AstroZombie
Arcane
Just the usual, Double Fine ran out of money, people are mad this time because it is their money wasted instead of EA/THQ money.
Now they know how it feels like to publish a Double Fine game.
Just the usual, Double Fine ran out of money, people are mad this time because it is their money wasted instead of EA/THQ money.
All of a sudden, publishers being evil and wanting more than a little share of profits for actually seeing a game through to completion and then marketing it, ie. making something out of a bunch of guys who don't know what to do with their talent, doesn't sound so bad and unfair.
Very curious about how WL2, Torment and PE will turn out in the end. I guess InXile is in a particularly good spot about it; they've got the Torment budget as a buffer zone for WL2 which they could hopefully substitute with WL2 sales after release should they ever need to.
All of a sudden, publishers being evil and wanting more than a little share of profits for actually seeing a game through to completion and then marketing it, ie. making something out of a bunch of guys who don't know what to do with their talent, doesn't sound so bad and unfair.
Very curious about how WL2, Torment and PE will turn out in the end. I guess InXile is in a particularly good spot about it; they've got the Torment budget as a buffer zone for WL2 which they could hopefully substitute with WL2 sales after release should they ever need to.
I'm not worried about PE, from their updates it seems like they've got their shit together more than DF (not hard, tbh).
How funny that Tim bashes publishers on his newspost, when people like him are the reason publisher exists... if with 800% of your budget you can't make one fucking game, then clearly you are incapable of handling money and must work under a tight leash, controlled by people with an actual sense of how managing stuff...
How funny that Tim bashes publishers on his newspost, when people like him are the reason publisher exists... if with 800% of your budget you can't make one fucking game, then clearly you are incapable of handling money and must work under a tight leash, controlled by people with an actual sense of how managing stuff...
And I think it's time for J_C and Dexter to send their resumes in to Double Fine. With their wasteful spending I'm sure they're willing to hire a couple of lickspittle community managers at $75,000 a year plus health benefits and lattes.
So what happens when they release the first part of the game on early access and just a handful of people buy it?
Throw the rest away and give up?
Go back to Kickstarter?
So what happens when they release the first part of the game on early access and just a handful of people buy it?
Throw the rest away and give up?
Go back to Kickstarter?
So what happens when they release the first part of the game on early access and just a handful of people buy it?
Throw the rest away and give up?
Go back to Kickstarter?
Hopefully Double Fine goes under :D
Documentary-schmockumenary. If I wanted to watch a video of a trainwreck, I'd put on "The Fugative". Or maybe "Ishtar".
Bt
How many games would you be able to make with the 400k they've set aside for the documentary?
In all honesty, that could probably fund two adventure games from my crew. At least - maybe three depending on how creative and frugal we get with our funds.
Bt
The other weird thing is that while I'm not per se hostile to the art style, it's not some hyper-detailed resource-intensive approach. It looks like the kind of art that, once the artists grasped the style, could be produced quickly.
Documentary-schmockumenary. If I wanted to watch a video of a trainwreck, I'd put on "The Fugative". Or maybe "Ishtar".
Bt
How many games would you be able to make with the 400k they've set aside for the documentary?
In all honesty, that could probably fund two adventure games from my crew. At least - maybe three depending on how creative and frugal we get with our funds.
Bt
Even in 3D, it seems easier to construct than the characters and environments in, say, Telltale's various games.It could be but they are doing it in 3D, even though the art style certainly doesn't demand it and the benefits so far seem fairly minimal.
You are talking about managers, who are also designers. When I say managers, I think of the money guys, who don't have a clue how to design a game, they just know how to run a studio financially.Sure they can. Because they actually manage whole teams of people and coordinate work between them while constantly checking the milestones against deadlines and financial constraints. That's actually a dictionary definition of a "producer" (one that produces). A really good manager is *always* involved in the design process coordinating work of the designers and understanding what they are talking about. In many respects he is a designer, but the one who represents "the voice of reason" rather than "the voice of artistic inspiration" or whatever.
I don't recall that it was ever confirmed. The two characters exist in separate worlds (at least in the first act), they can't interact.I thought being able to switch between the characters was confirmed. Tim talked about how a flaw in many PnC adventure games was that you had to focus on a single puzzle and he wanted a mechanic where you had more than 1 at a time so if you were stuck on one you could work on the other. (holy run-on sentence batman)
All of a sudden, publishers being evil and wanting more than a little share of profits for actually seeing a game through to completion and then marketing it, ie. making something out of a bunch of guys who don't know what to do with their talent, doesn't sound so bad and unfair.
So you can have more AAA games from your favourite publishers, amirite?So what happens when they release the first part of the game on early access and just a handful of people buy it?
Throw the rest away and give up?
Go back to Kickstarter?
Hopefully Double Fine goes under :D
How many people are there on your team? Are you guys working in fulltime game development, or you have other jobs? Do you have an own office, or you work from home?Documentary-schmockumenary. If I wanted to watch a video of a trainwreck, I'd put on "The Fugative". Or maybe "Ishtar".
Bt
How many games would you be able to make with the 400k they've set aside for the documentary?
In all honesty, that could probably fund two adventure games from my crew. At least - maybe three depending on how creative and frugal we get with our funds.
Bt
I would think that adding 3D models in the 2D background would be pretty easy and with low cost. I believe that most of the budget for the visuals goes to the handpainted, unique hi-res backgrounds that should cost more than the last-gen budget 3D of telltale. But still, claiming that this was one of the main reasons they inflated their budget by 200% is ridiculous.Even in 3D, it seems easier to construct than the characters and environments in, say, Telltale's various games.
I think you can switch between them as you wish too, not that they interact. Though it's p obvious they're going to meet at some point.I don't recall that it was ever confirmed. The two characters exist in separate worlds (at least in the first act), they can't interact.
Well, that would be a fairly useless mechanic, only good as a frustration management tool. Certainly a far cry from the games of old, like everything in this project.I think you can switch between them as you wish too, not that they interact. Though it's p obvious they're going to meet at some point.
That's not new or genius at all, plenty of games had it before...There are some thing which I think are little acts of genius, such has having walking speed controlled by the distance of the mouse click in relation to the character.