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Broken Age Act 2 Discussion
DF/Schafer chose to make the puzzles easy. It was a deliberate decision. Marketing and all that. Hard puzzles means fewer sales.
If that’s true then it’s foolish, since splitting the game has destroyed the game’s commercial potential and hype in ways that make that irrelevant.
Splitting the game came afterwards. If you ask me, that was foolish. Maybe necessary after DF had already spent too much money on less than half the game, but it could have been avoided.
I think that’s cynical, though.
Not at all. Unless good marketing is cynical. I’d call it foolish if Tim Schafer had concentrated on pleasing only his small base of hard-core adventure fans. He said as much. Don’t ask me to find the correct quote, it would probably take me ages. He said it just after the release of the first part.
Butter my buns and call me a biscuit! - Agent A
Shae and Vela are definitely nowhere near the top adventure game protagonists in my opinion (not even close, actually) - but I get that they were shooting for a way wider demographic…
Right…
Cynical? No.
Butter my buns and call me a biscuit! - Agent A
Release date announced to be April 28th (but 29th in Europe? Or is this just PS4/Vita?)
They can’t really lock Europe PC players for one day can they?
Well, they could for example release it on the 28th, 10:00 PM East Coast time, which would be on the 29th in Europe.
Hard puzzles means fewer sales.
I truly do not believe this. It’s the worst logic ever.
Hard puzzles means fewer sales.
I truly do not believe this. It’s the worst logic ever.
i dont believe it either.
But i believe that publishers believe it.
Hard puzzles means fewer sales.
I truly do not believe this. It’s the worst logic ever.
You used the words believe and logic in the same breath?
Believe it or not, that’s up to you. Tim Schafer believes it. Or maybe he sees the logic.
Butter my buns and call me a biscuit! - Agent A
it seems to me that a well designed adventure would always start a bit easy, get gradually harder until the end where the pacing is more important and as such puzzles have to be a bit easier again. So if you would cut other adventures in two, you might get the same pattern.
The latest documentary episode (19) was fantastic. This project has taken a huge toll on its creators and become a longer journey than anyone had imagined.
It seems like Act 2 is going to be a lot longer and more difficult than the first Act. Hopefully this doesn’t hurt the game’s pacing. I really enjoyed Act 1 for what it was, but I’m excited to finally play the full thing. I’ll probably start from the beginning.
I am looking forward to this game. Act 1 was fantastic.
I enjoy playing adventure games on my Alienware M17 r4 and my Nintendo Switch OLED.
E19 definetly was a good episode. The weight of the decisions considering layouts was very evident.
It’ll be nice to finally be able to play the game from start to finish and I expect a lot from the final wrap up episode and I do hope to see a postmortem about the project as well.
I’m looking forward to the finished game. I’ll definitely be replaying from the start.
It’s sad that this Kickstarter that seemed like such a boon for Double Fine three years ago ended up hurting their finances and reputation. Hopefully, in the long run Broken Age will be a good thing for them.
It wasn’t Broken Age that hurt DF financially, it was the cancellation of Majesco project and the money they weren’t paid considering Costume Quest 2.
According to Steamspy stats Broken Age has 250k oweners (+-13k), so all things considered, it has sold relatively well even after you take out the backers from those numbers (of which some redeemed their game through other services).
It wasn’t Broken Age that hurt DF financially, it was the cancellation of Majesco project and the money they weren’t paid considering Costume Quest 2.
I know it’s not responsible for the layoffs, but they did sink a lot of their own money into it, with sale numbers that, by their own admission, weren’t fantastic.
I remember, early on in the documentary, Justin Bailey (the COO) saying that DFA was a huge part of his financial forecast for the company’s near future—the profits from the game (which they wouldn’t have to share with anyone) would more or less ensure the studio’s independence. But now, it feels like the mood is more like “let’s be done with the damn thing and stop bleeding money already, and maybe we’ll be able to keep the lights on for another six months.”
With this out and Massive Chalice final release soon I hope they have more things lined up for after, besides the Sony deal for DotT remaster.
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