10-08-2005, 09:27 PM | #41 |
The Dartmaster
|
I still haven't mulled over the thread in its entirety because there is a lot of stuff all over the place, but as far as "gameplay" v "story" in adventure games and other games... they all have "gameplay," its just different in different places. I mean at this point in time "gameplay" traditionally means the more tactile stuff - walking/running/jumping/climbing/pushing/fighting, but in adventure games, its the puzzles. I mean, I know that's totally obvious and lame, but ... yeah.
Its weird to me, stories in games, across genres, to look at where they put the cutscenes and where they put the gameplay... In traditional adventure games, you're playing along fiddling with things, exploring, talking to people, putting together the clues, all the things you do to you know, play the game, the "gameplay," but then every time the main character has to run, jump, or pick up a gun, the game will go to a cutscene to illustrate what happens. In almost all other story-based genres, though, at their core all you do for the "gameplay" side is running and jumping around with a gun, but then every time the main character has to talk to someone, thoroughly investigate an object, or manipulate complex machinery or something, it goes to the cutscene. I'm frequently pissed off when I encounter this from both sides of the fence. Its so annoying to finally chase a guy down in my car or over a bunch of rooftops or something all I want to do is poke at him, get some answers out of him, you know? The thing is, I only have the option of shooting him, watching a cutscene of my interrogating him, or, if I'm lucky, I get to shoot him then watch a cutscene. Alternatively, playing an adventure game it's incredibly frustrating to spend hours and hours to gather all the clues to find out "whodunnit," only to have the game wrench control from me at the crucial moment, forcing me to watch the guy I was helping solve the case for the past 6 hours do the epic final chase and arrest without me. It's funny to me that traditionally, adventures allow one half to be playable and other genres focus on the other half. Traditionally, if you have both halves playable in your game you somehoe manage to alienate everyone and piss them off because you're not adhering to genre conventions. (unless you're Fahrenheit, for some reason) And, of course, if you have neither half playable you have a complete computer animated film but thats another story I guess. Wow I just went really really off topic. Sorry about that
__________________
When on the Internet, visit Idle Thumbs | Mixnmojo | Sam & Max.net | Telltale Games "I was one of the original lovers." - Evan Dickens Last edited by Jake; 10-08-2005 at 09:45 PM. |
10-08-2005, 09:40 PM | #42 |
The Dartmaster
|
Also to answer your question, I wouldn't play a game if it was nothing but a bunch of brilliantly constructed puzzles unless it was presented to me as "a brilliant puzzle game." If someone said "this game is chock full of story and atmosphere and crazy interactive immersive brilliance" but then it was nothing but a bunch of poorly disguised levers, I would be pissed.*
*Note: I am pissed at most modern adventure games. How do you fix this? Not by "adding action" or whatever. What does that do, other than fake people out a bit more? "Is that one of those ... 'adventure games'? If so, why not just make a movie?!" "Oh, no no, this one's got action!" "Ohh, I see. [plays game for an hour] ... Wait a second, this is nothing but a bunch of poorly disguised levers with a shitting jump button!" doesn't seem like it's going to help much? ... Unless you're talking about something more like Psychonauts? (Which isn't really an adventure game?) ... or Fahrenheit, which is, from what little I've played, really just the ultimate extreme version of window dressing on a series of levers - levers, I might add, which have been affixed with simon says and dance dance revolution games one must complete before pulling them? (Fahrenheit seems fun though ) ... Which sort of goes back to the suspension of disbelief thing from earlier I guess, successful suspension of disbelief which might answer my earlier question as to why Fahrenheit has somehow resonated with adventure gamers and gamers of non-adventure-games alike. Hm! Nevermind. ... I'm never going to get out what I'm trying to say. I keep disappearing off into inane crap that has nothing to do with the point I'm trying to make - the point which I'm very sure is relevant and interesting but keeps doing nothing but dancing around in the back of my mind making faces at me My brain is disintegrating. I haven't been sleeping enough. Sorry everyone for bothering this thread at all edit: Tried to bring it all back around there in that added second to last paragraph. Maybe I succeeded Last edited by Jake; 10-08-2005 at 10:04 PM. |
10-08-2005, 09:56 PM | #43 |
Super Moderator
Join Date: Nov 2004
Location: Ohio
Posts: 8,907
|
Jake,
You aren't bothering me. I have been reading people's posts here as they argue back and forth and in those 2 posts up above, you have clarified more things for me than reading pages of other posts in other threads. Bother away. Even with little sleep, you make a lot of sense! Now, Go. to. bed. |
10-08-2005, 10:51 PM | #44 | ||
Not like them!
|
Quote:
Quote:
This age-old riddle is an inventory puzzle. The person posing the riddle explains the context immediately before setting you loose to think of the answer. Once you finish, he'll undoubtedly give you some other similar riddle to follow up on it, with a completely different context. Having a story to tie the two riddles together would not make them any better. Jake: I have no idea what you're trying to say. Sorry. I'd like to clarify my earlier statements and point out that if a certain Form's strength is not storytelling, then it is wrong to put in a story by default. Maybe once the Form is really well developed, and everyone sees how it can contribute to the landscape of art, then someone can shake things up by focusing on story. But these Forms all have unique strengths, and before those strengths are found it's a waste of time, not to mention a confusion, to focus on anything else. Okay, maybe that wasn't so clear. I think Jake's rubbed off on me. Adventure's strength is story. Exploration's strength is world design. Platformer's strengths are grace and the most direct artistic expression ever devised. FPS's strength is intensity. And so on. All of these Forms should look to their strengths to see how they should evolve and become pillars of culture. So the adventure Form should remove any elements not serving the story, and study how more personality can be expressed by the interactivity and interface. The exploration Form should remove its secondary gameplay mechanics (puzzles, action) and study how world design on its own can be more expressive, as well as more advanced world design techniques. The platformer should replace the clumsy controls of today and remove the emphasis placed on silly mascots, and study how controls can allow for more nuance and grace. The FPS should stop worrying so much about story and find new twists on the action. (You can probably tell I don't much like FPSs.) And so on. |
||
10-09-2005, 01:27 AM | #45 | |
The Threadâ„¢ will die.
|
Jake: I like your comments. And I think that I agree with them.
Quote:
Mind you, I have some trouble seeing how an "exploration form" can actually be classed as a game. But that's for another discussion. |
|
10-09-2005, 02:15 AM | #46 | ||
Not like them!
|
First of all, it occurs to me that I've been using the made-up term "Form" a lot in this thread without explaining myself. I use it to mean "form of art or entertainment" since that phrase is too long to use repeatedly. I hope no one here minds.
Quote:
Forms cannot evolve if all their creators can do is make them more like other Forms. Each Form must find its own unique voice, or the result is a whole lot of games which do a whole lot, but don't do anything particularly well thanks to all the interferences. Their voices are much more clear when they aren't diluted by other Form's ideas. Quote:
|
||
10-09-2005, 02:37 AM | #47 | ||||
gin soaked boy
Join Date: Jan 2004
Location: Virovitica, Croatia
Posts: 4,093
|
Quote:
Quote:
Quote:
Quote:
Well, let's put aside the fact that you just provided the micro-context, thus telling a micro-story, thus creating a primitive adventure game with both puzzles and a story. There are still some issues. First of all, I think having such a puzzle on paper and in an interactive enviroment are two quite different experiences. In the first case you go through a process of solving it in your head until gou gain insight into a correct solution. In another you can try the things out and eliminate the options that don't work with certainty, it's easier that way. You can't say the first approach is better than the other, they're just different. Secondly, that works well for a linear sequence of self-contained puzzles, but well designed puzzles in an adventure game are often intertwined. Think about the puzzles in Day of the Tentacle. When you solve a piece of a puzzle in the past, the context in the future changes (in fact, that way you're telling the story by solving puzzles - "wow, a vacuum cleaner appeared out of nowhere!"). You can't put that on paper without giving away the solution or at least hinting at it. And finally, I provided inventory puzzles as an example, but there are other types that don't work as well in other media. What about dialogue puzzles? They hardly make any sense without context and you can't put them on paper cause they rely on interactivity too much. I doubt a game consisting only of a series of unrelated dialogue trees would be much fun to play and some complex systems would be too tedious to solve on paper. For instance, if NPC's responses depended on some other system (NPC's mood or disposition, perhaps) and that system could be influenced by asking the right questions, you could either provide an exponentialy growing list of question/answer combinations or some kind of an algorithm. Therefore, it would be much more enjoyable to play it on a computer.
__________________
What you piss in is yours for life. |
||||
10-09-2005, 02:49 AM | #48 | |
capsized.
Join Date: Mar 2005
Posts: 5,534
|
@MoriartyL: I disagree. You seem to be under the impression that all games that fall under a certain umbrella or have the same(?) form are the same and emphasize on the same things. So a FPS game is a FPS. A RPG is a RPG. A RTS is a RTS. A [insert fancy label name here] is a [insert fancy label name here]. And so on. And that's not the case. Thanks God!
Quote:
__________________
Look, Mr. Bubbles...! |
|
10-09-2005, 03:25 AM | #49 | |
Not like them!
|
Quote:
So when I talk about what adventures should and should not be like in the future, I'm of course referring to the norm, not the exception. I'm referring to the game which everyone will think of when they hear the word "adventure", so that they immediately know where the Form stands. If there are old-fashioned adventures in the future, that's great -I actually don't like seeing old types of games get completely left behind- but this should not be the standard. |
|
10-09-2005, 03:46 AM | #50 |
capsized.
Join Date: Mar 2005
Posts: 5,534
|
I'm kind of confused now. Are you talking about the future of interactive storytelling or about the future of adventure games? Or are they both one and the same? Ah, well.. how should I put it? The former should be all about some out_of_that_stupid_box _thinking (not necessarily the same as starting_from_scratch or whatever). At least to an extent. Why? Because every story is different. So need to be the games. It'll be exciting once designers start to do that. I think some of them are already doing it and have been doing it for years now.
To think like: "Okay, now I have this beautiful story to tell, now how do I want the player to experience it? How do I want to get him involved? And how can I strengthen the bond between the player and the plot? How can I make him feel emotionally attached to the story?" Slider puzzles? Give me a break. I mean, if I'm playing that Mafia game (looks like GTA, feels like an interactive movie!) I wouldn't want to push some levers and solve some contrived inventory puzzles or whatever. I'd want to have some Mafia stuff to do. System Shock 2 would outright suck as an adventure game as well. Or at least, what some people consider to be an adventure game. See what I'm trying to get at? Don't worry, I don't either. Or do I? HELP!
__________________
Look, Mr. Bubbles...! |
10-09-2005, 03:58 AM | #51 | |||||
Not like them!
|
Quote:
Quote:
The man looked in the mirror, and saw what he saw. He took the saw, and used it to cut the mirror in half. He then put the two halves together to make a whole. Finally, he jumped through the hole. He was free. Quote:
Quote:
Quote:
Last edited by MoriartyL; 10-09-2005 at 05:46 AM. |
|||||
10-09-2005, 04:06 AM | #52 | |
El Luchador
|
Quote:
You wouldn't even have to deviate so much from each respective genre to gain that extra level of interactivity that allows you to chase-bad-guy/interrogate-bad-guy. Just some clever design choices. And someone said "we wouldn't be hanging around this forum if all recent adventure games were bad." The only reason I stay here is the (sometimes) nice community, and my love for the classics. I mean, when a 10 year old game looks better than a 3 year old game, it's hard to enjoy the current level of quality in adventure games, IMO.
__________________
Use Verb On Noun - Adventure game inspired illustrations |
|
10-09-2005, 04:33 AM | #53 | |
Not like them!
|
Quote:
What good is a storytelling medium which can't even do action stories? I don't mean slopping an action game, and everything that comes with it, on top- I mean having a framework flexible enough that if there should be some point in the story which calls for action, it should be possible without changing the interface or the pacing. (Real-time is out of the question, but why not have the game wait while you decide how to fight?) If the story demands strategy, again the framework should be flexible enough, but not by sticking an RTS on top, but by using the same materials which have in the past only been used for puzzles. If these materials are not good enough, then let's replace them now before we run into a story the adventure Form can't handle. Adventure games are destined to be a storytelling medium- of this I am certain. To push it forward, game creators must do whatever is necessary to pave the way there. They must eliminate puzzles when they are only there for their own sake. They must stretch the interface to fit more types of stories. They must dispell myths regarding classification. They must stop being afraid to make their games linear. And they must stop assuming that the main attraction of an adventure game is its gameplay. There is a lot -and I mean a lot- of work ahead, and it does not lie in trying to "recreate the magic of the classics". On a side note, I do think there is much hope for interactive storytelling outside the adventure Form, but that will probably only come much later, not to mention that it's a completely different issue. |
|
10-09-2005, 05:04 AM | #54 | |||
capsized.
Join Date: Mar 2005
Posts: 5,534
|
Quote:
(That's also where: Quote:
So that real-time stuff (not necessarily aaaaaaaaaaargh "action" (what the heck is action anway?) is absolutely not out of the question by default. But since you're still talking about, eh, adventure games.... (stuck in a small, cute box since 1898)... Quote:
Err, what games have you played during the last 10 years? Silent Hill, Final Fantasy, Baldur's Gate, Fallout, that list goes on and on.
__________________
Look, Mr. Bubbles...! |
|||
10-09-2005, 05:46 AM | #55 | |
Not like them!
|
Quote:
|
|
10-09-2005, 06:11 AM | #56 | |
Feind der Anonymitaet!
|
Quote:
__________________
"Me pee stick bigger you pee stick." (credit to, but not attributed to, Jeysie) "Don't be careful, be immortal." Bratâ„¢, certified as by Trep Winner of the Second-Best-Dressed and Non-Specific awards in the Unbiased Impostor Awardsâ„¢, amongst many others. Non-Conformist to Non-Conformismâ„¢ Internet Explodifierâ„¢ - the best weapon of mass destruction!!!11one Trademark Overuserâ„¢ |
|
10-09-2005, 06:14 AM | #57 | |
capsized.
Join Date: Mar 2005
Posts: 5,534
|
Quote:
__________________
Look, Mr. Bubbles...! |
|
10-09-2005, 06:21 AM | #58 | |
Not like them!
|
Quote:
|
|
10-09-2005, 06:26 AM | #59 | |
Not like them!
|
Quote:
|
|
10-09-2005, 06:35 AM | #60 | |
Feind der Anonymitaet!
|
Quote:
__________________
"Me pee stick bigger you pee stick." (credit to, but not attributed to, Jeysie) "Don't be careful, be immortal." Bratâ„¢, certified as by Trep Winner of the Second-Best-Dressed and Non-Specific awards in the Unbiased Impostor Awardsâ„¢, amongst many others. Non-Conformist to Non-Conformismâ„¢ Internet Explodifierâ„¢ - the best weapon of mass destruction!!!11one Trademark Overuserâ„¢ |
|
|