04-09-2006, 06:30 PM | #21 |
merely human
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What about the point'n'click-interface is worth keeping?
As far as I know, in terms of selling games to a larger market, it's the kiss of death. A great number of gamers - and game publishers - today, don't give a damn anymore about flat 2D perspectives (unless it's a cool retro side scroller) with a point-&-click interface, though I suspect it's the "way-too-slow, redundant, and boring" gameplay in adventure games that they can't stand any more. But there's the much smaller niche market of adventure gamers who are used to all that and still prefer to play that way. Designers of 'traditional' adventure games cater to them and for them it's worth keeping that interface. What does point'n'click do to gameplay? spaceship789 summed it up well, I think, within a historical context for adventure games. But today, with real time 3D and a far more expansive vernacular in terms of how games can be experienced, point-&-click can be severely limiting or just downright boring and predictable. It depends on the game and its concept, and in whether you and I as players like to play that way. In Still Life it can be predictable and redundant - find the 3-4 hotspots to get to the next screen, click items on each other for effect. In Neverwinter Nights it can create suspense by steadily revealing the next room (and the next challenges) for your character, as well as pragmatic by keeping your effects in order and on hand. In The Movies it can give instant information on your characters' stats, how compatible they are with other characters to work with, their stress level, what they're doing that very moment, all in real time. Why should we be afraid of experimentation with other ideas? I think the question in this case is "Why shouldn't we be afraid?". Because we could discover new ways of experiencing games. Because when we throw aside our prejudices and complaints we open ourselves up to possibilities. Because you and I can't keep point-&-clicking for the rest of our lives now, can we? Would a 3D game be less ironic? What do you mean by 'ironic'? In what context? What is being ironized? Do people choose adventure games out of pacifism? I wouldn't be surprised if many of them do. But that's more a question of individual psychology than a generalized view. What do you think of the weather today? It was beautiful out here in the L.A. area, though I didn't go out today. TLJ was a game with a good story, but did it fully realize the potential of the medium? Ragnar Tornquist doesn't seem to think so, if you take Dreamfall as his answer to your question. Would a new Sam'n'Max lack atmosphere simply simply because you would have to move that wacky canine around using a keyboard or gamepad? No. ABSOLUTELY NOT. That attitude would be dumb and based more on blind nostalgia, in my opinion. In a game like Psychonauts you moved a wacky boy around using a keyboard or gamepad, and that game had far more atmoshpere than many recent games, I argue. Is it all about nostalgia? A lot of it, yes. Blind nostalgia. And no, I don't do aerobics What a pity.
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04-09-2006, 09:17 PM | #22 |
Senior Member
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What about the point'n'click-interface is worth keeping?
I don't want to see it go altogether, but eventually it will probably have to. It doesn't matter what the game is about; when gamers hear a game is point and click, they immediately tune it out. Making a point and click game is suicide in today's market. |
04-09-2006, 09:49 PM | #23 |
merely human
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Yes, because many people consider it boring and outdated. You can bitch and whine all you want if you're point-&-click lover, but hey, that's the reality.
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04-09-2006, 10:44 PM | #24 |
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Umm, point and click is still the control method for the (last time I checked) best-selling current PC genre of all, the RTS, so anyone that says the control scheme itself is outdated is blowing smoke. It's what you do with it that matters.
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04-09-2006, 11:02 PM | #25 | |
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04-09-2006, 11:03 PM | #26 |
merely human
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I agree too. The problem, I think, is that people aren't being imaginative enough. Maybe the Revolution console will get them inspired.
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04-09-2006, 11:20 PM | #27 | ||
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04-09-2006, 11:45 PM | #28 | |
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Therefore, cendant (or whoever else was in charge) probably assumed - "Forget adventure games, they don't sell" and focused more on other genres releasing games like Lords of Magic, SWAT 2,3, Half-life and their many Front Page sports games. They saw many great sales and again falsely assumed that they were more popular. Lucasarts, aging as well, decides to make more Star Wars themed games that deal with action. They assume that since no one seems to be buying any more King's Quests then perhaps its time they move on as well. In the end they only produce one or two good adventure games a year and in the process kill the genre......as without Sierra and Lucasarts, lets face it.....it was a nail on a closing coffin. Thats the way I've seen it anyway....and the past seems to show it like that. The adventures games didn't seem to really 'stop selling' but a list of confusing buyouts and publisher-money-oriented moves caused the problems. Nowadays we sit in wait for a new Sierra or Lucasarts successor to take the genre to the heights it deserves to be. Uh oh....I've ranted on. Anyone still awake after reading that? Sorry.... |
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04-10-2006, 12:05 AM | #29 | ||
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04-10-2006, 03:04 AM | #30 |
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I think point and click is a great way to navigate through a game. 2 basic buttons, only 1 hand needed and a very familiar interface - it's how most people use the internet . It is a very friendly interface for new gamers .
I'm not attracted to more complex systems of movement involving more than what the mouse can give me. I can see that some people would want the variety that multiple controls can bring, in particular when you want some action in games, but rarely is such complexity needed in adventures.
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04-10-2006, 06:59 AM | #31 |
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the interface is the key for player comfort, and point and click is easy for that, some of the first 3D interfaces were really tough, and some still are,
one of the nice htings about the 3D 360 free look is the easy of use, and some of the 3D games out now and coming, like Far Cry and upcoming Crysis from Crytek (yes a FPS but some of the most amazing graphics I have ever seen...and a great game editor)...so the games need to keep going with the innovations of graphics above all, I am not insistent on point and click, but hope for ease of play.
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04-10-2006, 07:33 AM | #32 |
Diva of Death
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I doubt that point 'n click is the reason that adventure games are declining... wouldn't Grim Fandango have sold better then?
I'm all for experimentation... provided the result is better than what we had before. Out of the keyboard-control and point 'n click games I've played, I've always found point 'n click to be most optimal... and keyboard/gamepad control to be some degree of annoying. Part of the problem is that the main gaming market doesn't want games devoted to exploring stories; they want action in there. Especially since other genres have gotten better at having strong stories and characters. I feel that the type of people who *would* still enjoy exploring a story are the type of people who don't ordinarily play computer games. "What, computer games? Those silly things where you run around shooting things at monsters? No, not my cup of tea." Another contention - are there any adventures that actually *use* the 3D element, or are they all still slapping 3D graphics on 2D play? Of course, I think that even then the love affair with 3D would hurt adventures as well. There was a really great opinion piece in the first page of Computer Games Magazine this month, where the writer talks about "technology vs. art direction". Namely, 3D graphics have gotten more and more realistic, but for the most part the *artistry* is gone. Old graphic adventures tended to have the knack where they could deliver fun, arty graphics of strange worlds for you to explore. But I've seen very few 3D games with truly "arty" graphics... the push towards "realism" sucks the art out of it. Peace & Luv, Liz
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04-10-2006, 12:54 PM | #33 | ||
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the video game medium needs the art world and the art world certainly needs the video game medium Last edited by Eyeball Kid; 04-10-2006 at 01:10 PM. |
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04-10-2006, 02:29 PM | #34 | |
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As I said, Indigo Prophecy has been the only one in years to turn my head. Still-life and the other offering from the adventure company may be good games, but they are still only filler compared to what I was used to in the 90's. In fact I'm damn sure the only reason I give them the time of day is because I'm starved. |
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04-10-2006, 02:49 PM | #35 |
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Jeysie, excellent points re the artistry vs the technicalities, I found some of the fps games done in the last few years with amazing graphics and even some tonality and ambience, but one senses that the actual designers and artists were mostly ignored in the overall game formating decisions in the board room, there was great potential, some of the new engines can create Immense worlds that one can explore and move within, i am using one of them currently to build a world and it is an amazing experience, but the content and the story and the artistry and ambience all take a lot of iimagination and vision, and some ideas of what the game is about, and we have a series of topics that seem to get really used up, i.e. the mysterious alien world with strange buildings and a lost culture, lost cultures here in our earth, fairy stories and romances, quests and seeking redemption, and now crime and horror, with some second generation versions of the above....
i remain hopeful that the bright young generation of game desginers who are just now coming of age WITH the expertise of the latest engines and softwares can help bring us into a new age of fine and beautiful games, whatever the interface......we may indeed have new forms of interfaces that go beyond mouses, controllers and keyboards, but that is in the works and not out yet......
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04-10-2006, 03:46 PM | #36 | |||||
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But that doesn't necessarily mean that adventure games shouldn't be in 3D anymore, it should mean that designers be FAR MORE CRITICAL in how they design challenges and situations IN A REAL 3D WORLD. Take advantage of the medium! Quote:
Ragnar Tornquist and David Cage are the rare exceptions, they want more people to enjoy dramatic, story driven games. The reality is that features like real time 3D and updated graphics SELL, let's not bullshit ourselves. Besides, who ever said that quality content is boring? Most gamers WANT quality content, often times more than great graphics. And based on my own experience discussing this with other gamers online, that's a primary reason why they don't give a damn anymore about most adventure games in the past several years. There's not enough QUALITY, according to them. However, they are also the ones who looked forward to Fahrenheit and can't wait for Dreamfall to come out, because these two games are trying NEW THINGS! But many of the other adventure games? Nope. Those look boring to them. Quote:
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04-10-2006, 04:25 PM | #37 | |
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As for your last sentence, speak for yourself my friend. I think everything should be a puzzle. The more puzzles, the better imo |
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04-10-2006, 04:42 PM | #38 | |||
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04-10-2006, 04:52 PM | #39 | |
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04-10-2006, 08:05 PM | #40 | |
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