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Old 05-01-2006, 06:38 AM   #19
Karmillo
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Quote:
Originally Posted by Gordon Bennett
I've been having a lot of difficulty getting to grips with some of the control schemes in recent games. Grim Fandango is a good example. I don't mind the keyboard, but I find it very counterintuitive to spin the character and then move backwards and forwards at that angle.

The screen relative movement used in the older Sierra games was far easier for me to handle. Similarly, character-relative keyboard/joystick movement works well in a first-person adventure like Normality or the Mercenary series.

I get very frustrated by turning with the mouse, and moving with the keyboard. I know it has some benefits with overall control, but it's quite a handful.
Couldnt you change an option in GF to make it screen relative? Im pretty sure there was one

For me the keyboard+mouse combination feels pretty natural now, at first I thought it was hard to use....but that was cause I would try to use the arrow keys and everything else would be out of reach...

Quote:
Originally Posted by Crapstorm
Adventure gamers who play a lot of shooters and Tomb Raider type of games will not sympathize much with guys like Gordon and me. To them, direct control has become second nature, but to us undextrous schleps it can be a major distraction.

The joy of adventure gaming, for me, is to figure stuff out. By "stuff" I mean story elements and puzzles, not the controls. Maybe it comes down to personality. I'd rather be an officer than a grunt. I want to think about the big picture and leave the petty details to automation. I don't want to have to micromanage every single step that my character takes.
Im still wondering what direct control adventures youve played, apart from Grim Fandango. Just cause its direct control doesnt mean you require allot of dexterty, your making out that direct control is such a big chore....
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Last edited by Karmillo; 05-01-2006 at 06:47 AM.
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