary videos are MORE than worth the money for Slacker Backer access.
You can say what you want about the game, but the videos are exceptional.
:patriot:Just wanna say to anyone who is interested in game development, the documentary videos are MORE than worth the money for Slacker Backer access.
You can say what you want about the game, but the videos are exceptional.
I read somewhere it's supposed to be May. In one of the release announcements somewhere, I think, but a projected release date probably doesn't mean much in this case.Ok finished it. Certainly not the second coming of adventure game jesus, but well worth my money so far with the first installment. Looking forward to the second one!
Any ETA on the second part?
Which you're no longer able to buy at this point.Just wanna say to anyone who is interested in game development, the documentary videos are MORE than worth the money for Slacker Backer access.
The documentary was pretty fucking good.
I backed specifically at a tier to get the full documentary afterwards and I got a lot more out of that (both from the enjoyment of watching/playing it) as well as from the actual length of it than I got out of the game so far, so yeah whatever.The documentary was pretty fucking good.
If I want that I'll kickstart Werner Fucking Herzog.
Clearly, you haven't played Psychonauts.You're the second person who's said they could have spent the money to make a sequel to an old hit. Seriously, don't we have enough sequels -- from publisher-backed games, no less?