The Incredible Machine (TiM) is a game designed and developed by Kevin Ryan and produced by Jeff Tunnel (now co-founder of GarageGames and their successful title Marble Blast Ultra on the 360 and co-founder in Dynamix makers of A-10 Tank Killer and The Red Baron). At the time, The Incredible Machine series came out of the shop known as Jeff Tunnel Productions.
Jeff Tunnel Productions published the first Incredible Machine games from 1993 to 1995 while Sierra Entertainment published all the rest of their titles all the way up to 2001. What is The Incredible Machines all about? It’s a game where you must build a series of Rube Goldberg devices in a “needlessly complex fashion” all to perform some simple tasks. That is the entire point to a Rube Goldberg device, which was originally defined as “accomplishing by extremely complex roundabout means what actually or seemingly could be done simply.”
I think everyone has seen a Rube Goldberg device, their are examples in science museums, and entire Myth Busters Episode about them, they appear in many movies (Goonies used one to open the fence to let in Chunk after he does his dance as did Doc Brown in Back to the Future to cook his breakfast and get his dog food).
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Derrick, that’s Shogun: Total War (it was the first Total War game in its series so the graphics aren’t that good compared to the recent Total War games). I liked that game too.
If you liked Nobunaga’s Ambition you might like Genghis Khan 2, also made by KOEI (http://www.abandonia.com/en/games/505/Genghis+Khan+II+-+Clan+of+the+Gray+Wolf.html)
What’s your take in Valve’s concept of episodic releases? They explained that with that kind of structure they can easily take advantage of new technologies as they come up, and not have to hold back using new technologies until the next reiteration of their game.
The problems with long release cycles, taking it to the extreme, with Duke Nukem Forever (I think) the reason why it was so delayed was by the time they reached mid-development, their game, the graphics, the engine look so obsolete, so they bought a new engine, and by the time they reached back to mid-development, the then new engine they bought gets outdated, and the cycle repeats.
Something like this happened with Blizzard with their Warcraft Adventures (it was never released).
I think episodic structures work well for some games (Sam and Max), and long development cycles for others. So long as I get a game I can enjoy I don’t really care that much
Here’s what *I* think about it, underdog: They take way too friggin’ long. They keep changing the engine, when all you need to do is create levels.
Look at Telltale Games – now they do episodic content right.
@jonahfalcon: yeah I know, the wait is killing me for episode 3.
but from a developer’s viewpoint, improving the engine continually will do good in the long run since it’ll not only help with that game their making at the moment, but they can use it for their future games as well.
keeping the engine up-to-date with new technologies is always good. I’ve worked with commercial engines that, while popular, they start showing their age in that we couldn’t incorporate features we had in mind because of its limitations that could have been fixed with newer libraries