(Less guess work, and corporate idiots (its insane how many business men work in the higher levels of this industry who have never even picked up a gamepad!!) meddling in the process, trying to market to demographics (which doesn't work quite as well in videogames since they are both art and entertainment)).
This method also negates sales though as almost all backers(the math doesn't quite add up, so some donated less than $15) and their market get a free game. So they get their salary and their license...and that's about it. It was an interesting and cost effective test, but this wouldn't continue.... unless they get this on PSN and Live...to which, everything is up in the air.
I think there is a good chance they could get this game on PSN..and the iPad..and that could result in a big sales kick.. if they use the money to make a great game..the skys the limit
This method also negates sales though as almost all backers(the math doesn't quite add up, so some donated less than $15) and their market get a free game. So they get their salary and their license...and that's about it. It was an interesting and cost effective test, but this wouldn't continue.... unless they get this on PSN and Live...to which, everything is up in the air.
Getting money in advance rather than afterwards is much preferrable, even if you can't ever sell another copy. However, consider Minecraft. A lot of people said that selling it cheaper for the Alpha and Beta periods was going to kill sales of the full product. But there are a lot of people who never heard of Minecraft until it hit 1.0, and it's still selling new copies.
Even if the DFA is only on Steam and never comes to a console, iOS, Android or any other platform than home computers, there will still be a market for the game beyond those who funded the Kickstarter. There will be those who missed the news, those who didn't have money during the funding, who won't put down money until they read a review, who won't even know they like adventure games until they see a Let's Play on Youtube, people who will buy it for $7.50 during a Steam sale, etc. etc. There is a lot of potential to make money on this game after it's release.
I love this so much. There are so many genres of game that just don't get made anymore, or low selling yet critically acclaimed games that I would love to see a Kickstarter starting for.
I'd love to see the folks behind X-Wing or Wing Commander try to fund a new space sim this way. I'd love to see Toys for Bob finally get to make the new Star Control-like game they've said they'd love to make for years, although I suspect right now they're too busy with all the money Skylanders is practically printing for them. I'd be happy to donate something to Ragnar Tornquist wrangling up the funding to make a Longest Journey/Dreamfall sequel finally.
Hell, I'd even donate money just towards something like a current active company acquiring the rights to a series that's owner has forgotten about it, like Telltale or Double Fine buying up Monkey Island, Atlus acquiring Suikoden or Shining Force, whatever.
It kinda depends on how you define harsh, when you refuse to listen to fans, because you wanna save money and say, but the only way to navigate is with WASD because of some boring excuse, thats just unacceptable.
Seriously if Point n click future is WASD control and quicktime events hint hint jurassic park, i rather than genre stays dead. The Genre is named point n click for a reason.
Instead of making us control with WASD maybe they just make a proper controller for consoles or even better, include a damn mouse.
Tales of monkey island, with point n click only, better inventory system, not being so zoomed in, because textures isnt that high quality. no quicktime events, thats the right way for this genre imo.
Tales is definitely the high point for me. While i do love BTTF, Tales of monkeyisland is still the best but it could be so much better if they corrected some of those mistakes or admit they are doing x y z because of money and its easier to make a game that plays on consol and pc without any changes.
Its like the Darkness 2 what a great game tbh, but the morons dont understand that fov 45 on Pc makes people seasick, dizzy and gives headaches because we are sitting 2 feet from out monitor when people with consoles and tv are sitting what 8-12 feet away.
at some point you just get angry at how some companies are treating PC users, asking for basic feature isnt really to much is it ?.
Imo its better to skip a platform, instead of making a port and saying oh well f*** it lets just get what sales we can, then afterword they will whine about low pc sales, well go figure will you??.
Hopefully the next game from TTG will learn from their mistakes and maybe learn from Double fine if its not out by then. Point N Click needs to go back to its roots not change stuff which is great to inferiors adaptions.
Some fanboy of some companies like APPLE; Blizzard, Valve or whatever, they will accept anything, personally im not like that, i say things the way they are, yeah they might have made great choices but that doesnt make up for mistakes.
But we will see. sadly im afraid they will continue to fight for WASD control and tell us lies about its not possible to navigate bla bla, just like the community manager was lying to Total biscuit about FOV in the darkness 2 was low because of the demon arms bla bla bla.
Atleast a company should have the balls to come out straigh and say you know what we dont care about PC we simply dont care, we made a fast port to milk you for as much money as we could. Atleast then we would be on the same page.
But if all things goes well, Double fine new hopefully (2d) adventure point n click will revive the genre both for indie devs and big companies, gemini rue is an amazing point n click 2d game.
Well, the genre is called Adventure. Of which, point and click is a single method of delivering that genre. And, honestly, you really can't do dynamic camera angles with point and click without it being incredibly clunky. Not that point and click is a bad method, it's just not right for what they wanted to do. I think, though not a perfect method by any means, click and drag is a good alternative to meet these needs.
*shruuuug*
No need for conspiracy theories or nothin. Either way, point and click doesn't define adventure.
I'll give Telltale some credit for trying to do something a bit different.
But again, I think the rushed scheduling limits the time they have on developing it.
(I should imagine that they took a lot more time making the engine in its first iteration, getting it right for what they wanted to do with it)
And underdeveloped gameplay design can turn even the best of games into complete and utter frustrating nightmares!
Well, it defines point&click adventures, the genre i enjoy the most and on top it's the best method up to date how to steer such games on a computer with input devices like a keyboard and a mouse. You can continue to believe into what they tell you about the camera voodoo but it's not the whole story as you can make many film like scenes also in a 3d point&click scenario.
Direct control has its advantages as well but contrary to TTG they aren't this important to me, at least in these type of games so i still prefer point&click. I also don't want to play these games on a console, so really i don't have much need for direct control, more as their implementations were never fully convincing considering weird scene setups where they confused you with changing the walking direction or you ended up in dead ends with bad chosen angles and so on.
TTG aren't Naughty Dog. TTG are miles away from their production standards in many aspects so why not doing it your own style and in a way your customers prefer?!
Anyway, back to the fun: According to Tim's twitter it seems that we'll get a 2d point&click adventure. If this turns out to be true than we finally get what quite some of us always wanted, a big Hurra! :O)
Btw. you know that Activision once started as a real cool company for the VCS 2600 and did some great games like Crane's Pitfall or Whitehead's SkyJinks, first third party company if i remember things correctly as well.
Btw. you know that Activision once started as a real cool company for the VCS 2600 and did some great games like Crane's Pitfall or Whitehead's SkyJinks, first third party company if i remember things correctly as well.
Yeah, many of these big companies had humble, almost pure, origins.
But thats time and money for you. They corrupt.
(Capitalism in general as well I guess, but lets not get into that!)
Its like they try to deny their roots, the very thing that made them the powerhouses they are today.
I don't define adventures by P&C either. It makes them sound so pithy and small. "Oh it's easy! It's just point and click!" Bleh. Parser was around before that with arrow controls and nobody complained. I don't get why everyone's freaking out over WASD now. QTE I can understand, but my goodness. Stop being so lazy and use both your hands on a video game for once! It just seems like an incredibly lazy excuse.
Like what? $15k gets you a voice acting role as a misc. NPC?
Actually, for $15K you get dinner with Tim and devs.
Adding to the smaller bonuses brings up an issue though. Anything they add now, they'll have to give out to everyone else who backed more. More likely than that, they would add to the maximum of the other levels. They can always sign more posters or get someone to paint more portraits(but then they are less exclusive and blah blah...in the end, they will probably just leave it as is).
I am very, VERY excited for this! I LOVE Grim Fandango and still consider it the best game ever made, so I hope this game will live up to its promises instead of being a vague, easy experience like the telltale episodic adventures. (please don't hate me, I love Telltale, but they're nothing compared to the old, not episodic adventures, sorry) Yay!
I don't define adventures by P&C either. It makes them sound so pithy and small. "Oh it's easy! It's just point and click!" Bleh. Parser was around before that with arrow controls and nobody complained. I don't get why everyone's freaking out over WASD now. QTE I can understand, but my goodness. Stop being so lazy and use both your hands on a video game for once! It just seems like an incredibly lazy excuse.
I don't understand it either. I rather like WASD personally. I find it easier to get from place to place using direct control than clicking. Also, you can run, which makes things faster while you had to do that weird double click thing to run with P&C.
Also, when using a touchpad (like I am) it's so much easier to use defined buttons for everything than struggling with the mouse.
@MusicallyInspired
Now whilst i also did play the Infocom adventures, text adventures or graphical text adventure never were great from their interfaces and many people complained and sweared in front of their screens because they struggled to communicate their ideas to the game and this was even more true when your native language wasn't english.
A text adventure kind of experience could be very cool if you could talk to your game in a comfortable way instead and the voice recognition is really working and forgiving. The great thing about text adventures was/is that all, or many things if you add some gfx&sfx, happen in your imagination but for sure it's not typing in text and hoping that the parser gets what you want..
I don't have a problem with non-point and click interfaces. I'm one of the few people who liked the way Escape and Grim played.
What I like in an adventure game though is the ability to use different actions and just try different things on things. The point of this is to make sure that I just solve puzzles because I want to and not because the game takes the thinking away from me like in the TTG games where "click = solve".
Bonus points if the "wrong" actions give you a funny line/reaction or a little push in the right direction.
What I'd like to see happening in this project is Tim and Ron exploring new ways of playing an adventure game for adventure game fans, just like graphics adventures were a step up from text adventures in terms of interface and the verb system in Maniac Mansion revolutionized the way adventure games were played, similarly the Verb Coin interface from CMI influenced a lot of adventure games after it.
Telltale did not do that, they tried to make the games accessible for people who never played an adventure game before and unfortunately they achieved that by making the interface hard to figure out intuitively and making the puzzles laughably easy as a trade-off.
Also, about their excuse for "cinematic angles":
Please keep the puzzle solving and the cinematics separated. Thinking games work best if you have a nice view over the whole scene instead of navigating between limited views full of eye candy with only one clickable item per screen.
@Guinea
You do realise that people are giving away their money exactly because they do want a quality point&click adventure game and not something different? That's what has been advertised and if you think different then i suggest reading through the comments on kickstarter and watch the video again.
I also would have backed up a Psychonauts 2 or something completely different because of Tim and Double Fine but i definately wouldn't have spent as much as i did on this one. Actually i never spent this much money on a game in my life but hey i'm sure this one will be worth it! It already was to show certain publishers and developers what kind of idiots they are.
@Guinea
You do realise that people are giving away their money exactly because they do want a quality point&click aventure game and not something different? That's what was advertised and if you think different then i suggest reading through the comments on kickstarter.
I know they make a point and click game, my comment was more directed at the people saying "but TTG makes great adventure games too" and and those who said "adventure games can only be point and click" because both is wrong in my opinion. Sorry if it didn't come across like that.
Anyway, not only am I going to give $30 to this because I just know this will be great, but also I don't have a credit card, and I'm going to get one just for this, so yeah. Double Fine have my full support.
What I wanted to say is I wouldn't mind if it wasn't just a pure oldschool game, but a successful attempt at setting a new standard for point and click adventure interfaces like CMI's verb coin was back then. A better way to handle multiple actions, item combinations, dialog puzzles etc.
I think there is a good chance they could get this game on PSN..and the iPad..and that could result in a big sales kick.. if they use the money to make a great game..the skys the limit
I think there's a pretty good chance we'll see it on PSN and XBLA. Costume Quest and Stacking both released on both. And the Monkey Island remakes both did pretty well, so there's definitely a market for it.
This reminds me that I have yet to play the Iron Brigade DLC.
@Guinea
Okay, let me put it this way, for this one i think it's very important that people get what they want and that's a old school point&click adventure game because we have been ignored for such a long time.
After this one i want to see more point&click adventure games and i don't care if they are done in 2d or 3d as long as the chosen technique serves the design of the game the best, sometimes that's 2d, sometimes that's 3d, and i'm also open to different game designs. I'm even open to a direct controlled 3d adventure game BUT it has to be done RIGHT and NOT the way TTG has done it because their approaches so far were all half baked and mediocre from the technical aspects as well as from the designs and the content.
And still there always will be the love for point&click adventure games. So yes i am open to new stuff and trying to evolve things but i also admire the beauty of point&click adventures because the design just works and whatever comes up next it has to make sense in the first place. And if it's not better than point&click it doesn't make much sense. Does this sound reasonable?
So... I have noticed my money has not been taken out of my account yet.... So this means that that $1,627,781 may not be entirely accurate.. some people may not have money in their accounts in 30 days... so the final total may drop significantly when its time to actually make good on your pledge...
If you watched the counter closely you already could notice that sometimes the amount went down a little bit if people for instance changed from a higher to lower pledge but it also worked the other way. I don't think that there will be much of a change because i expect most people not changing their opinion on this one on a monthly basis. It might be that reality bites a few but that should be a minority, hopefully. And if you're afraid then just increase yours. :O)
Yes this makes sense, as it's exactly what I think and tried to say with my posts
And I agree that Double Fine's best bet is to not take any risks with the classic formula and sticks to something that worked well back in the day. I'd love the CMI interface used right once again, but I wouldn't mind a SMI-12-verb interface or something like that either.
But IF somebody could take such a risk and do it right, it's them, so I trust them either way.
They say "point and click adventure game", but frankly?
I'm in love with a style of play, NOT with an interface.
The problem with Telltale's "cinematic" control scheme isn't that it dares to use the keyboard for anything, but that it's optimized for something other than gameplay. Being able to move your camera around and look at things in a different way only facilitates the core function of looking "more like a movie", while sacrificing ease of use and disorienting the player.
Telltale's camera and control schemes being shit, however, does not necessarily mean that control schemes not based on a cursor are evil. That feels like very backwards-looking thinking to me. However, moving forward, an interface can only be considered better if it furthers the goal of making the game ore fun to play or easier to understand(from a basic controls perspective).
Even the earliest iterations of point and click itself inherited the conventional control method crown from an earlier set of controls. Any appeals to history, tradition, or an inherent need for this particular control scheme is complete bullshit and anyone smart enough to change a lightbulb should be able to see this. The name "Adventure" is snagged from Colossal Cave Adventure, which was not graphical and had a text parser. Text parsers were the ONLY control scheme for ELEVEN YEARS, and persisted for a few years after the first "point and click" games surfaced(many people groused about the point and click interfaces, and how dropping them removed a lot of complexity from the genre as a whole). Hell, Starship Titanic, released in 1998, had a text parser!
When people argue for a "traditional" point and click interface, they're arguing for a type of interface that evolved drastically in the 10 years between Maniac Mansion and Curse of Monkey Island(if anyone wants to remind me of major changes after this, be sure to bring that up). Every step of the way, point and click interfaces worked to remove complexity, and compensating for this caused some really poor design decisions(pixel hunts, anyone?).
I'm not saying "point and click is evil" or even "point and click is irrelevant and should never be used". I'm saying that people should consider their gameplay development goals and then create an interface to facilitate that, not choose an interface and rejigger the gameplay to fit within the interface. You don't get progress that way, you'll never get progress that way.
@Guinea
Fine, but if you think about it, TTG's adventures never lacked due to the point&click interface, actually that was one of their strengths, especially if you compared it to other cheaper adventure productions which sometimes had their problems with it. TTG lacked on the content, the balancing and the puzzle design. So why not improve these aspects in the first place instead of replacing&ruining a component which already worked just fine?
Looking out for enlarging the userbase is fine but it's not by screwing up those who got them started unless you don't mind misusing them for building up a business which intends to work for different customers later on.
Although it would have been wonderful, i didn't expect that i like every game TTG makes but there is a difference between i like some more&less and all productions suck at a certain point. Then, something went wrong.
If TTG would have listened to their user base and acted less ignorant then a TOMI would have been able to be steered by point&click on computers (plus the direct control from consoles if wanted) but they didn't care enough. And if it's true that sales decreased lately and projects went worse than expected then i'm not sorry as that's what they have been asking for and therefore deserved. It's up to them to regain reputation.
They might also continue their strategy utalising already established IPs and fan bases with people who aren't adventure gamers in the first place but looking at the IPs and the game designs according to these fans that's mostly not what i'm interested in.
Simple question, in which kickstarter project would you invest more trust and therefore money?
a) Tim Schafer (& Ron Gilbert) & Double Fine announcing some adventure experience.
b) TTG announcing some adventure experience.
It's a no brainer for me where to invest my money.
Double Fine, because Telltale has failed in the most outright disgustingly reprehensible way possible to "produce a game similar to this" in recent years. Tim Schafer "failed" by "not trying", which is perfectly acceptable.
@Ribs
Wrong answer imo because his video already was much more funny than everything i've seen from TTG but you're free to go as you're the "i just want to watch a movie" guy(?) anyway.
I loved Tales of Monkey Island, but the controls were definitely awkward, and a step back from Sam & Max. It was still a lot better than Escape from Monkey Island though
That's also a point i quite don't understand. Which TTG production exactly has great story telling? If i would be asked for great story telling examples in games i could name some text-/action- and point&click adventures but none of them would be a TTG production. I guess Bone would be the best from TTG, so, i still vote for a Bone 3. That's something i would buy.
Comments
Sounds like you just described EA.:D
Pretty much.
But to give EA credit, they do publish some indie stuff, so they are trying to change, ("to suck less").
Activision is THE WORSE.
I think there is a good chance they could get this game on PSN..and the iPad..and that could result in a big sales kick.. if they use the money to make a great game..the skys the limit
Getting money in advance rather than afterwards is much preferrable, even if you can't ever sell another copy. However, consider Minecraft. A lot of people said that selling it cheaper for the Alpha and Beta periods was going to kill sales of the full product. But there are a lot of people who never heard of Minecraft until it hit 1.0, and it's still selling new copies.
Even if the DFA is only on Steam and never comes to a console, iOS, Android or any other platform than home computers, there will still be a market for the game beyond those who funded the Kickstarter. There will be those who missed the news, those who didn't have money during the funding, who won't put down money until they read a review, who won't even know they like adventure games until they see a Let's Play on Youtube, people who will buy it for $7.50 during a Steam sale, etc. etc. There is a lot of potential to make money on this game after it's release.
I love this so much. There are so many genres of game that just don't get made anymore, or low selling yet critically acclaimed games that I would love to see a Kickstarter starting for.
I'd love to see the folks behind X-Wing or Wing Commander try to fund a new space sim this way. I'd love to see Toys for Bob finally get to make the new Star Control-like game they've said they'd love to make for years, although I suspect right now they're too busy with all the money Skylanders is practically printing for them. I'd be happy to donate something to Ragnar Tornquist wrangling up the funding to make a Longest Journey/Dreamfall sequel finally.
Hell, I'd even donate money just towards something like a current active company acquiring the rights to a series that's owner has forgotten about it, like Telltale or Double Fine buying up Monkey Island, Atlus acquiring Suikoden or Shining Force, whatever.
Seriously if Point n click future is WASD control and quicktime events hint hint jurassic park, i rather than genre stays dead. The Genre is named point n click for a reason.
Instead of making us control with WASD maybe they just make a proper controller for consoles or even better, include a damn mouse.
Tales of monkey island, with point n click only, better inventory system, not being so zoomed in, because textures isnt that high quality. no quicktime events, thats the right way for this genre imo.
Tales is definitely the high point for me. While i do love BTTF, Tales of monkeyisland is still the best but it could be so much better if they corrected some of those mistakes or admit they are doing x y z because of money and its easier to make a game that plays on consol and pc without any changes.
Its like the Darkness 2 what a great game tbh, but the morons dont understand that fov 45 on Pc makes people seasick, dizzy and gives headaches because we are sitting 2 feet from out monitor when people with consoles and tv are sitting what 8-12 feet away.
at some point you just get angry at how some companies are treating PC users, asking for basic feature isnt really to much is it ?.
Imo its better to skip a platform, instead of making a port and saying oh well f*** it lets just get what sales we can, then afterword they will whine about low pc sales, well go figure will you??.
Hopefully the next game from TTG will learn from their mistakes and maybe learn from Double fine if its not out by then. Point N Click needs to go back to its roots not change stuff which is great to inferiors adaptions.
Some fanboy of some companies like APPLE; Blizzard, Valve or whatever, they will accept anything, personally im not like that, i say things the way they are, yeah they might have made great choices but that doesnt make up for mistakes.
But we will see. sadly im afraid they will continue to fight for WASD control and tell us lies about its not possible to navigate bla bla, just like the community manager was lying to Total biscuit about FOV in the darkness 2 was low because of the demon arms bla bla bla.
Atleast a company should have the balls to come out straigh and say you know what we dont care about PC we simply dont care, we made a fast port to milk you for as much money as we could. Atleast then we would be on the same page.
But if all things goes well, Double fine new hopefully (2d) adventure point n click will revive the genre both for indie devs and big companies, gemini rue is an amazing point n click 2d game.
Well, the genre is called Adventure. Of which, point and click is a single method of delivering that genre. And, honestly, you really can't do dynamic camera angles with point and click without it being incredibly clunky. Not that point and click is a bad method, it's just not right for what they wanted to do. I think, though not a perfect method by any means, click and drag is a good alternative to meet these needs.
*shruuuug*
No need for conspiracy theories or nothin. Either way, point and click doesn't define adventure.
But again, I think the rushed scheduling limits the time they have on developing it.
(I should imagine that they took a lot more time making the engine in its first iteration, getting it right for what they wanted to do with it)
And underdeveloped gameplay design can turn even the best of games into complete and utter frustrating nightmares!
That being said.
Direct control has its advantages as well but contrary to TTG they aren't this important to me, at least in these type of games so i still prefer point&click. I also don't want to play these games on a console, so really i don't have much need for direct control, more as their implementations were never fully convincing considering weird scene setups where they confused you with changing the walking direction or you ended up in dead ends with bad chosen angles and so on.
TTG aren't Naughty Dog. TTG are miles away from their production standards in many aspects so why not doing it your own style and in a way your customers prefer?!
Anyway, back to the fun: According to Tim's twitter it seems that we'll get a 2d point&click adventure. If this turns out to be true than we finally get what quite some of us always wanted, a big Hurra! :O)
Btw. you know that Activision once started as a real cool company for the VCS 2600 and did some great games like Crane's Pitfall or Whitehead's SkyJinks, first third party company if i remember things correctly as well.
Yeah, many of these big companies had humble, almost pure, origins.
But thats time and money for you. They corrupt.
(Capitalism in general as well I guess, but lets not get into that!)
Its like they try to deny their roots, the very thing that made them the powerhouses they are today.
Its just ironic.
Like what? $15k gets you a voice acting role as a misc. NPC?
Actually, for $15K you get dinner with Tim and devs.
Adding to the smaller bonuses brings up an issue though. Anything they add now, they'll have to give out to everyone else who backed more. More likely than that, they would add to the maximum of the other levels. They can always sign more posters or get someone to paint more portraits(but then they are less exclusive and blah blah...in the end, they will probably just leave it as is).
I don't understand it either. I rather like WASD personally. I find it easier to get from place to place using direct control than clicking. Also, you can run, which makes things faster while you had to do that weird double click thing to run with P&C.
Also, when using a touchpad (like I am) it's so much easier to use defined buttons for everything than struggling with the mouse.
Now whilst i also did play the Infocom adventures, text adventures or graphical text adventure never were great from their interfaces and many people complained and sweared in front of their screens because they struggled to communicate their ideas to the game and this was even more true when your native language wasn't english.
A text adventure kind of experience could be very cool if you could talk to your game in a comfortable way instead and the voice recognition is really working and forgiving. The great thing about text adventures was/is that all, or many things if you add some gfx&sfx, happen in your imagination but for sure it's not typing in text and hoping that the parser gets what you want..
What I like in an adventure game though is the ability to use different actions and just try different things on things. The point of this is to make sure that I just solve puzzles because I want to and not because the game takes the thinking away from me like in the TTG games where "click = solve".
Bonus points if the "wrong" actions give you a funny line/reaction or a little push in the right direction.
What I'd like to see happening in this project is Tim and Ron exploring new ways of playing an adventure game for adventure game fans, just like graphics adventures were a step up from text adventures in terms of interface and the verb system in Maniac Mansion revolutionized the way adventure games were played, similarly the Verb Coin interface from CMI influenced a lot of adventure games after it.
Telltale did not do that, they tried to make the games accessible for people who never played an adventure game before and unfortunately they achieved that by making the interface hard to figure out intuitively and making the puzzles laughably easy as a trade-off.
Also, about their excuse for "cinematic angles":
Please keep the puzzle solving and the cinematics separated. Thinking games work best if you have a nice view over the whole scene instead of navigating between limited views full of eye candy with only one clickable item per screen.
That's the last of them. Get her!
him.
No wonder i never got date requests from this forum's females...
In my defense, I still prefer point and click, so don't kill me.
You do realise that people are giving away their money exactly because they do want a quality point&click adventure game and not something different? That's what has been advertised and if you think different then i suggest reading through the comments on kickstarter and watch the video again.
I also would have backed up a Psychonauts 2 or something completely different because of Tim and Double Fine but i definately wouldn't have spent as much as i did on this one. Actually i never spent this much money on a game in my life but hey i'm sure this one will be worth it! It already was to show certain publishers and developers what kind of idiots they are.
I know they make a point and click game, my comment was more directed at the people saying "but TTG makes great adventure games too" and and those who said "adventure games can only be point and click" because both is wrong in my opinion. Sorry if it didn't come across like that.
Anyway, not only am I going to give $30 to this because I just know this will be great, but also I don't have a credit card, and I'm going to get one just for this, so yeah. Double Fine have my full support.
What I wanted to say is I wouldn't mind if it wasn't just a pure oldschool game, but a successful attempt at setting a new standard for point and click adventure interfaces like CMI's verb coin was back then. A better way to handle multiple actions, item combinations, dialog puzzles etc.
I think there's a pretty good chance we'll see it on PSN and XBLA. Costume Quest and Stacking both released on both. And the Monkey Island remakes both did pretty well, so there's definitely a market for it.
This reminds me that I have yet to play the Iron Brigade DLC.
Okay, let me put it this way, for this one i think it's very important that people get what they want and that's a old school point&click adventure game because we have been ignored for such a long time.
After this one i want to see more point&click adventure games and i don't care if they are done in 2d or 3d as long as the chosen technique serves the design of the game the best, sometimes that's 2d, sometimes that's 3d, and i'm also open to different game designs. I'm even open to a direct controlled 3d adventure game BUT it has to be done RIGHT and NOT the way TTG has done it because their approaches so far were all half baked and mediocre from the technical aspects as well as from the designs and the content.
And still there always will be the love for point&click adventure games. So yes i am open to new stuff and trying to evolve things but i also admire the beauty of point&click adventures because the design just works and whatever comes up next it has to make sense in the first place. And if it's not better than point&click it doesn't make much sense. Does this sound reasonable?
I hope it stays up there but I fear shenanigans .
Yes this makes sense, as it's exactly what I think and tried to say with my posts
And I agree that Double Fine's best bet is to not take any risks with the classic formula and sticks to something that worked well back in the day. I'd love the CMI interface used right once again, but I wouldn't mind a SMI-12-verb interface or something like that either.
But IF somebody could take such a risk and do it right, it's them, so I trust them either way.
$50 gets you a physical copy of the soundtrack.
$150 gets you an art book
Maybe some alternate bundles with "Ask Me About <Upcoming Game>" buttons, T-shirts or other physical goods for people who don't care about posters.
I'm in love with a style of play, NOT with an interface.
The problem with Telltale's "cinematic" control scheme isn't that it dares to use the keyboard for anything, but that it's optimized for something other than gameplay. Being able to move your camera around and look at things in a different way only facilitates the core function of looking "more like a movie", while sacrificing ease of use and disorienting the player.
Telltale's camera and control schemes being shit, however, does not necessarily mean that control schemes not based on a cursor are evil. That feels like very backwards-looking thinking to me. However, moving forward, an interface can only be considered better if it furthers the goal of making the game ore fun to play or easier to understand(from a basic controls perspective).
Even the earliest iterations of point and click itself inherited the conventional control method crown from an earlier set of controls. Any appeals to history, tradition, or an inherent need for this particular control scheme is complete bullshit and anyone smart enough to change a lightbulb should be able to see this. The name "Adventure" is snagged from Colossal Cave Adventure, which was not graphical and had a text parser. Text parsers were the ONLY control scheme for ELEVEN YEARS, and persisted for a few years after the first "point and click" games surfaced(many people groused about the point and click interfaces, and how dropping them removed a lot of complexity from the genre as a whole). Hell, Starship Titanic, released in 1998, had a text parser!
When people argue for a "traditional" point and click interface, they're arguing for a type of interface that evolved drastically in the 10 years between Maniac Mansion and Curse of Monkey Island(if anyone wants to remind me of major changes after this, be sure to bring that up). Every step of the way, point and click interfaces worked to remove complexity, and compensating for this caused some really poor design decisions(pixel hunts, anyone?).
I'm not saying "point and click is evil" or even "point and click is irrelevant and should never be used". I'm saying that people should consider their gameplay development goals and then create an interface to facilitate that, not choose an interface and rejigger the gameplay to fit within the interface. You don't get progress that way, you'll never get progress that way.
Fine, but if you think about it, TTG's adventures never lacked due to the point&click interface, actually that was one of their strengths, especially if you compared it to other cheaper adventure productions which sometimes had their problems with it. TTG lacked on the content, the balancing and the puzzle design. So why not improve these aspects in the first place instead of replacing&ruining a component which already worked just fine?
Looking out for enlarging the userbase is fine but it's not by screwing up those who got them started unless you don't mind misusing them for building up a business which intends to work for different customers later on.
Although it would have been wonderful, i didn't expect that i like every game TTG makes but there is a difference between i like some more&less and all productions suck at a certain point. Then, something went wrong.
If TTG would have listened to their user base and acted less ignorant then a TOMI would have been able to be steered by point&click on computers (plus the direct control from consoles if wanted) but they didn't care enough. And if it's true that sales decreased lately and projects went worse than expected then i'm not sorry as that's what they have been asking for and therefore deserved. It's up to them to regain reputation.
They might also continue their strategy utalising already established IPs and fan bases with people who aren't adventure gamers in the first place but looking at the IPs and the game designs according to these fans that's mostly not what i'm interested in.
Simple question, in which kickstarter project would you invest more trust and therefore money?
a) Tim Schafer (& Ron Gilbert) & Double Fine announcing some adventure experience.
b) TTG announcing some adventure experience.
It's a no brainer for me where to invest my money.
Wrong answer imo because his video already was much more funny than everything i've seen from TTG but you're free to go as you're the "i just want to watch a movie" guy(?) anyway.