03-27-2006, 04:36 PM | #21 | |
is not wierd
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The characters in DOTT and Monkey Island don't need arc because it wouldn't be approapriate in the context of the game (tell me if there is a lot of arc in any great real comedy, as opposed to dramedies). |
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03-27-2006, 04:43 PM | #22 |
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Someone ought to make a counter for how often these threads re-occur here on the forums, might be quite revealing for those of your with apparent memory loss/selective memory
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03-27-2006, 04:54 PM | #23 | |
Epsilon-Minus Semi-Moron
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If there's one thing you can say About Mankind There's nothing kind about man |
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03-27-2006, 05:00 PM | #24 |
Explorer of the uncharted
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There's a thin line between a contol freek and a visionary.
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03-27-2006, 05:07 PM | #25 | ||
Tactlessly understated
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His medium is the cliché and he has full control over that—other designers fell pray to the cliché. Tim's characters are his own, and he gives them life without drowning you in ridiculously irrelevant aspects of their lives. In fact, he only gives them character through the minute details. He could've easily told us everything about Manny's real life, "the fat days", but he tells us nothing. It is not because he never really thought about it, that he somehow forgot about it—it is because he thought it didn't fit in, that it was more interesting for Manny to not know why he has to do community service in hell. The love between Manny and Meche is really bizarre, idealistic thing. The relationship between April Ryan and the bartender dude is completely gratuitous and not really interesting. It smacks of a sitcom relationship and folds out like so: April: "Hi Charlie, how are you." Charlie: "Awesome!" April: "How's your DANCING CAREER coming along?" Charlie: "Oh, excellent! I am really good at it! I was BORN to be a DANCER, girl!" April: "That is so true, you like dancing a lot and I like you for it. You have dreams. I like dreams. I am all for dreams. Dreams are good." Charlie: "I just wish you knew that I also liked and dreamed about you, girl. I like you and dream about you, like, carnally... I want to like you ALL THE TIME and OFTEN..." April: "What was that?" Charlie: "Oh, nothing. *SIGH* *SIGH* *SIGH*" April: "You're a really good FRIEND, Charlie, a heckofa FRIEND even. I've put you in the FRIEND box, Charlie, because that is what you are. A FRIEND. Come here and give me a FRIENDLY hug." Zapp Brannigan: "Ooooh! Cock-block'd! DEE-nied!" It takes great restraint and artistry not to go down a bullet list of WHO THIS CHARACTER IS and address all line items. Very few people seem to be able to do so. Quote:
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03-27-2006, 05:15 PM | #26 |
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I agree though, Still Life's got nothing on Full Throttle, but TLJ was one damn good game in my book. Perhaps we shouldn't compare but just appreciate each one within their own respective periods (that sentence somehow sounds wrong but whatever).
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03-27-2006, 07:07 PM | #27 | |
Iconoclast
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Last edited by Bastich; 03-27-2006 at 07:16 PM. |
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03-27-2006, 07:38 PM | #28 |
merely human
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LMAO!!!!
You're evil.
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03-27-2006, 07:59 PM | #29 |
gaybrush threepwoody
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so bad.
Roberta was a pioneer in my opinion. Very forward thinking. A modern-day fairytale storyteller. Her family games weren't always my cup of tea but she earned her place in adventure gaming. "The Colonel's Bequest" was a masterpiece. |
03-28-2006, 12:39 AM | #30 |
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I really don't want to get into a Williams vs. Schafer war, but it certainly bugs me when people start picking on Roberta Williams, especially when those people are often otherwise clamouring for more innovation for adventure games. There are very few designers who actually brought forward real innovation, who really did something new design-wise. Some did it once in their lives, some twice. Roberta Williams did it three times: with Mystery House, with King's Quest and with The Colonel's Bequest. Granted, the last time was almost 20 years ago. Granted, she always was a terrible writer. But that doesn't prevent me from having the utmost respect for her.
Schafer, on the other hand, is just some decent writer. Sure, that still puts him far above most of the people in computer gaming (including adventure gaming), but the fact that he shines by comparison with the overall mediocrity of the industry tells us more about the industry itself than about his personal merits.
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03-28-2006, 01:08 AM | #31 |
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All I have to say is for shame.
To be honest, I thought people who liked Gods had learned the evils of missionaries. Just because one person likes a God (usually due to insecurities leading to the need to believe that one is acting on the authority of a higher-power, that's what my minors in psychology taught me anyway), it doesn't mean that everyone should. I can understand defending one's beliefs but when it comes to using one's beliefs to defeat another's beliefs, that's the work of repressing free thought and then you're a bloody missionary! ;p Now I bet if you asked Tim Schafer whether he wanted a missionary to speak in the name of his holy image, he'd tell the person who asked to stick that idea where the sun don't shine. Personally, I like an adventure game based purely on the merits of whether it's good or not. Every creator is capable of making both good and bad games. The Longest Journey was fun but so was Full Throttle. Both for completely different reasons. Trying to use chalk to defeat cheese simply isn't the act of a wise man. Such is my opinion and so I have spoken. |
03-28-2006, 02:47 AM | #32 |
Grah! Grah!
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Sacrilege! The mighty Schafer demands a sacrifice!
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03-28-2006, 03:10 AM | #33 | |
is not wierd
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03-28-2006, 04:11 AM | #35 | |
A Servicable Villain
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Visit my webcomic Captain August! |
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03-28-2006, 04:22 AM | #36 | |
Burning
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03-28-2006, 06:35 AM | #37 | |
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I replayed Full Throttle just last year after reading through a thread at AG that discussed interaction density, so I was paying particular attention to that aspect while playing the game. It was true that you could interact with a lot of things in the game but most of that interaction was absolutely meaningless, repetitive, and unfunny. Hearing "I'm not putting my lips on that" again and again was just about as interesting as hearing "I don't have to go down there" in other games. I believe that many people overlook flaws in Full Throttle because it was created by Tim Schaffer. It's by far the weakest of LA adventure games (and I played them all with the exception of EMI and Loom). I'd personally give Still Life a B+ and Full Throttle a B-. That's of course just my opinion so do me a favor and educate me please. What makes (other that that it was created by TS) Full Throttle such a superb game? |
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03-28-2006, 06:58 AM | #38 | |
Member
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That's what this is about, in my opinion. If you don't like comedy, but those 'dramatic', 'plot-driven', 'new age' adventures, you kinda have every right to say you prefer 'Adventure Games' over Tim Schafer (referring to the thread title). And I absolutely hate this "OH-MY-GOSH,-how-can-you-be-so-STUPID-to-say-any-adventure-over-3 years-old-or-not-made-by-Tim-Schafer-is-BETTER-than-his-games!?!?!!1ß1"-attitude. To like other games better is a legal opinion, really. Maybe I'm just too young for these true classics/oldies, - and I don't want to make a judgement here, since I must admit, I haven't played too many of those - but I DO like Still Life, and I partially was frustrated with Monkey Island (it was funny, but not my kind of game. TAKE THAT, GROUPIES! A different opinion!*) or never really could get into DoTT. Now I want a minute alone, some time to dig my grave, built a wall against the incoming stones, prepare for battle - that stuff. *I know this wasn't created by Tim Schafer. |
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03-28-2006, 07:49 AM | #39 | ||
Burning
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03-28-2006, 07:55 AM | #40 | |
Burning
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