ThunderPeel2001

Broken Age - Double Fine Adventure!

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  On 7/19/2015 at 7:04 AM, elmuerte said:

maybe you forgot how to adventure

 

I don't think I ever knew how. Grim Fandango presented me with the same problems and I quit Machinarium when even the hint system couldn't help me solve a puzzle. I beat Broken Age Act 1, but apparently that was "too easy." I wish this one was more like that.

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I think the documentary is the best part of the whole process that created Broken Age. I enjoyed Broken Age, it was a fun adventure, but to me its the window into its creation that is fascinating and will hopefully persist for as long as the game itself does. I would pay to have a running series on games production from Double Fine that basically continued the documentary, but from Tim's comments in the last episode it seems like he wants a break from that openness, which I'm not that surprised about.

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I've been making my way through the documentary series and while it definitely feels like a really valuable document (that will only get more valuable as time goes on) I think as an exploration of the creative process it's a bit hampered by the fact that they don't want to spoil everything. Which is a problem that I don't really think would be solvable, considering the circumstances under which it was produced. But I always feel at an arm's length from the creative process because the specificity of choices people are making are often hidden away.

 

I will also say that it is an incredible piece of marketing because even as a non-backer I feel like I have so much emotion invested in Broken Age right now that it'd be ridiculous for me to not buy it.

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Now that I've finished Pillars of Eternity I picked Broken Age back up.  I think I played it wrong!

 

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So is that a problem?  Can you ruin the narrative for Broken Age for yourself?

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You're fine, and you have not been playing it wrong. Any further explanations would be spoilers.

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  On 8/22/2015 at 12:22 AM, dium said:

You're fine, and you have not been playing it wrong. Any further explanations would be spoilers.

 

Thanks!

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I'll have to review this full thread later but I'm surprised just how miserable some of the Act II puzzles are.  After solely playing as Vella, then Shay for Act I, I am playing as Shay in Act II and not switching to Vella until Shay is done.

 

The knot puzzle wasn't hard, but it was harsh and made me feel dumb even when I made a right choice.

 

The wire puzzle is impossible based on the rules I have imposed on myself.  I almost want to quit the game instead of muddle the storytelling.

 

Overall, the structure for Act II is really disappointing:

 

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  On 9/15/2015 at 7:35 PM, mikemariano said:

The wire puzzle is impossible based on the rules I have imposed on myself.  I almost want to quit the game instead of muddle the storytelling.

 

I have some problems with the initial clues for the wire puzzle, but I don't know if it's really fair to blame this one on the game. You artificially limited yourself so that you can't do something the game requires you to do. That's kind of on you, dude.

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Yeah, the rules of the game are that you cannot play through the entirety of the game with one character and only then switch to the other character. If you don't like those rules, don't play that game. I don't play LOMAs because I don't like their rules.

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To be fair, I don't remember the game giving any indication that you needed to look at the other story for the solution. It's especially weird given that A) the first half of the game never requires you to do that and B) there isn't any narrative justification for why the characters would know these things.

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Right, the game set an expectation in Act I that Act II later subverted in a way that left many players confused or (temporarily) stuck. In retrospect, I see what they were going for thematically, but the shift felt clumsy and could have been supported more strongly in the writing or puzzle structure.

 

Full game + ending spoilers:

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I tossed off my self-imposed restriction and switched to Vella, but even now the game doesn't seem to encourage that.  Shay and Vella are not working together to solve puzzles.  Clicking on their portrait feels like an "I give up" button.

 

And I guess I should spoiler this even though it's vague:

 

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I finished Broken Age!  It was miserable!  It was a self-loathing slog that ran out of ideas halfway though and replaced them all with tying wires blindly on the backs of robots.  It felt bad to play it.

 

But here are some good points!  I loved the relationship between Vella and the knife; he had some of the best dialogue in Act II.  I liked Vella in general.

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For me it was the adventure game I had the most fun with. And I was positively surprised by the variety and intricacy of the puzzle design. Adventure games are weird. ;P

I played with a friend, though.

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  On 9/20/2015 at 9:32 PM, Ozzie said:

For me it was the adventure game I had the most fun with. And I was positively surprised by the variety and intricacy of the puzzle design. Adventure games are weird. ;P

I played with a friend, though.

 

Yeah, Ozzie I was re-reading the thread before I posted and thought, "Did anyone have fun solving these puzzles?"  And you did!

 

Some of the harder Act II puzzles were OK; there were "Kitty Hat Day" aspects to the snake puzzle and the boots puzzle.  But to make the end of the game all wire puzzles really killed me.

 

I replayed the last puzzle of Full Throttle over and over again, too, unable to figure out how to escape the back of that truck trailer.  When I finally figured it out, I felt a little dumb, but it led to a cool moment.  Broken Age had already shown half of its ending, so the results of finally figuring it out weren't as exciting.  Tim Schafer should take tips from whoever did Full Throttle!

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Said this before, but the wire puzzles were my favourite in Act II, because they had the most consistent logic. I hated the snake puzzle, the knot puzzle, the joke puzzle and the opening of the wire puzzle with the picture, because they all relied on random guesswork.

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I've been rewatching this and it's got me incredibly nostalgic for 2012/13, when I moved to Chicago and discovered Idle Thumbs which got me back into games, etc. I really miss Idle Thumbs, for sure.

  On 7/21/2015 at 4:31 AM, Patrick R said:

I've been making my way through the documentary series and while it definitely feels like a really valuable document (that will only get more valuable as time goes on) I think as an exploration of the creative process it's a bit hampered by the fact that they don't want to spoil everything. Which is a problem that I don't really think would be solvable, considering the circumstances under which it was produced. But I always feel at an arm's length from the creative process because the specificity of choices people are making are often hidden away.

 

I still agree with the first bolded statement, no longer with the second. I think I was just looking at the creative process through a limited scope of "individual artistic decisions people make" (which are in fact part of the documentary as well) when what this series is actually is an incredible macro look at the creative process of massive collaborative projects, how all the parts fit together and, more importantly, create bottlenecks for each other. You really walk away with a thorough understanding of how bizarre and unintuitive the game development process can be. It is wild to me that Two Player Productions would go on to make nothing else like this. Are they even still a thing? Their Twitter is active but the link to their official site is broken and this is the last project of theirs listed on Wikipedia.

 

When they refer to "sprints" they're talking about crunch, right?

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  On 9/6/2019 at 10:49 PM, Patrick R said:

When they refer to "sprints" they're talking about crunch, right?

 

'Sprints' is a concept that comes out of a software design/programming/implementation methodology called 'agile.' The idea is that you think about the work you can complete in the amount of time that's in a sprint (2 weeks in many cases) and then have larger goals to accomplish over the course of larger amounts of times, usually called releases (4 to 5 releases per year, so roughly quarterly). So you break down features you want to implement (a map system, a specific menu, music, etc) into accomplishable tasks: make a proof of concept, estimate the amount of work things will take, debug a problem, implement part of a feature, etc. The idea is that you can mark your progress toward implementing features by breaking down larger tasks into smaller ones and it facilitates collaboration with your teammates when you can point to a specific task that you're 'blocked' on, or that you can't make progress on without help/feedback with someone else.

 

For the record I think the agile methodology is a really good way to think about problems and breaking them down into smaller pieces that you can deliver on in reasonable amounts of time. It is unfortunately applied to lots of non-software work and it doesn't work as well there. This is a very inside baseball thing.

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Sprint is actually a term used in the very specific methodology called Scrum. There are other methodologies that fall under "agile" that may use different terms or not even do sprint-like things (e.g. Kanban)

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