06-24-2007, 05:10 AM | #1 |
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The Adventure Game I most want to play...
but doesn't exist.
For me, I want an open sandbox world like Grand Theft Auto III or Crackdown. The player is a PI or Police Detective. You get assignments or take cases and you have to find your own way around town to talk to people and gather information. If you are a detective, you visit the crime scene, the coroner's office and the station house. Additional mission packs or episodes expand on the world map, making previously unaccessible areas available and adding new places to explore. Both the exterior and the interior of important buildings would be rendered so that you can canvas an apartment building, for example, to find witnesses to the crime. Comment on this idea or talk about what you most want to see in an Adventure Game but hasn't been done yet. Maybe we can get some ideas going for developers out there. |
06-24-2007, 07:29 AM | #2 |
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I remember years ago looking at a Discworld online game site that let you choose the character [from the books] that you wanted to play and they gave you missions to complete, I never played but I like your idea maybe a Sims setting [I only ever played the one where you start off with a planet and have to change the climate to get the creatures to rise from the oceans and eventually become humans]...I really like the expansion pack idea.
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06-24-2007, 02:03 PM | #3 |
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how about a game with some common ambientation, like a high school, college, work...and your a looser and have to evolve your character in different ways...becomes a bully, nerd, pothead, depends of your decision etc etc...or the same in the work enviroment...
Maybe some like 80s kind of clint eastwood, charles bronson kind of leading role, your an alcoholic, divorced, broke, and middle aged dude, that 20 years ago was the best detective in L.A... now you have nothing, but then you get a lead from a stoner friend of yours, and get in a very big case... |
06-24-2007, 09:57 PM | #4 |
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You can't be too opened ended and given too much freedom in a huge area like GTA in an adventure game , it will crossover to the genre of a RPG game. There's always a thin line between RPG & Adventure.
I think that adventure games tends to be a bit slightly more linear (there might be different ways of solving problems) and have more structure so that it can move the story along. |
06-24-2007, 10:23 PM | #5 |
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Yeah, adventure games tend to have less actual adventuring than RPGs do.
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06-25-2007, 02:56 AM | #6 |
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But, you could combine a strong, linear, plot to follow with a RPG-like surrounding to "enrich" the underlying story. I'm no expert in RPGs (due to lack of time, mostly), but I think this line has been explored from the RPG side, via "quests". From the AG side, perhaps Blade Runner pointed in this direction.
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06-25-2007, 04:29 AM | #7 |
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I totally agree. It'd be nice to just be in a living world and be a part of it while you solve a mystery, get involved in some side-plots et al. Kinda-of like with RPGs, but without the fighting. There was another thread on AG with this topic.
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06-25-2007, 06:26 AM | #8 |
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I think that's what URU Live is all about. Are you playing it?
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06-25-2007, 06:34 AM | #9 |
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I'd like a decent horror/paranormal/supernatural series of AGs, like Silent Hill, but with conversation trees and the like.
So far, the closest I've seen is the Ben Jordan series, and the DeFoe quadrilogy.
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06-25-2007, 09:36 AM | #10 |
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I want to play Waking Life in game form. Hopefully someday I'll get to develop such a game.
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06-25-2007, 10:21 AM | #11 |
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Has anyone here read Abarat by Clive Barker?
I would absolutely LOVE to play a game set in the Abarat world. It would be great to see the different islands come to life and just go around exploring and solving some sort of mystery while at the same time having multiple endings available and being able to align yourself with multiple different factions; good, bad, inbetween, etc. |
06-25-2007, 12:04 PM | #12 |
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Basically a game with the amount of depth, class, sophistication and intelligence of something like Planescape Torment (but this as a full fledged none-combat adventure)
Another Gabriel Knight game :p An adventure game set in the world of the Dark Tower series by Stephen King |
06-25-2007, 12:23 PM | #13 | |
Schättenjager
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Quote:
But done that already,calls MAFIA THE GAME CITY Of LOST HEAVEN |
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06-25-2007, 01:30 PM | #14 |
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An adventure game that hasn't got any (and I mean any) generic responses. Specifically I mean that when you use any item on any item/game world thing, you get a different and unique response from the game character (regarding description etc...). Of course this response can be repeated if the action is repeated, but things like "That doesn't work", "These objects don't mix", "What are you doing" etc... are banned!
I can't recall a single point&click adventure that does this. |
06-25-2007, 11:02 PM | #15 |
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i found myself in youtube something interesting...regarding the norwegian black metal scene in the 90s they were like satanic, and burned churches, and even some murders ocurred...how about a game that uses that reference instead of dracula, egypt, wolfs...etc.etcc...how about a game like about a reporter, undercover police, etc etc...that gets too deep in that scene!!! in norway... with black metal...and satanists...etc...like a gabriel knight, broken sword...but in that aproach...
!yes i know its bizarre but im tired of the same issues in mistery, creepy adventure games...i need something like this...even comercially speaking i think it would make an impact, because of the tematic! |
06-26-2007, 02:11 AM | #16 | |
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About the metal death scene, sounds good. So, these people claim to be in touch with the Devil, of course it's all fake, but then you dig deeper and it's not. Very GK1. |
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06-26-2007, 07:00 AM | #17 |
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Planescape is one of my favorite games, the idea sounds very interesting (and a little scary as well). But basically, if you want games to evolve from the linear isn't this the way to go ?
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06-26-2007, 12:04 PM | #18 | ||
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50*50 + 50*500 = 27 500 lines of dialogue just to cover attempts to use different items on each other or on the environment. If you're also going to provide unique responses to several different verbs for all of those things, say Look At, Use, Push, Pull, Pick Up and Talk To, that's another (500 + 50) * 5 = 2 750 lines. And you would still get the same response every time you repeatedly tried something, so even with thirty thousand unique lines of dialogue it still wouldn't seem realistic.
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06-26-2007, 01:01 PM | #19 |
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I thought Sanitarium almost played like an RPG, but was a real adventure game. It has the same isometric Baldur's Gate feel. Very interesting, that.
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06-26-2007, 10:18 PM | #20 | |
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