Was TOMI developed in a hurry?

First thing: I congratulate TellTale for the great (and deserved) success of TOMI! It's wonderful!!!! :)

Second: Am I the only one who feels that TOMI had some (very) minor flaws due to lack of time during the development?

I give you some examples:

- Use of the same model for different characters
- The synth music instead of real instruments
- Framerate optimization
- Dialogue options that leads always to the same spoken line
- Some "spaces" between polygons (on the ground in the jungle, or on the fingers of the cursed hand when Guybrush wakes up and look at it)

So i ask: will these (or some of these) problems be corrected on the DVD version? BTW, take your time between episodes, we like quality! :p

Thank you sooo much! No other Software House put such great animations, story, cinematic experience and FUN in an adventure like you do!!! Well Done!!!:D
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Comments

  • edited July 2009
    ALL of their games are developed in a rush. They have to be, in order to get a reliable release schedule. I personally think its a worthwhile compromise, because due to the way they release them, we can't lose a month between episodes to polish.

    And that's fine. Because while what they put out tends to have some compromises here and there, it's overall a great product that comes out on time.
  • edited July 2009
    I give you some examples:
    - Framerate optimization
    - Some "spaces" between polygons (on the ground in the jungle, or on the fingers of the cursed hand when Guybrush wakes up and look at it)
    I never had any fps-problems in this game and my PC is 6 years old. What's your Problem...

    To the second point: Either your direct X 9 isn't updated or you chose a too high graphic quality setting for your GPU. Try lowering it in the settings menue.
  • edited July 2009
    Did you update your drivers?
  • edited July 2009
    der_ketzer wrote: »
    I never had any fps-problems in this game and my PC is 6 years old. What's your Problem...

    To the second point: Either your direct X 9 isn't updated or you chose a too high graphic quality setting for your GPU. Try lowering it in the settings menue.

    Got Catalyst 9.7 and newest DX9 (March) on a Radeon 4850. But still have these:

    gb1aet.jpg

    BTW these are MINOR flaws :)
    I enjoyed TOMI soooo much! :D

    (ps.:For framerates i was talking about Wii) ;)
  • edited July 2009
    You PC gamers sure are incredibly picky. You get the first MI game in 9 years, and you are determined to pick faults with it. Just take it for what it is, a game, and have fun with it!
  • edited July 2009
    Second: Am I the only one who feels that TOMI had some (very) minor flaws due to lack of time during the development?

    No, you aren't. ;)
    http://www.telltalegames.com/forums/showthread.php?t=10938

    BTW, the actual game design and script are great. Those are VERY important. :p
  • edited July 2009
    Yeah, I kind of have to agree with Friar on this one. I enjoy quality, but there has to be a happy medium between getting a good game, and getting a game out on time. TellTale has done a real good job this time with getting a good game out on time. I'm noticed some of the gaps (I call them ground skips), and they're minor enough that I don't really care.
  • edited July 2009
    Diduz wrote: »
    No, you aren't. ;)
    http://www.telltalegames.com/forums/showthread.php?t=10938

    BTW, the actual game design and script are great. Those are VERY important. :p

    Happy that someone explained my toughts better than me! :D

    And I'm picky, but I said they are VERY MINOR FLAWS.

    Ps: Thank u Diduz..... I love Lucasdelirium!
  • edited July 2009
    Got Catalyst 9.7 and newest DX9 (March) on a Radeon 4850. But still have these:

    gb1aet.jpg

    BTW these are MINOR flaws :)
    I enjoyed TOMI soooo much! :D

    (ps.:For framerates i was talking about Wii) ;)

    The one brown line in the jungle, I thought was a twig.
  • edited July 2009
    Damn, I thought that's a rumrunner's hidden stash.
  • edited July 2009
    I have those issues too, but I don't really care at all
  • edited July 2009
    We can't all be perfectionists like you...
    (Who cares about a few minor bugs (if you can even call em that casue they don't make the game lock up or anything)
    The moment you can make games that look as good as Tales of Monkey Island i'll take this tread seriously!

    Edit*: I don't have any of thoose flaws running the game on Windows Vista (only the fog around that hand that very ocasionally becomes a square) the rest is all fine.
  • edited July 2009
    He's probably only picky because he loves Monkey Island so much. I can relate to that. Although I'm just glad someone has taken up the torch. Adventure games died a untimely death. ( I feel the same about 2D games luckily they are seeing a resurgence )

    Now where's my Full Throttle 2 and a enhanced Day of the Tenacle release..?
  • edited July 2009
    Uhm, I don't have these at all? Could it be a ATI/Nvidia thing? (Though I very much doubt that.)
  • [TTG] Yare[TTG] Yare Telltale Alumni
    edited July 2009
    As a consumer, you're right to be concerned with the quality of the end product and not with the development process. Still, I'll try and address some of these points.
    - Use of the same model for different characters

    WiiWare has a 40 megabyte file size limit, so we have to reuse assets when possible. It's this, or reduce the number of characters in our games. We don't really have the resources yet to make design changes or different (major) assets for different platforms, either.
    - The synth music instead of real instruments

    The midi music is to fit inside of WiiWare file size limitations. I think we did higher quality mp3s (or something) for the PC version, but they're still not actual recordings.
    - Framerate optimization

    This is also partially due to the file size limit. Everything in computer science is a trade off between speed and memory. Since we're forced to use super-compressed assets and memory-friendly algorithms everywhere, our speed suffers. There's still room for us to improve here, but our hands are tied for a lot of this.
    - Some "spaces" between polygons (on the ground in the jungle, or on the fingers of the cursed hand when Guybrush wakes up and look at it)

    We have to compress meshes and animations to save space, which leads (unavoidably) to floating point imprecision, which leads to spaces between some polygons.

    Disclaimer: None of this is an "official" word or anything, and I'm talking about this stuff more as a game developer in general and not an actual representative of Telltale or its position on these subjects. That said, if you all want to put some pressure on Nintendo to raise that 40 meg limit for us, by all means please do. :)
  • edited July 2009
    So will the dvd version have non-compressed music? It's a shame that the game suffers because of the Wii version (don't get me wrong, I still LOVE the game :) )
  • edited July 2009
    [TTG] Yare wrote: »
    WiiWare has a 40 megabyte file size limit, so we have to reuse assets when possible. It's this, or reduce the number of characters in our games. We don't really have the resources yet to make design changes or different (major) assets for different platforms, either.
    Then I think you shouldn't develop for other platforms than PC until you have enough resources, I hate it when PC games have to suffer because of consoles.

    At least take an extra month or tow (or more) to make the DVD version less compressed. And preferably with an "Play full season" option.
  • edited July 2009
    Junaid wrote: »
    So will the dvd version have non-compressed music? It's a shame that the game suffers because of the Wii version (don't get me wrong, I still LOVE the game :) )

    I just thought the same. Especially as i really would apprechiate to see more character models, be able to travel to different locations and so on. Is it really that lucrative for Telltale to develop for the Wii?

    Don´t get me wrong on this, but it seems like "Tales" could be so much better if it would be a PC only game. :( Thanks for being honest on this one,Yare. "Tales Of Monkey Island" is still a great game and worth every penny.
  • edited July 2009
    Oh yeah, I'd love to see the DVD with unique character models, better sound and no visual glitches, but maybe thats a little too much to ask.

    P.S. Don't even THINK of making a petiton about this!
  • edited July 2009
    [TTG] Yare wrote: »
    WiiWare has a 40 megabyte file size limit, so we have to reuse assets when possible. It's this, or reduce the number of characters in our games. We don't really have the resources yet to make design changes or different (major) assets for different platforms, either.

    Well that's a huge shame Nintendo spoiled your development opportunities. I don't care too much about midi music and I'm completely impartial to the breaks in polygons but the character design I did notice.

    I hope you will at least use different models in each episode! I don't reeeally want to see the fat man and the skinny man with different clothes on in all five!
  • [TTG] Yare[TTG] Yare Telltale Alumni
    edited July 2009
    BlueToxic wrote: »
    Then I think you shouldn't develop for other platforms than PC until you have enough resources, I hate it when PC games have to suffer because of consoles.

    Again, speaking as an individual and not necessarily a Telltale representative (especially since I'm not privvy to the business side of things): Companies have to strike a balance between their ideal product, and dealing with the fact that they're businesses and need to turn a profit to stay afloat.

    Yes, companies could always go over budget, make the most awesome game possible without worrying about profits, and then go promptly out of business after releasing their product. The consumer would think this was awesome for a while, but the economy would collapse and the game industry would basically disappear if businesses followed this model.

    I know I'll get some "Telltale Game$$$" replies for this, but that's just how it is. Everyone in this industry loves making games, but everything boils down to this equation:

    Profit = ( (Price Per Copy) * (Number of Copies Sold) ) - ( Development Cost )

    And sadly, less than 4% of games made today ever make the development cost back, let alone turn a profit. It's a rough industry and the margins are razor thin. Would we like a few months to polish and optimize things until they're absolutely perfect? Of course. I mean, who wouldn't? But that makes development cost go +++++ while usually not increasing copies sold, or the price per copy. It's hard for business people to justify polishing a game once you hit diminishing returns on the sales.

    I should probably shut up about this since the golden rule in the game industry is to not tell anybody anything because they'll just find something new to complain about anyway.
  • edited July 2009
    I should probably shut up about this since the golden rule in the game industry is to not tell anybody anything because they'll just find something new to complain about anyway.

    Let me tell you this: People will find something to nag about all the time, no matter how much effort you put into the product. This is one of the few times where i´m about to read honest and open words from a developer, even if you are not officially speaking as one. Thanks for that.

    I´ve browsed quite some bit on several indie developer boards to get some inside snoops. I know it´s a rough business. "Monkey Island" is a huge Flagship though, the name alone should get you a lot of customers. Developing something big as "Monkey Island" is a dream never to come true for most indie devs.
  • edited July 2009
    First thing: I congratulate TellTale for the great (and deserved) success of TOMI! It's wonderful!!!! :)

    Second: Am I the only one who feels that TOMI had some (very) minor flaws due to lack of time during the development?

    I give you some examples:

    - Use of the same model for different characters
    - The synth music instead of real instruments
    - Framerate optimization
    - Dialogue options that leads always to the same spoken line
    - Some "spaces" between polygons (on the ground in the jungle, or on the fingers of the cursed hand when Guybrush wakes up and look at it)

    So i ask: will these (or some of these) problems be corrected on the DVD version? BTW, take your time between episodes, we like quality! :p

    Thank you sooo much! No other Software House put such great animations, story, cinematic experience and FUN in an adventure like you do!!! Well Done!!!:D

    The same model thing strikes me as more of a design choice. I doubt it saved them much time since they all have unique clothing and such.

    Also, the dialog options leading to the same thing was just one conversation (with Nipperkin in the beginning) and again, was a choice, and a callback to earlier games in the series that did the same thing.

    Yes, the game was developed on a short schedule (about 7 months before the first episode shipped, with one month for each additional episode) and there are concessions made to that effect, but those aren't among them. They're deliberate.
  • edited July 2009
    [TTG] Yare wrote: »
    And sadly, less than 4% of games made today ever make the development cost back, let alone turn a profit. It's a rough industry and the margins are razor thin.

    4%?!?

    I knew it was tough but that is incredible.

    So are TTG part of that 4%? must be...
  • edited July 2009
    [TTG] Yare wrote: »
    Again, speaking as an individual and not necessarily a Telltale representative (especially since I'm not privvy to the business side of things): Companies have to strike a balance between their ideal product, and dealing with the fact that they're businesses and need to turn a profit to stay afloat.
    I get It why you have to develop for several platforms to not loose money, but why did you choose the Wii over Xbox or PS3? They are both more powerful than Wii and they do not have the stupid 40mb limit.

    Sorry if I'm a bit whiny, I do like the game and I really appreciate your answers.
  • edited July 2009

    I give you some examples:

    - Use of the same model for different characters
    - The synth music instead of real instruments
    - Framerate optimization
    - Dialogue options that leads always to the same spoken line
    - Some "spaces" between polygons (on the ground in the jungle, or on the fingers of the cursed hand when Guybrush wakes up and look at it)

    Let's see...


    -Didn't notice it
    -Don't really care
    -Eh.
    -Which every other MI game had.
    -My graphics card is pretty old, and I thought the graphics couldn't have been done better. Worked like a charm
  • edited July 2009
    BlueToxic wrote: »
    Then I think you shouldn't develop for other platforms than PC until you have enough resources, I hate it when PC games have to suffer because of consoles.

    At least take an extra month or two (or more) to make the DVD version less compressed. And preferably with an "Play full season" option.

    But, it is nice to have it for more than the PC. I'd imagine it gets more people interested in the game, and maybe even the series as a whole. Just seeing the trailer for TMI turned one of my friends into a MI game fanatic.
  • edited July 2009
    thatdude98 wrote: »
    But, it is nice to have it for more than the PC. I'd imagine it gets more people interested in the game, and maybe even the series as a whole. Just seeing the trailer for TMI turned one of my friends into a MI game fanatic.
    Yes, but why the crappiest console with a 40mb limit?
  • edited July 2009
    BlueToxic wrote: »
    Yes, but why the crappiest console with a 40mb limit?

    Because more people have said console?
  • edited July 2009
    Yeah, and the graphics are simple, nice and fit with the family friendly theme of the Wii. even if it is the lamest console.

    But they are rushing things, check out the bugs in the treasure hunt minigame lol. That was the dumbest code entry system ever, only takes 4min to hack.

    Unless it was a ploy to make me buy games at half price.... In which case it worked....

    Maybe I was tricked here....

    Nah
  • edited July 2009
    It's funny to notice that we weren't THAT picky in the Amiga days.

    I remember that the Amiga version of the first Monkey Island had A LOT of slowdowns (Scumm Bar, for example). And the Amiga version of Maniac Mansion accessed Disk #2 just to load the "I can't pick that up." sentence! Talk about optimization... :D

    We still got something in exchange though, because the Amiga sound was far better than PC Speaker / Tandy / AdLib stuff. :)
  • edited July 2009
    Did I read a different OP to everyone else? (It's possible. The post was edited.) I read it as a list of flaws that the poster didn't mind, but was asking if they would be fixed for the DVD release. It didn't sound to me like the OP was actually complaining about the flaws at all. It's a reasonable question since the DVD isn't released as soon as the episodes are finished. ("No" is also a reasonable answer, assuming it is coming from someone who is working on it.)
  • edited July 2009
    I'd say to people to look at it all as an investment. TOMI will more than likely be TellTale's most successful game, meaning a wealthier company which would ensure more money to invest in games and possibly more talent employed by TellTale...but what do I know?
  • edited July 2009
    [TTG] Yare wrote: »
    I should probably shut up about this since the golden rule in the game industry is to not tell anybody anything because they'll just find something new to complain about anyway.

    Chet Faliszek at Valve says this: "I once joked that we could put $20 in a box and charge $10 for it, and someone’s going to complain, and that’s just fine - that’s just the way it is."
  • edited July 2009
    I understand the Wii console is popular and family-friendly (as is MI) but as the dev guy said, that places nasty bottlenecks on the end product. Not to mention the increase in dev cost for porting the code and additional testing.

    Imo, the X-Box 360 would have been far better to port to. It uses DirectX, so apart from interfacing the gamepad and some more testing, what's to add to dev cost? Also, file limit is much higher. No-brainer, really.
  • edited July 2009
    These are problems most games have even really expensive games like GTAIV
  • edited July 2009
    I enjoyed TMI ep1, but I certainly noticed the re-used models and the midi music. It's really unfortunate that TT has to bring down the quality of their game to fit it onto a console. This is why I hate consoles. TMI will be a good game series, but these limitation that TT has had to impose on itself will sadly prevent it from reaching its true potential for greatness.
  • edited July 2009
    [TTG] Yare wrote: »
    Again, speaking as an individual and not necessarily a Telltale representative (especially since I'm not privvy to the business side of things): Companies have to strike a balance between their ideal product, and dealing with the fact that they're businesses and need to turn a profit to stay afloat.

    Yes, companies could always go over budget, make the most awesome game possible without worrying about profits, and then go promptly out of business after releasing their product. The consumer would think this was awesome for a while, but the economy would collapse and the game industry would basically disappear if businesses followed this model.

    I know I'll get some "Telltale Game$$$" replies for this, but that's just how it is. Everyone in this industry loves making games, but everything boils down to this equation:

    Profit = ( (Price Per Copy) * (Number of Copies Sold) ) - ( Development Cost )

    And sadly, less than 4% of games made today ever make the development cost back, let alone turn a profit. It's a rough industry and the margins are razor thin. Would we like a few months to polish and optimize things until they're absolutely perfect? Of course. I mean, who wouldn't? But that makes development cost go +++++ while usually not increasing copies sold, or the price per copy. It's hard for business people to justify polishing a game once you hit diminishing returns on the sales.

    I should probably shut up about this since the golden rule in the game industry is to not tell anybody anything because they'll just find something new to complain about anyway.

    Thank you so much for all the explanations. It's very easy to create a perfect game in our minds, but it is just a fantasy until you are able to make it. And you guys make really good games.

    I consider that Telltale found a very good model and they're one of the few developers that got episodic downloadable games right. Even Valve as amazing as they are take years to make their Half-Life episodes!

    I enjoyed tremendously all episodes of Sam and Max (especially after 103) and I'm glad you brought adventures back to life. Yeah, I think you are resposible for that. And now that you've got to do a new game of Monkey Island you are all my heroes.

    Thank you for all that! :-D
  • edited July 2009
    Diduz wrote: »
    It's funny to notice that we weren't THAT picky in the Amiga days.

    I remember that the Amiga version of the first Monkey Island had A LOT of slowdowns (Scumm Bar, for example). And the Amiga version of Maniac Mansion accessed Disk #2 just to load the "I can't pick that up." sentence! Talk about optimization... :D

    We still got something in exchange though, because the Amiga sound was far better than PC Speaker / Tandy / AdLib stuff. :)

    Yeah, I remember that the scrolling annoyed me a little. And the fact that there were verbs like turn on/off that you never used. But I think that at the time we just learned to live with those little details.

    I remember being much more impressed by the good stuff like how characters changed size when moving closer to the screen. In those 2d days, that little 3d effect was amazing for me! Or the quality of the Amiga music. Or the beautiful locations, etc, etc, etc.

    I think these days people just have seen so many good stuff that they became a bit spoiled and don't consider all the hard work people have to make games and how many data games have, so obviously they will have some minor details that are not perfect. But not being perfect doesn't stuff something for giving you a good time, if you try to enjoy and not be nitpicky about everything.

    Just take it easy, people. Nothing is perfect. Games are meant to entertain you and Telltale Games gave us a lot of entertainment.
  • edited July 2009
    i think decision to make it for the wii was poor

    they shouldve made it for 360 and/or ps3 instead

    I have all those consoles so dont say im being a 'fanboy'
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