08-26-2007, 08:16 PM | #21 |
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Personally, I'd rather support the false artists.
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08-26-2007, 09:27 PM | #22 |
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It seems to me it shouldn't be much of a problem to include an in-game option between difficulty levels (the harder one will include additional puzzles and/or harder versions of existing puzzles), that way the game could appeal to both the general public and the AGs fans...
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08-26-2007, 10:42 PM | #23 | |
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08-27-2007, 01:43 AM | #24 |
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Care to elaborate?
False artists being corporate engines that churn out completely unoriginal content based on focus groups and trends and what happened to make money before? Or did I read into Crapstorm's statement about true artists a bit too deeply?
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08-27-2007, 03:28 AM | #25 | ||||
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As for how the 1st-person adventure 'nose-dived into oblivion', games like Aura still seem to be doing well enough. The impression I get is not that 1st-person AGs stopped selling, but that publishers turned away from them the same way they did from 3rd-person AGs in the late 90s. Certainly Detalion (developers of the Schizm games and Sentinel) stated outright that the reason they closed down was because they couldn't find a publisher, not because their games weren't selling. Quote:
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08-27-2007, 03:30 AM | #26 |
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I just want to jump in here with an ill-timed comment. I definitely want to see more smart games (i.e., games that stimulate logical thought), but "smart" does not equal "hard." For example, the game Myst 3: Exile was very logical with completely fair, self-contained puzzles that did not require pixel-hunting, ridiculous combinations or guesswork. It was also really easy. I breezed through it in one weekend, and it was a freaking great weekend!
Edit: Oops! Ksandra beat me to it. |
08-27-2007, 10:04 AM | #27 | |
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In truth, however, I was being sarcastic in protest of Sam & Max's developers being lumped in with corporate engines rather than "true artists". Anyone who has actually met and had a conversation with a member the Telltale staff would know that exactly the opposite is the case. Plus, if they were just pandering to a licence, then why are people still buying Season One and eagerly awaiting Season Two even after the former's been out for a while? Surely, if it were your garden-variety licenced crap, people would have realised this by now and the series would have died a slow and painful death? The point is, Telltale made the games they wanted to make, and they did a good enough job that a lot of people like what they did and wish to support them. Perhaps it didn't appeal to the hardcore Puzzle Gamers™ in the audience, but hey, given that none of the developers really seem to be huge fans of extremely difficult puzzles*, that's not what they were shooting for. I agree, however, that if some developer wants to create an adventure game full of hard puzzles, then they have every right to do so. In fact, the more diversity that exists in games, the better. * Well, actually, that's not true. Armadillo Run was quite popular in the office last year, and it's got puzzles more difficult than those found in most adventure games, and none of that stupid "story" bullshit! Still, when it comes to games they appear to want to develop as opposed to games they want to just play, there's definitely a skew towards interactive narrative over all things.
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08-27-2007, 11:57 PM | #28 |
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Ahh, gotcha...
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08-28-2007, 12:48 AM | #29 | ||
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Compared to the average game on the market, which I was referring to, adventures don't even scratch the sales figures of other games. At least not in countries out of European one's where they're somehow rising above. Probably the only AG worth mentioning selling significantly world-wide is Syberia. And why couldn't these games find a publisher? Because these games were selling so well the publishers couldn't find anywhere to safe all the profit just piled in? I'm making a guess here so I may be wrong but I imagine it's because the profit was being made investing in other genres instead. Quote:
Agreed, comparing Safecracker to S & M was illogical as you're perfectly right. This is why I compared S & M to THE most established adventure, Myst, which as far as I can see, the final two sold rubbishly despite being big budget, from a well known brand and, you'd think, quite a big fanbase. Both being well known franchises within the AG community and beyond, I think comparing the two is most fair. Last edited by Dale Baldwin; 08-28-2007 at 02:01 AM. Reason: fixed quote |
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08-28-2007, 09:47 PM | #30 | |
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This is the first time I've ever joined any kind of internet chat-o-blog or whatever, and I did so just to respond to the above comment: Amen. S&M season one is a great f*cking game and that's all there is to it. Logical puzzles in an illogical/whimsical/wonderful context. Good story, graphics and voice acting. And oh what's that other thing FUN. Lots and lots of fun. Now I don't know if I'm a 'hardcore puzzle gamer' or not...I did play every single classic Sierra and Lucas Arts game, beat them all on my own, and I check sites like this one for recs on which new games to buy, so in my book that makes me pretty hardcore. To be honest, any more hard core and your core might start to turn soft... And all I'm saying is, in terms of overall enjoyableosity, S&M is perhaps the most refreshing adventure game to come along since...well, since I can't remember, really. And is there a thread about how Grim Fandango is the greatest game of any genre ever? 'Cause it is. -1 |
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08-29-2007, 10:03 AM | #31 |
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Whee! Go me.
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08-29-2007, 10:44 AM | #32 | ||
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08-30-2007, 12:35 AM | #33 |
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I do hope puzzles won't get any easier...but I do hope they become a bit more logical. I feel very little triumph or satisfaction when I solve something by just thinking to myself, "Okay. What random, ridiculous device is this developer attempting to employ here? What does he/she think would be the wackiest combination of objects to achieve the goal?" So then I "give gorilla canned beans" then "use match on gorilla's gassy butt" then I am able to light up my signal fire and get rescued from the island. I just made that one up, but you see what I mean.
We just picked up Safecracker, and so far I'm enjoying it a great deal. |