07-22-2007, 01:13 PM | #41 |
It's just me
Join Date: Nov 2005
Location: Canada
Posts: 122
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That was instructive. Not only will I skip the demo, but I'll skip the game too.
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07-23-2007, 04:32 AM | #42 | |
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But no one should force you to use a gamepad if you prefer the keyboard/mouse, of course. It's just the stubbornness of refusing anything as long as it's not keyboard/mouse that stuns me. P.S. What did you think of the controls in Under A Killing Moon when you first tried them? Just curious. |
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07-23-2007, 07:11 AM | #43 |
Playing character
Join Date: Oct 2005
Location: Netherlands
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Point taken, I'll stop about the gamepad :-)
UAKM was indeed also something to get used to but you didn't have to learn 10 illogically placed buttons to be able to play that game |
07-23-2007, 11:02 AM | #44 |
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Ugh, but switching between movement mode and interactive mode grew tiresome. And I never really got used to moving around with the mouse like that in the first place. Still, I forgave the game this, because I could still squeeze the content out of it which was pretty good.
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07-23-2007, 12:33 PM | #45 | |||||
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07-30-2007, 09:41 AM | #46 |
Dungeon Master
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Location: Poland
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I downloaded the demo but found that, somewhat unsurprisingly , my old computer isn't up to the task of running it. I am curious about those supposedly awful controls, though. The PDF manual make it sound as if they are basically like those in Broken Sword 3: four keys responsible for moving, another four for context-sensitive actions. Is it correct or is there something more to them (besides the fact that they are unresponsive)?
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07-30-2007, 11:57 AM | #47 |
Adventure Game Researcher
Join Date: Apr 2005
Location: Colorado, California
Posts: 537
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Sad to say, market research seems sadly neglected these days and quite a few game developers and designers seem either totally ignorant of what works in terms of controls or like they want to make a statement by coming up with schemes that are designed for 12 fingered left handed members of a species yet undiscovered.
I have to test and try each new control scheme and hardware peripheral, but I still use a keyboard and a mouse for my own testing and research. I am glad people enjoy consols and gamepads, and really really glad there are good games for them, and everyone is happy which what they enjoy. As for bad controls, there is no point to go any farther I am afraid. I tested BloodRayne II last night and they had an inverted control scheme that moved that game into the waaaay in the future to do list for me, I just do not have the time or the energy with so many good and great games to play through, to fight poor design at such a basic level. I am afraid Dead Reefs is moving right up into the future with BloodRayne II thanks for all the great imput here. I will always make an exception to this strategy of priortizing if there is hope of a hidden masterpiece and I have returned to try again at some games with difficult control schemes, but generally find my first deicison to delay or not play was a good one. The interface (controls, game layout, etc.) is our way of "feeling" the game and I want that flow through to be as seamless as possible so "I" can get into it. Sorry AG, better luck next time, and pls spend more time on the control design, stick with the classics, WASD With Mouse look, etc. , it is a classic for a reason.
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07-30-2007, 01:39 PM | #48 |
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What would be terrific for a 3D adventure game, would be a combination of the classic ASWD + mouse scheme and the Monkey Island 3-style hold mouse button for pop-up menu with actions. I think Tex Murphy might've been great with that.
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07-31-2007, 11:43 AM | #49 |
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Thaurin, that is a great idea! very cool concept. I imagine as things progress the strange control schemes will fade away, as developers return to balance with it all, and I do hope so because some of the difficult to play games have had nice stories and beautiful content.
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