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A masterclass in storytelling!

Moebius, a fantastically written point-and-click adventure from Jane Jensen, the creator of Gabriel Knight and Grey Matter, now available 60% off. That's only $11.99 for the next 24 hours.

You are Malachi Rector, an expert in antiques with a rather unique ability to transform people and clues into puzzles using your extraordinary perceptive skills and photographic memory. You are also a bit of a bastard, with a predilection for snide remarks and cynical humor. The riveting story will take you round the world and back as you uncover the bits and pieces of a dangerous theory that might change the way we think about space and time. With plenty of electrifying moments, unforgettable characters, and an original soundtrack (available both in high-quality MP3 and FLAC format) Moebius will reignite your passion for story-centric adventuring.

If you crave engaging characters and a gripping story, that will suck you in right up to the very end, grab Moebius for $11.99 on GOG.com. The offer lasts until Thursday, September 4, at 9:59AM GMT.
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tomimt: And the guys did admit, that they didn't really have that much of writing back then and that their progress to date hasn't been as fast as they'd hope.
Woah, do you have a link to that? I must admit that I got this creeping feeling from the prototype that they don't really have a clue as to where they want to go with SV and were basically making shit up as they went along.

Really, if that's the case... words fail me here. I admit that I know next to nothing about game development, but in films there are clearly defined stages: pre-production, production and post-production. I assumed that it was similar with games, that they have a planning stage, a "production" (creating the thing), and "post-production" (bugfixing, QA). Going into the production of a game without a more or less finished script (or at the very least some basic groundwork) just strikes me as indefensibly reckless, especially if you only have a miniscule budget that would require meticulous preplanning on how to spend every single penny (especially since they plan on hiring some costly voice actors as well) at your disposal.
Post edited September 04, 2014 by fronzelneekburm
Meanwhile, the Quest For Glory people set a $400,00 budget for their Kickstarter even though they thought they'd need about $600,000 because they didn't think they could reach their real goal; then made the $400,000, only to realize that the Kickstarter fairies weren't going to fulfill their reward tiers for free, and they actually had significantly less then $400,000. That was two years ago; they're still publishing Kickstarter updates, and will presumably eventually produce something, but I'm not exactly filled with confidence that that one's going to knock our socks off.
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tomimt: And the guys did admit, that they didn't really have that much of writing back then and that their progress to date hasn't been as fast as they'd hope.
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fronzelneekburm: Woah, do you have a link to that? I must admit that I got this creeping feeling from the prototype that they don't really have a clue as to where they want to go with SV and were basically making shit up as they went along.

Really, if that's the case... words fail me here. I admit that I know next to nothing about game development, but in films there are clearly defined stages: pre-production, production and post-production. I assumed that it was similar with games, that they have a planning stage, a "production" (creating the thing), and "post-production" (bugfixing, QA). Going into the production of a game without a more or less finished script (or at the very least some basic groundwork) just strikes me as indefensibly reckless, especially if you only have a miniscule budget that would require meticulous preplanning on how to spend every single penny (especially since they plan on hiring some costly voice actors as well) at your disposal.
It's pretty much the infamous "1/3's finished" update they did back in last june: https://www.kickstarter.com/projects/spaceventure/two-guys-spaceventure-by-the-creators-of-space-que/posts/862708

The big issue with SpaceVenture is, that they really didn't have anything ready when they did their Kickstarter. Perhaps the basic idea, but I don't think they had written a line of it yet back then. They were pretty much winging it as they went on.
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MoP: Kinda funny how Adrian Chmielarz, the Ethan Carter guy, criticized the game, bringing it up as an example of what's wrong with the genre, for the exact opposite of what you're saying (among other things): being too reliant on traditional, obtuse mechanics ("second guessing") and <i>too many</i> hot-spots.
Of course he'd just played the first 7 minutes (so I gather there are fewer of them later on?), and is an "interactive experience" convert, so I guess his perception is pretty far off from a traditional adventure game fan these days.
Should've listened to my own advice: If a dev goes ahead to run his mouth off about a game you kinda liked shortly before the launch of his own title, avoid like the plague!
Say what you will about Moebius, it's not a perfect game by any stretch of the imagination, but at least it's not a open-worldy walking sim that gives you no indication whatsoever as to what you're supposed to do, while simultaneosly having a autosave system that only saves after you have accomplished certain tasks (which, in turn the game won't tell you what they are).