07-18-2007, 05:46 AM | #21 | |
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I guess you're on your own, Thaurin. |
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07-18-2007, 07:04 AM | #22 |
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Why do you assume that the developer just sort of skimped over the whole controls design process rather than honestly trying to come up with something good for their game? At least that's what your wording implies. I think that no developer thinks this way, yet hordes of people seem to assume developers are lazy/greedy/incompetent/morons when something doesn't get implemented the way they want it.
Gothic had unconventional controls that many people hated, but I am thankful for it. It made it a better game in the end. |
07-18-2007, 07:33 AM | #23 |
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It felt like that to me in this game, yes. I can elaborate on this but then I will just repeat myself.
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07-18-2007, 09:26 AM | #24 |
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eek. I downloaded the whole demo and never installed it because of everyone's opinions on the controls. LOL.
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07-18-2007, 10:09 AM | #25 | |||
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Thaurin, from your comments it's clear that controls aren't all that important to you, and that you're willing to put in the time and effort to overcome even a poor control system. Unfortunately, as you must have realised by now, you are in a pretty small minority - and developers really ought to be aware of this. Since bad controls are such a common complaint among adventure gamers, they ought to be researching what's been tried before and what people have or haven't liked in the past. If they don't do this - for whatever reason - they've only themselves to blame if their game fails to sell. |
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07-18-2007, 12:05 PM | #26 |
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I couldn't have said it better Ksandra.
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07-18-2007, 12:51 PM | #27 | ||
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Part of it may also be that I can always solve my control problems by configuring the gamepad, which works wonders with keyboard-only games. Some games have gamepad support, which made Broken Sword 3 and Dreamfall a joy to play. So another part of my issue with all this is the reluctance of people to give up their keyboard+mouse tradition and succumb to other input devices. Then the discussion often deteriorates into why game developers are designing their games for the console market these days, etc. Oh well, I think 2.5D and 3D adventure games are a perfect fit for a gamepad. I tihnk I've talked about gamepads too much lately. Anyway, I agree that Dead Reefs has other problems that make this game less than it could have been. Last edited by Thaurin; 07-18-2007 at 01:01 PM. |
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07-18-2007, 01:49 PM | #28 | |
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07-18-2007, 03:29 PM | #29 |
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I'm not saying it's very different for me, but the most fun for me is usually in the first few hours of playing a new game, anyway. So I get it to run the way I want, but half-way when the gameplay gets familiar, I start losing interest a lot of the time. And it's not that the game sucks or anything! I just lose an aspect of exploration, finding stuff out about how things work. Yeah, sometimes I miss the days of playing just one game and getting stuck until I finally find the solution...
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07-18-2007, 03:34 PM | #30 |
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It's deeper, MUCH deeper. One actionkey, another to look, a third to go in to examination mode and so on. What did they think when they designed this game?
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07-18-2007, 03:59 PM | #31 |
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It's not really that strange to have different keys for Look and Action, though. Examination mode seems to me to be just a first-person view toggle. I think I prefer different action types on different keys, but there is something to be said about context sensitivity and picking the best-fitting action with one click like the later LucasArts games used to do...
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07-18-2007, 05:54 PM | #32 | |
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07-18-2007, 07:45 PM | #33 |
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Imagine what people would've missed if they stopped/avoided playing 'Grim Fandango' because of the controls.
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07-18-2007, 09:22 PM | #34 |
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funny, almost everyone seems to hate the controll. I don't like it either but for me i thought the graphics were horrible.
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07-19-2007, 02:00 PM | #35 |
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Since there was nothing wrong with those controls it seems an odd thing to do.
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07-21-2007, 04:52 PM | #36 |
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I am very used to keyboard-controlled games. But when I started this game, I got stuck in the inventory (stupid me, pushing the arrow buttons first to move, how illogical, no?) and could not get to the main menu to LOOK UP the controls until I figured out how to exit the inventory. >.> I looked up and practiced with the controls. And I fought with them. As far as I'm concerned, these controls aren't a matter of skill, they/the game are just UNRESPONSIVE. The last straw was when I was twirling in circles on the ship trying to move around to solve a puzzle. I did not succeed. I really really tried. The story and premise looked awesome. I wanted to finish the demo so much! But the controls are beyond "getting used to". They're unresponsive, and so frustrating that the game felt unplayable at times. That's not good. NOT good. I've never felt this way about game controls. I play point and click games, keyboard games, console games, and am quite willing to spend a few minutes adapting myself to a new interface, and if the controls are a little sluggish, you work with it. I want to play this game, but if the controls stay the way they are, it doesn't even seem possible to play. :-(
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07-21-2007, 07:22 PM | #37 |
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maybe we will get a patch
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07-21-2007, 09:29 PM | #38 | ||
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07-22-2007, 12:43 AM | #39 |
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But would it really make a difference whether your right and left hand are pushing buttons on a keyboard on or on a gamepad? I dunno, maybe you could move better with an analog stick. As it was, having four keys to move didn't work well. I've played other games with the same movement controls, just the four keys, no mouse involved, but the navigation paths in this game (not that I got far, I'm mainly speaking of the boat in the demo) and the game response to my attempts to turn and run were infuriatingly slow and confusing. I can't remember if Grim Fandango had a similar 4-button movement thing, but I don't remember it feeling so clunky. On the boat, it started to feel downright unplayable.
And in agreement with other posters, the slight up-and-down motion when you run is a little nausea-inducing and makes it harder to navigate. A shame, because in terms of story and atmosphere, this is totally my kind of game. I was willing to forgive a lot if the story and puzzles were good. From the reviews I've read, they are, it's just that the controls hinder actually being able to play the game without tearing your hair out. :-( |
07-22-2007, 02:00 AM | #40 |
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I don't understand why anyone would buy a gamepad to play games with a PC while you have a prefectly good keyboard and mouse that can do the trick. Especially in low-paced games like adventure games a gamepad is totally unnecessary IMO.
I really hope the designers of the game will re-think the interface and come up with a new demo, because as many other people in this thread said, the story and atmosphere look promising, and the only thing that prevents people from playing the game is the interface, which is very easy to fix. Starla, I envy your persistence. I never saw the boat in the demo! |
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