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Broken Age - Double Fine's Kickstarter Adventure Game

ghostdog

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Did it? I've always thought it sold significantly less. The game was an abject commercial failure with 500k sales, really?

Bah, the usual bullshit. Full throttle sold double that (I think) so anything less was always going to be a commercial failure.
 

tuluse

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Did it? I've always thought it sold significantly less. The game was an abject commercial failure with 500k sales, really?

Bah, the usual bullshit. Full throttle sold double that (I think) so anything less was always going to be a commercial failure.
He says it hit it's internal numbers at LucasArts, but 500k just wasn't enough sales for publishers to be interested in adventure games anymore.

Also, I wouldn't be surprised if Grim Fandango was a lot more expensive than Full Throttle. All 3d art, and it's a lot longer.
 

Dexter

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http://www.gamespot.com/videos/broken-age-rethinking-a-classic-genre-for-the-mode/2300-6415966/
Some :rpgcodex: stuff in there too...
Apparently their definition of "Modern Adventure games" are stuff like Machinarium, Botanicula, Superbrothers: Sword & Sworcery or Kentucky Route Zero.


Looks like he used some of that KS money to get a dye job.

There's quite a bit about people like you in that video too, especially near the end when he talks about the reaction to their decision to postpone the game.
 

Tramboi

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Apparently their definition of "Modern Adventure games" are stuff like Machinarium, Botanicula, Superbrothers: Sword & Sworcery or Kentucky Route Zero.

Don't know about Kentucky Road Zero (yet) but Botanicula and Machinarium are infinitely better than Superbothers.
 

Metro

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There's quite a bit about people like you in that video too, especially near the end when he talks about the reaction to their decision to postpone the game.

Guess it's a good thing he has people like you to give him $6+ million and three+ years to make a half a simple adventure game.
 

Crooked Bee

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Apparently their definition of "Modern Adventure games" are stuff like Machinarium, Botanicula, Superbrothers: Sword & Sworcery or Kentucky Route Zero.

As probably the biggest pretentious adventure game fan on the Codex, I did enjoy all those four games. Kentucky Route Zero is extremely good for what it is, and I'm looking forward to its next episode a whole lot.

HOWEVER, I didn't pledge for a pretentious indie game. I pledged for an oldschool point and click adventure title from the makers of Day of the Tentacle.

Naive, I know.
 

tuluse

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Apparently their definition of "Modern Adventure games" are stuff like Machinarium, Botanicula, Superbrothers: Sword & Sworcery or Kentucky Route Zero.

As probably the biggest pretentious adventure game fan on the Codex, I did enjoy all those four games. Kentucky Route Zero is extremely good for what it is, and I'm looking forward to its next episode a whole lot.

HOWEVER, I didn't pledge for a pretentious indie game. I pledged for an oldschool point and click adventure title from the makers of Day of the Tentacle.

Naive, I know.
For the record, they didn't say the game would be like those. They just talked to the people who made them to try to understand what people like about them.

I've only played Machinarium and Superbrothers. I don't see how anyone could claim Machinarium is not an adventure game. While at the same time, I don't see how anyone could claim Superbrothers is good :P
 

Crooked Bee

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Yeah, I get that a lot :P Aside from the annoying twitter integration stuff, I did enjoy Superbrothers' atmosphere quite a bit, though.
 

tuluse

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BTW, the Superbrothers makers told Tim the main thing was that they didn't want the gameplay to interrupt the flow of the narrative, and Tim basically disagreed with that, but was very polite about it in the talk. He thinks getting stuck is good as long as it's the "good" kind of being stuck.
 

toro

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Apparently their definition of "Modern Adventure games" are stuff like Machinarium, Botanicula, Superbrothers: Sword & Sworcery or Kentucky Route Zero.

As probably the biggest pretentious adventure game fan on the Codex, I did enjoy all those four games. Kentucky Route Zero is extremely good for what it is, and I'm looking forward to its next episode a whole lot.

HOWEVER, I didn't pledge for a pretentious indie game. I pledged for an oldschool point and click adventure title from the makers of Day of the Tentacle.

Naive, I know.

How dare you!!!
 

Dexter

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As probably the biggest pretentious adventure game fan on the Codex, I did enjoy all those four games. Kentucky Route Zero is extremely good for what it is, and I'm looking forward to its next episode a whole lot.

HOWEVER, I didn't pledge for a pretentious indie game. I pledged for an oldschool point and click adventure title from the makers of Day of the Tentacle.
I liked Machinarium and Botanicula too... for what they were which was basically short, quirky Flash games seemingly mainly targeted for Browsers/Tablets/Mobile.
I have entirely different expectations for your usual full Adventure game...
I played Superbrothers but found it kinda meh... it especially lost me after telling me that I'm supposed to wait for the full moon or something to proceed.

Haven't played Kentucky Route Zero yet, waiting for Sale.
 

Crooked Bee

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Kentucky Route Zero is probably the only recent adventure game that I wouldn't hesitate to call great. It also uses text adventure elements in a pretty cool way, being more of a graphical/text adventure hybrid as a result.

It is, however, markedly different from classic adventure games, and completely devoid of challenge or puzzles, so I wouldn't like Double Fine to look to it when making Broken Age.
 

m_s0

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BTW, the Superbrothers makers told Tim the main thing was that they didn't want the gameplay to interrupt the flow of the narrative, and Tim basically disagreed with that, but was very polite about it in the talk. He thinks getting stuck is good as long as it's the "good" kind of being stuck.
The funny thing is the designers of those games are so pre-occupied with their neatly constructed narratives that they miss the little decisions present in the classics. Like giving the player more than one puzzle to play with at a time so that even when he gets stuck there's still something for him to do. The newer games aren't usually that hard, so technically it's not that big of a deal, but that really sticks out for me regardless and, frankly, makes the games old-school by intention feel modern to me despite their appearance.

I had that impression while playing Gemini Rue recently. It looks old, but the design feels new - and not in a good way. Puzzles in that game seemed like obstacles working against the narrative rather than an integral part of the experience that supported the narrative. The game is still impressive for what it is, but the designer either had a shallow understanding of what made the classics work or just had less of an interest in making a point'n'click adventure than in presenting a story through an interactive medium.
 

Burning Bridges

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Hard to believe that whole thing has still not exploded. Those Tim Schafer fans must be incredibly loyal (or stupid).
 

felipepepe

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It will only explode if the first part they release sells badly, but considering the hype around this, I find it unlikely... a lot of people were pissed by how badly they managed the money, but as soon as the hype train gets moving around release, sales should still be big.
 

J_C

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Exactly. It all depends on how does the first part look. If it is a good game, everybody will forget about the money mismanagement and giggle.
 

Modron

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How is poring profit from one game into the production of another one fraudulent behavior? He was not advising them to take KS money from Broken age and put into the game (besides he could not anyways they burned through that shit a while ago).
 

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