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About aratuk

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  1. Even if iPhone screens are potentially too small, what about Apple TV? (Even still, there are soooooo many more iPhones than iPads!)
  2. The administrative cost of preparing and mailing out physical copies would far outweigh the inconvenience to the minuscule number of backers who are hypothetically without internet access. It would be cheaper to buy that one guy in Phnom Penh a gift card to his local internet café. The argument doesn't hold water. As for "we like it" – again I'd counter that it costs too much to be worthwhile. Obsidian should spend its time/money making games, not turning out bric-a-brac.
  3. Exactly what would be the point, aside from consuming potential development resources for something that is "not necessary," and maintaining the fantasy that it's 1998? Also, can you burn me the latest patch to CD-RW and slide it through the grate on my locker?
  4. Sooo… Steam downloaded a 566 mb patch tonight (for Mac, at least). Any word on what that's about?
  5. We are go. Key generated, beta downloading.
  6. I would be curious to know in a ballpark sort of way how much additional revenue has come in from people completing their orders on the website. I would imagine a lot of people had additional money they were willing to part with by then. I know I did. What percentage of backers still have to complete their orders, anyway? Do most people add money when they do so, or not? Does it look like it's going to affect the project's resources substantially? Too soon to tell?
  7. I love this kind of update. Insight into the process itself is much more interesting to me than the results of any specific design decisions, which would be spoilers anyway. Try not to tell us too much that we will find out anyway when we play the game. Tell us things we would otherwise never know. The how and why of the content, not the what. I'd been curious to know more about how projects such as this are managed, especially since I've witnessed the results of some other Kickstarted games attempting to stick to a schedule. It somewhat amazes me to see other, experienced developers so gr
  8. So, either this is the most culturally sensitive, mature collection of people on an internet message board in all time, or mods have been assiduously deleting jokes about pimps. Maybe a little of both.
  9. I'm curious if it's still possible to buy add-ons — particularly digital add-ons — on top of your pledge tier, as indicated here: http://project-eternity.tumblr.com/post/33543990284/project-eternity-add-on-list . There is still a "donate your own amount" Paypal link at eternity.obsidian.net. So, if I wanted to add the expansion pack ($20) and a beta access key ($25), could I just donate $45 from the same email address I used for the Kickstarter, and expect to receive a survey asking what I want to put the additional money toward?
  10. But that's kind of what people have been asking for. Something more restrained and believable. That's been done to death a hundred times over. I think they are being somewhat conservative in developing an original IP with a method of funding that is new to them. I would also like to see a lot more coloring outside the lines of the usual "high fantasy" tropes, but I think it's very much possible to innovate within constraints, too.
  11. Haven't you seen Sawyer's previous work in Fallout: New Vegas? He doesn't do dark nights. There are fan mods specifically to make the nights darker.
  12. I partly agree. I think it would be a great idea to open a backer store, as I would like to increase my pledge, too. I was thinking I didn't want to play beta versions of a single-player RPG, but I've since changed my mind and would like to add beta test access. However, I think it's likely that at least *some* of the physical goods were ordered in quantities based on how many were needed to fulfill Kickstarter pledge rewards. Some of the digital rewards, too, as far as things that go into the game, are probably on a ship that has now sailed. But beta access, t-shirts, and other things
  13. Good for you guys, few more projects like P:E and you will be disgustingly rich. Also love your UO avatar. Actually that's the exact opposite, in order to get filthy rich they need to sell to a big time publisher. Kickstarter simply covers base salaries and operating costs, it's not really a windfall. Nope. By self-publishing they get to keep *all* of the profits from sales. Publishers can just pay developers a flat rate to make the game, but no royalties. For instance, Bethesda paid Obsidian a flat rate to make New Vegas, and although Obsidian would have received a bonus if the
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