11-22-2007, 11:58 PM | #41 | |
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If you look through the number of things that people complain about in adventures (not just in this thread) you wouldn't have a game that was recognisable as an adventure and would certainly not be any fun.
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11-23-2007, 04:15 AM | #42 | |
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11-23-2007, 06:00 AM | #43 |
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How do you know that dialogue is superfluous before you read/listen to it?
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11-23-2007, 06:02 AM | #44 | ||
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Some people have touched upon these details. The more of the detail of what bugs us we can pull out, the better developers will understand what to fix. Quote:
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11-23-2007, 06:52 AM | #45 |
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I often feel disconnected from the dialogue, because when I play a game, I want to actually play the game. When characters are yakking away, I'm only watching the game. All attempts to make conversations interactive (i.e. by giving the player a short list of sentences to choose from) have failed, in my opinion. I think back to the old Infocom parser where you could do things like "Tell mechanic about laser" or "Ask bookkeeper about dragons". Even though those conversations were completely devoid of linguistic style, the player was actually conveying his own ideas and had control over the flow of information. This is in contrast to the standard dialog trees in modern games where you simply exhaust the options until everything has been said.
I think the reason why adventure games went graphical in the first place (and text adventures died) is because players desired a less verbal experience. I think you will find that adventure gamers are just as annoyed by having to read long-winded journals (*cough* Myst *cough*) as they are by having to dredge through verbose conversations. |
11-23-2007, 09:12 AM | #46 |
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I can't imagine playing a game that is devoid of dialogue. Dialogue should further the plot and define character and of course, it should also be entertaining. I dislike weak banter, but I prefer that to wandering around for hours with no character interaction. Somehow Keepsake managed to have both, and that was a large part of why I disliked that game, in particular. (I played it to the end, though. Too OCD not to, I guess. )
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11-23-2007, 09:52 AM | #47 |
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stepuran is right. it's important to have the option to skip dialogue not just when it's dull or boring but because some of us do read it faster than it's spoken and who likes listening to a conversation they just heard because they died or had to replay a scene for some reason.
in the same vein, i don't want to watch someone walk across the screen. it's a waste of time and i'm impatient. if i click the next scene, i want the character to just go there. now, i'm going to take the chance this comment might result in me being vilified and banned for life but i don't like humorous games. while i enjoy monkey island and sam and max i don't play them for the humor. i've never found them all that funny. and i love comedy as far as tv and movies go but it's just not something i look for in a game. now, of course, i don't mean the odd humorous or sarcastic comment. but games that try to be overly funny--that'd be one of the things i don't like in games. also, i hate when games don't a pause option, especially when there are long cutscenes and dialogue you can't skip. for instance, culpa innata, which i'm currently playing. to skip a line of dialogue is to skip the whole conversation. they should have a pause option. also because there are several times when you trigger a series of events where phoenix goes here, talks to someone and is transported to another conversation. sometimes i just can't wait that long to pee. sorry to be so blunt. |
11-23-2007, 11:49 AM | #48 |
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I used to think that I hated conversation-heavy games, but playing eXperience112 has forced me to re-analyse my feelings. One thing I noticed while playing it was how much I loved the story, and the chosen story-telling devices. Yet, over 80% of the (vast) backstory is told through written material, something that has always made me cringe in the Myst series.
But I've come to realise that the two situations are completely different. In eXperience112, you get the story through little bits of writing (notes and email archives, mostly) that you discover as the game progresses and that reveal more of the backstory little by little, in a non-linear way, and with many discoveries every time which are relevant to where you are in the game. In Myst, you have to spend twenty minutes plodding through a journal, which is long, repetitive, and filled with stuff which is either completely irrelevant to the rest of the game, or will only be relevant later on, at which point you'll have to re-read the journal to find those clues again. And somehow, my attitude toward dialogue in games is exactly the same. Every time I meet a new character in GK1, DotT, The Moment of Silence, Sinking Island, etc., I cringe, because I know I'm going to spend 20 minutes plodding through almost-endless conversation choices, which is going to deliver tons of mostly-irrelevant exposition. But I love the conversations of GK3, Hotel Dusk, Phoenix Wright, etc., where there are more conversations, but shorter ones (therefore more realistic: who spends 30 minutes going over 15 different and often unrelated topics with someone?), which integrate fully with the general storytelling rather than break its flow. Obviously there's also a question of the quality of the writing. I'd rather sit through 20 minutes of GK dialogue than 5 minutes of Keepsake's girl scout hogwash. But as my different responses to GK1 and GK3 show, it's more complicated than that. Maybe I just have a short attention span. Maybe I want more entertainment for my time. And why shouldn't I? In 20 minutes, I can, say, read a chapter of a novel or watch a good chunk of a movie or TV episode. So why should I waste that time reading an irrelevant journal or listening to some character telling in so many words that, no, "Cabrit sans cor'" doesn't ring a bell? Having to write concisely is not necessarily a bad constraint – quite the contrary: it keeps a writer on his toes and prevents him from indulging in unnecessary stuff. Christy Marx had a lot of experience at writing for TV, and if you look at the quality and, more importantly, efficiency of the dialogue in Conquests of the Longbow, her experience definitely shows. But at the end of the day, I really believe that it's indeed a question of story-telling. Dialogue or written material that comes in small chunks and advances the story is something I welcome. Dialogue or written material that interrupts the flow of the storytelling (and gameplay! Games are not supposed to be about listening passively to conversations, after all) by indulging in 20 minutes of ramblings or would-be-funny stuff makes me cringe. (oh, and thanks for the exegesis, step! )
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11-23-2007, 01:20 PM | #49 |
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And then again, some of us don't mind reading those Myst journals at all.
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11-23-2007, 03:25 PM | #50 | |
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11-23-2007, 10:51 PM | #51 |
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Guess I'm not an adventure gamer, then. *sigh*
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11-24-2007, 02:05 AM | #52 | ||
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11-24-2007, 08:53 PM | #53 |
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honestly I hate logic puzzle that just don't seem to belong in the story. Nothing bugs me more than hoping to get into a great story and then you suddenly there is some bizzare logic puzzle on a door to unlock it, and then I sit there for an hour tryign to figure it out and loose all focus on the storyline. I prefer commensense puzzles, like use the hairpin your wearing to unlock that door, it just seems to fit better in a story and seems more realistic, plus it takes some thinking but you don't have to be a puzzle wizard to figure it out.
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11-24-2007, 09:27 PM | #54 |
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You're not alone in that fruithead. I didn't play Sam & Max, and after the first scene of Ankh I had enough. Emotions in games (and books and movies and what have you) should be realistic IMO.
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11-27-2007, 11:28 AM | #55 |
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I'm not a fan of music puzzles, it took me a long time to get past it in Myst. But what I truly hate is the when a game has a poorly designed save system. I want to name my game saves and I want unlimited save slots and most of all I want my load game choices to be presented in descending order and not have to scroll to get to a new/last slot.
It can't be that hard to implement these little things.
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11-27-2007, 11:52 AM | #56 |
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And if the developer insists on murdering the player from time to time (understandable), we'd like an auto-save, please.
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11-27-2007, 02:36 PM | #57 |
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I prefer adventure games where you don't get killed at all. They're so much more relaxing...
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11-28-2007, 12:57 AM | #58 |
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I don't mind having death if it fits in with the story. In fact, if a story presents a situation that should be life or death but you can't die then that messes up my suspension of disbelief.
I concur with the call for an autosave though. At the very least you should have one like Prisoner of Ice which saved whenever you entered a scene in which you could die.
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11-28-2007, 01:09 AM | #59 | |
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11-28-2007, 01:56 PM | #60 | |
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I hated the voice acting in Tunguska. Her voice just.. grated on me.
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