
tomimt
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Everything posted by tomimt
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This is also an issue for me, especially after I got Netflix from where I have the bad habit of watchin multiple episodes in a row.
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I can't defend Double Fine's developing practices either. I still do like the first part of Broken Age they did manage to get out, but the developement of the second half has taken already far too long. Despite my foudess I've noticed that my interest towards the game is fading away due to the time gap between. I really wouldn't fund anything by them either, if they'd come back in the KS. I've liked the documentary and the game, but being that they were the first project I backed and they still haven't finished the game while many others have, I can't help but to feel disappointed.
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Thanks Frede. I originally intented to render him without the fastfood and the screen on the front, but as it's widescreen resolution the fron seemed a bit too empty, so I decided to throw in a screen there as well.
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Sounds like a dodged bullet to me.
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I actually do consider it to be more important for the success of SpaceVenture for the big sites to even cover anything related to Two Guys rather than just being 100% accurate on their developement history. And besides, if they'd wanted to, I'm sure Scott and Mark could have corrected the interviewer.
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Personally I liked the UI quite a bit. The parsers could have used a bit more functionality, but all in all it was a decent experiment. And that Liars Dice game, while annoying, isn't anything a bit of good, old save/reload magic doesn't pretty quickly fix. But yeah, LSL7 would have worked without it a well.
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I'd argue, that Roberta, Al and Scott were good designers, as they were working in an era where there was no real, clear methods for developing games. Had they been bad developers they would have taken the first model they made and churn out all of their games within that model. Instead of doing that they at least seemingly learned from their mistakes and managed to make the gameplay better during their carereers. Roberta learning from her mistakes lead into the high points of King's Quest series as well as Al learning from his mistakes lead into the high points of Larry series. I think most Sierra titles do show the gradual rising awarness on how games could be designed to be better, rather than sticking stubbornly on a couple design ideas meant for different kinds of games. In one interview Al Lowe stated, that after they had shipped Larry 5 he realized, that the old method he used to design it was more fitting on a parser based game, hence it became his easiest title, so for the next title he had to think his methods all over in order to produce a game more suitable to a point and click interface. The things he learned from those games lead into IMO the best Larry title, Love For Sail.
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Space Quest Historian Podcast - The Official Thread
tomimt replied to Troels Pleimert's topic in Andromedan Spaceport
I have to say I agree with Frogacuda in that if SpaceVenture would be split, there would be a big propability that the second part of the story would be left unfinished, especially if the split would be done in order to get more developement funds. I just don't see half of SpaceVenture to have that kind of pull. As far I can tell i.e. Broken Sword 5's sales numbers picked up signifigantly after the second half of the game was published, as that was the point where people felt it was a safe purchase. Telltale can do well on episodic publishing, as people already know they are very likely to push out all the episodes because of their long history, but for new devs it might not be that simple. I suspect that Double Fine suffered from the episodic decision as well and that the sales after the completion of the game might be substentially bigger. -
It should be the right link now.
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Another small update. Check the first post for links. There's some more modeling and texturing and what not.
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Being technically innovative has very little to do with Sierra putting out mainly sequals. The innovative stuff was many times under the hood rather than in gameplay, but Sierra never was afraid in moving forwards, whetever it meant the use of FMV or using 3D engine.
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Sierra was pretty innovative. They did not only strive to use best tech possible, they also tried to advance the way stories were told in games. They also were among the first game companies to utilize the use of things like CD audio, full voice acting, sound cards. It might not look like much in today's POV, but back then those were humongous strides.
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Trying something new also is something the old Sierra would have done. Had they stayed in adventure business Sierra would have tried to be innovative rather than keep resting on its laurels.
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Personally I find most modern low res games to have pretty terrible artistic aesthetics. Old low res games tend to look much better because the artists who worked on them knew how to work in those resolutions in order to bring out the most from the limited tech they had to work with. Sierra AGI games for an example often balance wery nicely with the technical limitations and stylis end result. Not all of them, but there's some surprisingly stylish looking stuff there. Many modern low resolution games on the other hand look like they are done by people who try to imitatet the style but they don't necessarily have thr required know how on how to make the low resolution art look actually good. Of course there is good looking stuff there as well, but in many cases the art just looks like the developers were trying to hide the already poor quality of art by lowering the resolution instead of really working with the limitations of resolution.
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I've played this version. An old IT teacher of mine who used to hold computer clubs for the kids in the 80's and early 90's always let us play games after all the boring stuff was done and SQ3 was one of them. I remember always being puzzled, with everyone else, because of the lite speed button. I think I still might have my.... uh... back up copy of it somewhere. It is on floppies though, so I just as well might have thrown it away ages ago. Besides I don't even have a floppydrive anymore.
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Many people already guessed it, it will be a new King's Quest game, developed by the Odd Gentlemen (never heard of them). Also new Geometry Wars (never played it) http://venturebeat.com/2014/08/12/die-triangles-sierra-is-back-with-new-kings-quest-and-geometry-wars/
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They might become the biggest KS just because of that. And the best thing would be that they wouldn't have to actually deliver a thing for the backers.
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I think this was Sierras officila Twitter: https://twitter.com/sierragames That other one is just some one throwing a fast one.
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New KQ title would be logical starting point though. It always was a showcase series for Sierra, so why not a showcase for new start as well.
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Ah, okay then. It does then make this news sound a bit more promising.
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I take it John Williams is son of Ken and Roberta and not the composer? We'll know in a couple of days what will really happen. Let's just hope it is something good.
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I wouldn't be holding my breath for new adventure games myself. I'm betting on those re-releases on portable devices, which would mean that at least SQ games from 4 up could see new platforms. Then again, if SpaceVenture does good, and the guys are willing, perhaps some kind of licensing deal is possible. But then again, I'm fully okay if SQ is left to rest in peace as a series.
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I wonder if I should go to Valve forums to speculate if Activision is going to release Half-Life 3 under the revived Sierra banner.
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It's nice that they seem to be atleast considering of doing something with the huge title catalogue. I'm betting that at least a new SWAT title could have huge potential. Also, I'm guessing a lot of re-releases, possible even ports of point and click titles to Android and iOS, considering there's a lot of indie titles that have proven that old school point and click titles work pretty well on those platform as well.