10-09-2005, 06:52 AM | #61 | ||||||
gin soaked boy
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However, that's not an inventory puzzle, that's wordplay and it works only in English. Quote:
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One of the appeals of Day of the Tentacle is the way the puzzles logicaly flow from one into another. The whole game is one huge puzzle comprised of smaller, more or less self-contained sub-puzzles which can further be broken down to elementary puzzles. You can change the names of the characters or get rid of the names altogether, you can scratch the humor (not entirely) or change some aspects of the story, but if you scratch it completely, you'll end up with a far less satisfying experience. You can't change the order of the sub-puzzles without breaking the experience either. The strength of adventure games lies in this interplay between story and puzzles, not in story only. Seemingly, we want the same thing, but what you're suggesting is that adventures as we know them are a conceptual misfire; I disagree, but I want other flavors of interactive storytelling in games to be explored as well. Quote:
Dialogue puzzles are usually used as a way of getting a character to part with a certain object/information or getting you past the certain point in an enviroment. What I'm trying to say is it appears there's no substantial intelectual prize for solving a dialogue puzzle, more often then not the real prize is something else. It suggests that solving a series of disjointed dialogue puzzles wouldn't give you much satisfaction all by itself. Maybe if you used some sort of abstract language, but then the real puzzle would be in cracking the code.
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10-09-2005, 08:16 AM | #62 | |||||
Not like them!
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10-09-2005, 08:27 AM | #63 | |||
The Dartmaster
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I'm not saying there's no space for sandbox games, or Morrowind-style games in the world of games, but if your focus is to tell a story they might not necesarilly the best direction to go. Quote:
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10-09-2005, 08:34 AM | #64 | |
The Thread™ will die.
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10-09-2005, 09:47 AM | #65 |
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I think what has made the so-called "death of the adventure game genre" is that we no longer feel in control of the plot and the characters.
When these games were at their peek they were considered more sophisticated than the platformers and racers on our megadrives and nintentos. Now, other genres have surpassed AGs in terms of 'Interaction'. 'Interaction' plays a major role in the games of today. Now I'm not saying that AG games don't have interaction because they do, but not enough as opposed to other games. Truth is that a lot of people prefer a game where they have more freedom to explore, more activities to do and more outcomes to make (Tomb Raider, GTA). whether you like these games doesn't matterk, they have all sold well. I admit I haven't bought "Fahrenheit" (although I've played a short demo). I believe that the game has been successful because of the variety, or at least, the ILLUSION of variety has made the game more appealing to cater to other audiences other than AG gamers. How can point'n'clickers compete? They can't. At least not in the state that they are in at the moment. A game such as 'Blade Runner' was on the right track - multiple endings and situations etc. And from what I've heard is that the game did at least moderatly well when it was released and gained good reviews. We all like control of what we are doing in our games, or at least the majority of gamers, and programmers and publishers or AGs of today haven't always been keeping this in mind. I think what the creator of this thread is kind of asking is "should we sacrefic the old fashioned elements of AGs and move on for good to cater for the next generation of gamers, or keep these games as they are and hope they expand in popularity?". Or at least where to draw the line between the two. |
10-09-2005, 11:12 AM | #66 | ||||||||||
gin soaked boy
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10-09-2005, 11:40 AM | #67 | |
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10-09-2005, 11:44 AM | #68 | |
capsized.
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10-09-2005, 11:54 PM | #69 |
Not like them!
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Insane_cobra:
I wasn't joking when I asked you to remind me of a dialogue puzzle from DoTT. I can't remember any good puzzles revolving around dialogue, and it's hard for me to talk about something I don't remember. Regarding the question of interactive storytelling, I have no choice but to agree to your position. You see, your quote of this Rouse guy is eerily similar- no, make that totally identical to my thoughts around a year ago regarding the ideal interactivity. While I still hold onto this notion for platformers, I spent a very long time trying to think of how it could work in adventures without any success. That's why I came up with my current ideas of how adventures should be linear, and completely forgot about my earlier dreams. The reason I bring all this up is to explain that your quote put me directly in conflict with my earlier positions (which I haven't thought about in a while). I refuse to disagree with my younger self as a matter of principle, so you win. This means that the adventure Form has about three times more evolving to do than I thought. That should take around two centuries, I think. |
10-10-2005, 01:00 AM | #70 | |||
gin soaked boy
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Here's a nice piece on adventure game puzzles (although it wrongly puts insult sword fighting in Monkey Island 2). Quote:
That happens to me all the time, sometimes I change my mind more often than my socks. I think that's a good thing, constantly changing and questioning things, but maybe tomorrow I'll think otherwise. Quote:
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10-10-2005, 08:22 AM | #71 |
some may call me tofu
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On linearity, idealism, and interactivity in Adventure Games:
isane_cobra, MoriarityL: Let's suppose you're a little boy, sitting at the campfire with your boyscout leader. Now just bear with me. He sits down to tell you a story. Do you want to tell him, and decide for yourself where the story goes? Or do you want to hear the freaking story? Sure, there's the campfire game of going around in a circle, and each person telling a piece of an undetermined story, but is that ever really fun? As fun as hearing something wild or engaging or frightening from your boyscout leader? Hell no! Look, I used to think that ultimate interactivity, that idealist uber-interactivity, was a great idea. But quite frankly, once you attempt to design that (which would have to still be limited-- one cannot acheive total and complete interactivity without the advent of AI), you create a model of life. The more interactive you are, the more it is like life. Guess what life is? Boring! Very very boring! Fact is, I don't care if the player of my adventure game wants to get involved with some nothing NPC-- because I'm going to design a game where he won't want that: he'll be involved with a hotter, more interesting, main character NPC, damnit. The whole point of linearity is to eliminate all desires of wide-range, open-ended, superfluous interactivity. In a game, if there is a desire to do something that you cannot do, there is one or two of two things that are wrong-- 1) the story is not compelling enough 2) an unperformable action is too glamorously depicted, which thus distracts from the story I'll give you an example-- in B.A.S.S., in the St. James Club, there is a character named Babs. Babs is hot. She serves no purpose whatsoever-- she gives you no information. However, the fact that you can talk to her, in a mildly in-depth manner, makes you believe -- hope -- that she is of some importance to the overall story, or at least an option, or an embellishment of the story itself. I remember hoping (when I first played it, around age 12) that there was some way to get the main character and Babs together, and when I found out that there wasn't, I was definitely slightly peeved-- "they should let you do it! even it's not part of the whole story!" WRONG. BUZZZ. Quite frankly, what caused the desire for all of that was not Babs herself, in all her pixelated glory, but the fact that there was the ability to interact with Babs, that she seemed like an important or accessible character, made me desire more interactivity. Therefore, interactivity spawned the desire for more interactivity, and thus let me down, beacuse there wasn't any more. You know what I think Babs should have been? Sitting down at the bar, or a table, with someone else. Or engaged in a conversation. OR have no dialogue options. This eliminates the illusion that she is important, and therefore eliminates the desire for more interactivity, which will ultimately let someone down. This is not to say that Adventure Games should be strictly linear, with no extranneous options or interactivity availabilites whatessoever. Hell no! Personally, I would have been fine if, in Grim Fandango, you could have entered the festival outside of Manny's office, and maybe talk to a few people, find a few worthless objects, etc. etc. (and worthless objects can be fun-- remember the gum from the desk in Fate of Atlantis?). Do you know why? Because it would have added to the story. The festival was, in fact, an attraction, and being able to parttake would have caused no harm to the story's path. But let me tell you something-- thank god I wouldn't have the ability to, say, set the tents on fire, or sit down and order a cup of coffee at a coffee stand, because if I sit down, and can order a cup of coffee, then I wonder, "Well why can't I flirt with the waitress? WHY CAN'T I DO THAT, HUH?", and if I can flirt with the waitress, then I wonder, "Why can't I have more pickup lines?", "Why can't I get the cappucino?", "Why can't I haggle price?", "Why can't I talk to that suspicious looking guy in the corner, or the hot blonde in the back?" "Why can't I go to the bathroom, or ask for the bathroom key?" It opens up a can of worms. Superfluous interactivity should be limited -- strictly in Adventure Games -- so as to not distract from the story, or cause distaste for the game. What you're talking about, insane_cobra, is not an Adventure Game-- it is a non-violent RPG. It's Grand Theft Auto without the Theft or the Guns. Mark my words-- to solve numerous puzzles that belong to different numerous adventures, or none at all, would be tedious, overly difficult (or simple), and boring. Like everyday life.
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10-10-2005, 09:20 AM | #72 |
Not like them!
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For now, I pass. I'm curious to see how insane_cobra deals with this one.
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10-10-2005, 12:27 PM | #73 | |
some may call me tofu
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And I can never help but think, "Who would play that? It's gotta be the most boring thing on earth!"
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10-10-2005, 03:43 PM | #74 | ||
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10-10-2005, 05:16 PM | #75 | |
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I just wanted to reply quickly to JHousequake because you quoted me. I might've misinterpreted you're meanign of "Runaway probably isn't as good as I think," but if I didn't: I don't think it was good at all. I think it was a huge piece of crap. It opened with fairly poor animation of the protagonist sitting in that chair, with painfully bad dialogue- not only in form and interest, but in that there was some really, really unrealistic stuff in there. (I may be biased as a New Yorker.) I don't mean unrealistic literally, games are naturally "unreal," but unrealistic within the game's own world even. Also, in that particular game, I had no drive to go on because the story was stupid and didn't draw me in from that opening cut scene. I've realized, for me at least, the story has to capture my interest in the first couple minutes or why play. As far as comedy- I agree that most new adventures lack comedy, and I tried a few of them since this thread, and again, wasn't amusing by any of them. Couldn't hold my attention for five minutes even. For me, I like comedy, I think games should be funny and clever, for the most part, especially adventure games- so the stories in something like Syberia would never have drawn me to a movie theatre or book. I think that a good, comedic game would have a larger audience draw in that untapped market. At least that was the gist of my comments. The - hard to fund a game aimed at over 50 market- it wouldn't really be aimed at them, ideally it would have the unique potential of appealing to them as well as the younger audience. Family Guy- the pop culture references and such are the key elements of its humor, and the non-sequitors, "Remember the time I.../cut to a short" things were a fairly original approach to format that made it a winner. Going off topic more, but also games like Syberia do suffer from feeling technically dated. The idea that it seems newer by being 3D is not working. Plus, it's not even really 3D, so it's a waste. Simply put, even on the newest computers, the best of the best real time 3D can't hold a candle to pre-rendered 3D. So why have a real time 3D character on pre-rendered backgrounds? The only thing that 3D can offer to an adventure is real time camera moves, and if you have pre-rendered backgrounds your 3D character just looks out of place. End rant. |
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10-11-2005, 01:39 AM | #76 | ||||||||
gin soaked boy
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Cripes, I was really hoping I wouldn't have to write another word in this thread...
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There's a time and place for everything, a time for listening to/reading/watching stories and a time for taking a part in them. And believe it or not, that's what you're doing every time you play a game, you're taking a part in a story. It's not even limited to games with narrative, the player's story is always there, even if the game itself has absolutely no plot. Thus your campfire analogy is fundamentally broken - if there's no interaction, it's not a game. Quote:
Sorry, couldn't resist. I never said games should be ultrarealistic. It's common sense that every well designed game will leave the boring bits out, nobody wants to tie shoelaces in a game (unless it's a game about tying shoelaces, of course ). It doesn't mean that games should necessarily focus just on the fun aspects of life, but interaction should be economic, it always has to serve some higher purpose. A game about Holocaust probably wouldn't be "fun", but it could still be a gripping experience. Quote:
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Also, I believe the reasons you listed are wrong. How many times did you play a game with a fence you couldn't simply climb over? No, you'd have to walk all the way to the entrance or find some clever way to get to the other side. What about the locked doors? Like in Silent Hill games, you're a walking arsenal, but you can't break through a locked door? Come on! You just have to accept that. It's not that the story is not compelling or that the doors are glamorously depicted, you just expect certain functionality from certain objects. When designing a game, you can either avoid using such objects, which often doesn't leave you much to work with, add interactivity to everything, which is impossible and which, by the way, I never suggested you should do, or compromise. Another way is to limit the player's time so he has to focus on the most important things. Fahrenheit does it. Some older games do that, too, but Fahrenheit often leaves you enough room to decide for yourself what those important things are and the story adapts according to your choices. That's what I'm professing, choice. Quote:
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10-11-2005, 07:25 AM | #77 | |
some may call me tofu
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