Visualante2
Member
Has there been any indication of how The Cave performed financially? Not to suggest that it's related at all.
Didn't like Total Annihilation, huh?
Ron Gilbert finds himself leaping from studio to studio, putting out mediocre but well written games and hoping each time that his next leap will be the leap home.
For the short term, Clayton Kauzlaric and I have been toiling away on another iOS side project that I'm going to focus on over the next few months. It's called Scurvy Scallywags in The Voyage to Discover the Ultimate Sea Shanty: A Musical Match-3 Pirate RPG. I'll post some screen shots in the next few days.
He was present in several videos and tier rewards, so it is normal people would think he's involved.I never got the impression from the Kickstarter campaign that Gilbert was going to be significantly involved.
nothing, he wasn't involved
I mean sure he probably looked at it once and said "yeah I like this, I dont like that" but he has nothing to do with the project
also..
how about reading the OP
Calling deathspank medicore is far too kind.
This is now the second time he's joined a publisher, put out a mediocre game, and left immediately afterward?
As much as i adore the Monkey Island games, they were a long time ago, and neither Gilbert, Schafer, or Double fine themselves have put out anything near a classic in a long ass time.
I like their ideas and passion for games, but their execution leaves alot to be desired.
As much as I hate it, I'm exactly the same. I really want to like their games - Double Fine is a bohemian game developer. They just ooze style and revel in the virtues of their art while eschewing the capitalist constraints that have so ruined the game industry. And yet, their games kind of suck. Rock, Paper, Scissors described Brutal Legend as "raw enthusiasm in search of a game design". Their games make better art - the passively observed kind - than games you actually want to play.I agree. The idea of Double Fine is always better than their products. I like the people, I follow their Kickstarter and game jams, but I never bother with their games.
Yup. I kind of no longer care for Gilbert. After his last two games really bummed me out I am no longer looking forward to anything from him.
As much as I hate it, I'm exactly the same. I really want to like their games - Double Fine is a bohemian game developer. They just ooze style and revel in the virtues of their art while eschewing the capitalist constraints that have so ruined the game industry. And yet, their games kind of suck. Rock, Paper, Scissors described Brutal Legend as "raw enthusiasm in search of a game design". Their games make better art - the passively observed kind - than games you actually want to play.
I have a lot of respect for Double Fine. They are a very talented bunch. I just wish one of those talents was game design.
Ron didn't really strike me as an artist. He's a programmer, through and through. I think he honestly enjoys making iOS games, if for no other reason than he gets to program them himself. If that's what he enjoys doing, then more power to him, I say. I think a lot people would be disappointed if he just became a writer, not the least of which would be Ron himself.Same idea for DF as for Ron Gilbert, I suspect with something like an adventure game, where the main focus is not directly the gameplay, but mainly story, characters, art, atmosphere, etc, I think they could excel a lot more on it. Psychonauts is pretty cool also.
Pending studio name change to Single Okay?
There's no such thing as "modern game design". If anything, the things that make "modern game design" fun are just lessons that gamers are rediscovering from older, forgotten games (now with micro-transactions!). Show me a case of amazing "modern game design" and I'll show you a game at least 20 years old that did it better.From the long conversation he had with Tim Schafer about game design in one of the DFA side quest videos, I don't think I really agree with his take on modern game design. He is right about eliminating pixel hunts from adventure games, but outside of that I don't think he has any real solutions to make games like this fun.
From the long conversation he had with Tim Schafer about game design in one of the DFA side quest videos, I don't think I really agree with his take on modern game design. He is right about eliminating pixel hunts from adventure games, but outside of that I don't think he has any real solutions to make games like this fun. He just sort of slaps on recognizable gameplay and puts a Ron Gilbert script over the top of it. With stuff like Phoenix Wright, 999, To The Moon, and The Walking Dead out there, why doesn't he go in that direction?
he should open up a new studio called "Nostalgia Goggles"
Personally I think Gilbert isn't that a reflective individual who puts a lot of thought into the issues he is faced with. He tweeted this during this year's DICE:
Which I think is a pretty ignorant reaction.
The Cave took 2 years to make? What the hell....
As much as I hate it, I'm exactly the same. I really want to like their games - Double Fine is a bohemian game developer. They just ooze style and revel in the virtues of their art while eschewing the capitalist constraints that have so ruined the game industry. And yet, their games kind of suck. Rock, Paper, Scissors described Brutal Legend as "raw enthusiasm in search of a game design". Their games make better art - the passively observed kind - than games you actually want to play.
I have a lot of respect for Double Fine. They are a very talented bunch. I just wish one of those talents was game design.
I don't think he's against frustrating players. There's several moments in DeathSpank that exist, literally, just to frustrate players. They wanted to award an achievement to anybody who could sit through the history of felt (this was when the history of felt dialogue was literally the history of felt, before liberties were taken in the name of great justice).He seems to be obsessed with not frustrating players to the point that his games are ironically frustrating to play because they're kind of lifeless and not too fun outside of the writing.
I'm going with Psychonauts.Stacking is still Double Fine's best game.
He has nowhere to go but up.Ron don't do it. iOS is where old game designers go to die.
I'm not a fan of the mechanics. Where they aren't dull they're clunky.I'm going with Psychonauts.
As much as I hate it, I'm exactly the same. I really want to like their games - Double Fine is a bohemian game developer. They just ooze style and revel in the virtues of their art while eschewing the capitalist constraints that have so ruined the game industry. And yet, their games kind of suck. Rock, Paper, Scissors described Brutal Legend as "raw enthusiasm in search of a game design". Their games make better art - the passively observed kind - than games you actually want to play.
I have a lot of respect for Double Fine. They are a very talented bunch. I just wish one of those talents was game design.
I'm not a fan of the mechanics. Where they aren't dull they're clunky.
Can't really say I agree to any extent.I'm not a fan of the mechanics. Where they aren't dull they're clunky.
I agree. The idea of Double Fine is always better than their products. I like the people, I follow their Kickstarter and game jams, but I never bother with their games.