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Old 08-22-2006, 04:19 PM   #9
bigjko
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3D in adventure games doesn't have to mean anything regarding controls. Broken Sword is now using a pretty standard-fare point and click interface in a 3D enviroment. Meanwhile Dreamfall uses direct control. If a game design necessitated it, a 3D adventure game could be controlled with your voice.

So, no. 3D in adventure games doesn't mean direct control. Or sucky controls.

And no, it doesn't even have to mean that you explore every nook and cranny of an realtime enviroment. As with control, it's up to the developer. Of course, the most obvious implementation of 3D in adventure games would be to give the player the chance to freely explore every nook and cranny. Only problem is that most developers use it in pretty much the same way as they'd use 2D.

So, no. It doesn't have to mean explorable enviroments either.

So, to sum it up: 3D in adventure games hasn't been exploited as it should, and therefore gives these false ideas that the controls must be sucky and that it has to be about exploring enviroments (or lack thereof). It merely opens up new game design, exactly like graphics opened up new possibilities yet started out being used to display photographs in text adventures.
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