02-20-2008, 12:39 PM | #21 | |
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But then again genres are "necessary evil", a tool with what you can talk about things, a way of making at least rough classifications. If we don't have genres, then we could just as well call all every game, sport, story-based, FPS etc. simply 'games'. But you're right, genres shouldn't make a difference when talking about a good gaming experience. If you like the game, you play it, regardless of its type. (I'm sorry if I'm emphasizing obvious things here.) Maybe it has something to do with sales figures. Many scifi authors don't want to be considered sf writers because they think the sci-fi label on the book will reduce the sales numbers and stigmatize the author... Though I don't think that being an adventure game developer will give you bad reputation. |
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02-27-2008, 04:51 PM | #22 |
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I totally agree with the original poster. AGames are getting worse.
We are of course not expecting all AGames to be like Grim Fandango or TLJ, nor like older games such as Monkey island and Fate of Atlantis, we just want reasonably good, even decent, adventure games with no nonsense. The problem is NOT the budget, because almost all recent AGames has at least a decent interface, some nice 2D rendered graphics and good length. The problem is that every AGame developer somehow manages to screw up their game one way or another. Typical errors include: Inventory puzzles: The classic AGame puzzles. Too bad almost every developer makes them obscure and illogical, even at the very beginning of the game. Puzzles like this should always make logical sense, and they should get gradually harder as the game progresses(starting with very easy). Some puzzles should have multiple solutions if it makes sense to the situation; You should be able to stick a hole in the bag with both your knife and your axe, you should be able to scare away the crow with both your stick and your spade etc etc (This will make the game feel les static, and you avoid annoying the players by refusing them to do things that would have worket perfectly fine in the real world) Note; this has nothing to do with a budget, its all about planning your game. Minigame Puzzles: Minigames are often fun (and can be a nice change of pace), but they are also often misplaced. They should be a part of the games atmosphere and make logic sense. Deactivating a bomb should NOT be like playing a game of Mastermind, It should be like deactivating a bomb. In most AGames minigames are frustrating, this is because the solution is obvious but the game itself is hard (Example: When you examine the bomb, a poppup window appear saying "To deactivate the bomb, make all the red lights go green by pressing the corresponding buttons before the time runs out, but watch out, some buttons will affect more than one light) This is the wrong way to make a minigame. The minigames themselves should be easy, but the solution to them should be hard (Example: When you examine the bomb, the player is presented with a large and complex closeup of the bomb interior. the player must now figure out how the bomb is working by looking at its mechanism). Most of the Myst games did this very well, most of the Myst clones did not. Note; this (also) has nothing to do with a budget, its all about planning your game. Fluid puzzles: Far to few games include fluid puzzles. Puzzles where the player has a lot of freedom to for instance earn money to buy a boat. There is no reason why Games can`t implement RPGish elemets like fishing, gambling, cooking, selling stuff etc etc to earn money. These puzzles makes the game feel less static, and gives the player someting to do when wandering around. Advanced fluid puzzles might be hard to make on a small budget, but simple fluid puzzles should be no problem. Return to Mysterious Island had some really good fluid puzzles, and became, as a result, a reasonably good AGame, even though the story and script wasn`t all that great. Difficulty: Why is it that every AGame is so damn difficult right of the bat??, at least for casual gamers. As stated earlier AGames should start out very easy and get gradulary harder. This wil make the game appeal to casual gamers, drawing them into the story and motivatig them for the later harder puzzles. Its aslo helps the player (casual or veteran) get in the right "mindset" for the type of puzzles present in the game. Note; this has nothing to do with budget, its all about how you plan your game. Locations: Locations should be big and explorable with many scenes, else the game will feel static and way too linear. If your budget is low, make one or two big locations instead of 4-5 small ones. Story, script etc: Somehow most developers fail here. The recent trend has been to make games from books by authors like Jules Verne, Agatha Christie etc, but even this fails (Having a good story is not enough if are unable write a good script out of it). It`s not about the budget because I'm not asking you to hire a writer, just use some common sense. Not every Game must rival a Stephen King novel, just try to steer clear of the most embarrassing clishè dialouge and plot twists. Pacing: If the game`s pacing is off, as it usally is these days, the game will get boring at some point. There is no real answer on how to pace your game, but this usally works: The game should switch between "story mode" and "adventure mode" at a regular basis. In "story mode" puzzles should be linear or semi linear, while in "adventure mode" puzzles should be more open ended and the player should have more freedom to roam. The game should open and end in "story mode", while adventure mode should dominate the middle game (but still get interupted by "story mode" from time to time). Another thing about pacing: Even later in the game (where the hardest puzzles are supposed to be) there should always be some small easy puzzles scattered around. Again, this has nothing to do with a budget, its all about planning your game. Voice and sound: Sound and voice acting is very important, yet almost all of the newer AGames are badly acted. I understand this cost`s money, and I also understand that the original language of the game might be acted very well, but the english translation is important for markeding and should be a big part of the budget, regardless of how small that budget is. Also, in serious games (detective games etc) the main character shouldn`t speak everything out loud when you look at an object (The character should "think out loud instead"), in less serious games however, this is no problem. So, long post eh?: I could go on, but I'm tired of writing. The developers has enough AGame making tools, but IMO they don't use them as well as they could, even compared to their own budget. Some recent games does it right, mostly Sam&Max and Penumbra, and there are some interesting titles coming, but most of todays AGames fail to impress, and some are even flat out insulting to the genre. The worst part is that these games could have been good had they just been planned better from the beginning. Last edited by GepardenK; 02-27-2008 at 04:57 PM. |
02-27-2008, 07:33 PM | #23 |
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I agree with Gepardenk...and I almost feel as though the people behind ther sherlock holmes, agatha christie games, etc.. haven't even played the GK series, TLJ or Grim Fandango and don't know what a quality story-driven game feels like...
I mean maybe they have...but the standards just aren't there man. And I also think that the old "adventure games don't make money" montage that publishers always harp on about is really just a form of shooting themselves in the foot. At least in the states, every middle-class to upper-middle class person has a PC sitting at home that could run TLJ for example...and I think that they would want to play it if they knew about it. God knows everyone is looking for some new way to escape for a few hours after work from the increasingly chaotic world around them, and this potentially groundbreaking new form of entertainment/storytelling has the potential to corner a huge section of the market. Like I said man, just stupid. The first person to mass market a successfull, quality story driven game that immerses and excites people is gonna have the f***kin chinks man. And everyone else and all the other publishers will wonder how on earth they could have missed that oppurtunity.
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02-27-2008, 08:06 PM | #24 |
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one of the best posts i ve read here
well, for starters, i think its obvious that none one of the european developers (and rest) that are struggling for years to save the genre have the budget (or really, using the budget) like lucas arts and sierra did at their peaks. adventures were mainstream, so there were good justified reasons to push to the limits production, artists, composers etc.. if we take, for example gabriel knight 2, or monkey island 3, no matter if its no oscar performances in acting, animating or any other segment, you can really smell a high production efforts, or even better - proffesional commitment regardless on money invested in them nevertheless, i have to agree with GepardenK - the adventure games today are mostly static and boring, with a little boost of inspiration to give to players and force them to play it. but to add here also that 2008. seems like the best year for last 7 years or more.. the only one we can blame are developers and its a bit of an irony - they are at the same doing some chivalrous don quijote-like things, making commercial games and ressurecting the genre. however, as it was said, budget cannot play the main role - for Crysis yes, but not for a good adventure game. And even better - adventure games are a type of games where whole game can look like a high budget if you do it right, if you have tallented people, if you have smart people, if you have people with ideas and inspiration. finally, i have a really strong sense that crew of golden adventure years, like people of lucasarts, sierra, etc, were really a gamers first, and then developers. like they were doing something to the perfection because they will play it, they were modeling game knowing what will a joy of playing it look like once it is finished. phrase - we hope you enjoyed it playing like we enjoyed creating it is not a coincidence.. speaking on a theme of keeping the atention of a player, scriptwriting etc, i can say one thing - i will always play, and replay monkey island 1, 2.. rather then watching again and again Pirates of the Caribbean movie. but i will always watch again Poirot TV series rather then playing or replaying Poirot games. I said Poirot only to make a comparation - and i do want to see more Agatha Christie and Poirot games, done better if thats possible. well, i m not saying that now-days generation of a adventure creators lack talents inspiration etc.. i think games generally lacks the toning, some small but important steps to make them playable and enjoyable thoroughly. for example, one of the better games in last years - still life. sometimes i have the feeling that no one played the game they created, or they are only thinking on a play-time. still life has an imersing story, some great puzzles etc.. but the pacing, the dynamic or playing is very static and frustrating. what were they thinking if you have to watch every time Victoria walking out of a car, walking to the elevator, waiting for an elevator, waiting for elevator to open, waiting her to enter the elevator, waiting for elevator to close, waiting for elevator to go up, waiting for elevator to open again, waiting for her to exit elevator.. without a possibility to cut it.. and only to see that u have nothing to do in your office so lets go somewhere else - oh no, elevator again. What were they thinking when they didnt put a map in such a beatiful game like Keepsake, so u dont have to walk every time stairways to heaven doing the same routine every time and finally you are frustrated because u want just to be at the location u already visited in a single click, but u have to walk there again. i m only saying here that developers must give a player a choice. sometimes i will walk and enjoy in a scenes i already know like my pockets, i will watch and click on every candle listening and enjoying to the same comments again and again only because i want to do so - choice is what matters. map, cutting the sequences, dialogs, are just an examples - it surely wasnt a priority in a games of a golden era, but it is an empirical thing, evolution thing.. when you have lack of quality nowadays, the last thing you want are frustrating details i really think the key is to get the attention of a player from the start and gradually keeping it or even increasing it. Whenever i start monkey island 2, and when largo hinders me on thet bridge, i always get same wish to play it all over again. i really dont know what it is, but there are little games today that i wish to play it in a one breath. story, characters, dialogs, atmposphere.. all of them should be in that way to interest you from the very start. and even then, to continue in a logical and interesting way Last edited by diego; 02-27-2008 at 08:21 PM. |
02-27-2008, 09:07 PM | #25 | ||
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Mass Effect. Oblivion. Click images for respective clips of each gameworld. Today when I think of what a fine adventure experience could be I think of games that may not categorically be classified - possibly according to AG traditionalists and sites like AG and Gameboomers - as adventure games, I think of games like Portal, Mass Effect, Bioschock, Shadow of the Colossus, Phoenix Wright, and even moments in a game like Oblivion, where a bold sense of exploration and cunning can yield incredible discoveries. I don't think of those games above as replacements for adventure games by and large (and I don't think that action should ever replace intellectual challenges, after all adventure games get their strength from their challenging puzzles, stories, and exploration). Instead, I think of them as possibilities for what adventure games - as a specific kind of game - could be like in terms of quality, vision, concept, and scope. This is from a four part series I had written about adventure games a few years ago. Quote:
After which I wrote... Quote:
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02-28-2008, 12:05 AM | #26 |
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Some great thoughts in this thread. Constructive criticism always gives me pause for thought.
Two things, though: Budget. Regardless of what you might think, it's always about budget. Good design takes time and time is money. Also, no matter how much care and attention you put into the design, if the game engine isn't equipped to handle it or the animation budget won't stretch that far you could be on a hiding to nothing. Marketing. Yes, this is generally bad for adventures, but there are some good things, too. DTP are doing some good things in preparation for the launch of So Blonde in Germany and Telltale are clearly hitting the right notes with their approach. But Laura MacDonald is right - adventures do need better marketing as a whole.
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02-28-2008, 12:06 AM | #27 |
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Heavy Rain, from Quantic Dream, slated for the PS3. Oh, and I should also make it clear that there look to be some pretty good 'bona fide' adventure games out there. For the PC. Of course, I wouldn't know anymore, as I no longer game on that platform. I'm strictly console now and own an Xbox360. This is primarily because I'm not made of money and cannot afford to upgrade hardware every six months (I play a variety of games, including RPGs and action/adventures, and I don't have any more patience to find out the hard way if a game works on my laptop or not). That stated, it's very disappointing that there are very, very few adventure games being made for the current gen consoles. Hopefully we'll see this change. I know that cutting edge titles like Heavy Rain are coming. No longer a 'pure' adventure game, Alone In The Dark: Near Death Investigation at least has a good adventure game pedigree. I think, however, that in order to have a chance at being successful on the console, adventure games generally would need to shift and change into games that look and feel very different from typical PC adventure games. Heavy Rain seems to be going toward this route with its emphasis on stark realism and cinematic presentation. Theseis, slated for PC, Xbox360, and PS3. There's also the upcoming Theseis. I'm looking forward to seeing how this title fares.
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02-28-2008, 12:32 AM | #28 | ||
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(thanks, btw, for having the patience to read all the crap I wrote, Steve)
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02-28-2008, 01:35 AM | #29 | ||||||
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Quote:
Inventory puzzles: Quote:
Minigame Puzzles: Agree with you on minigames, so not commenting on that. Fluid puzzles: Quote:
Difficulty: Quote:
Locations: Quote:
Story, script etc: Agree, so skipping this. Pacing: Swapping between story mode and adventure mode is great game design. I don't think we'd agree on what adventure mode should be like, but that's covered elsewhere. Voice and sound: Agreed. Bad voice acting and sound can ruin an otherwise good game. Most good games have good voice acting and sound, though, and these alone can not save a bad game, so I don't think it's much of an issue. So, long post eh?: Quote:
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02-28-2008, 04:05 AM | #30 |
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In my opinion, what really makes great a game is its narrative. I don't know if, in English, it is the right word, so - to make my point - I'll use an example from cinema: yesterday night, I saw "Sweeney Todd" by Tim Burton. It's a great movie, a spectacular triumph or Burton's outstanding technique, but has little narrative: the characters are predictable, the plot stream quiet without twists and turns, the interweaving of the fabula is also quite clear and linear.
I'll take - only 'cause it's really easy to me: I know that in the past there are plenty of other great game - the Gabriel Knight games, for instance: all the characters, from the protagonists to the secondary characters, are always well rounded up, making possible for the player/user to empathize with them creating the necessary suspension of disbelief. Also, the series it's one of the rare cases of an actually character's development. The plot of the games also reserve surprises, 'cause its outstanding narrative technique: take the first game for instance. The personal dimension of the story unfolds slowly, but when it hits the player, he/she feels like he/she's playing at a whole new game. Finally, the historical settings melted with supernatural istances create a "fantastic narrative"*, permeated with doubt and "unheimlich"**, which put the player at the same level of characters. * I'm referring to the narrative genre examined by Tzvetan Todorov, "narrativa fantastica". Sorry, I don't know how properly this translated into English ** Even here in Italy, we use the German word, and, as above, I don't know how to translate it properly.
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02-29-2008, 04:08 PM | #31 | ||||||
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To answer Steve Ince:
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you see: Today most AGame developers use the same game engine over and over again for every game they make. They just repaint the menu and inventory, make new backgrounds and remodel the characters (In short; mod their own games). This is fine; because we know they have a tight budget and we love them all for making new AGames. But why do every AGame developer today(almost everyone) insist on doing the same basic design error over and over again?? They have made games like this using the same tools for years now. They should know that puzzles becomes frustrating if they aren`t logical, that casual gamers will give up an AGame if its to hard at the beginning and that characters and story are what makes a memorable AGame. Toady's AGAmes lack inspiration, not money. As far as I know, there is no universal rule saying:"You have a tight budget, so your puzzles must therefore, by law, be sensless and stupid, else you will suffer a most horrible death and your children will forever be cursed to roam this earth in pain" Games like Penumbra, Scratches, A Tale of Two Kingdoms, Return to Mysterious Island and Myst are examples of low budgeted games that ended up being very good games. Why? because those games are full of inspiration, and you can tell the developers enjoy adventures. Myst was even made in a small garage with no budget at all (Same with scratches, until they got a small funding in the last year of production). To answer Sik: Quote:
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Still, I think games should start off easy, to give the story time to develop and get the players interested (as you say, it would open up the marked). And BTW, its actually harder to make easy games satisfying. Its those hard yet logical puzzles that really are satisfying, because they make you feel smart when you solve them. Quote:
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No, to me it seems most of toady's AGames lack inspiration, and lots of it. |
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03-03-2008, 06:08 AM | #32 | ||||
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03-03-2008, 08:38 AM | #33 |
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Totally agree with topic starter. I recently purchased Jack Keane and Runaway 2 and was extremely disappointed. Terrible writing, lame attempts at humor, bad triggers, illogical puzzles, ...
So I played DOTT and MI3 for the 3rd time. Come on Grey Matter! Save the day! |
03-03-2008, 08:44 AM | #34 |
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Overclocked looks good but it's not coming out till May 08 waaa
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03-13-2008, 12:09 AM | #35 |
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We will just be seeing more and more hybrid games (ex. Bioshock, Mass Effect, BG&E, Deus Ex). I am not sure that the “pure adventure” genre will make that “big” comeback. Unless, something is done that will really blow everybody away. Vague? I know.
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03-13-2008, 03:06 AM | #36 | |
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Half of this stuff likely won't be feasible for technical reasons. The other half won't be even remotely throught through sufficently to support twenty hours of gameplay and dramatic events, a cast of twenty characters, and an overall interesting and meaningful experience. Steve is right. Design requires time, money, revisions, iterations, thought, and care -- or it will most likely go horribly wrong. It can STILL go horribly wrong with all possible care and effort invested, but the likelihood of a complete failure can only be reduced by serious, cost-intensive, time-consuming work. Last edited by Martin Gantefoehr; 03-13-2008 at 03:18 AM. Reason: Typos |
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03-13-2008, 03:48 AM | #37 |
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To illustrate the point further:
For So Blonde it took about three weeks just to agree the basic story. Then there was four months of design and writing with another month of polishing later in the project. And that was just my time without taking into account the team at Wizarbox who I was working with. It's not just abaout creating a script, but doing so at the same time as developing the gameplay to ensure they compliment each other. Also, most adventures have the dialogue equivalent of 6-10 feature films and I defy anyone to write that much script in two weeks.
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03-13-2008, 03:49 AM | #38 |
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I wonder if games would be helped by the Disney (or animation) brand of story building... story artists brainstorming ideas and then pitching a sequence of boards to everyone whilst acting out all the roles etc.
It's proven to be a solid approach for chipping away at story problems throughout the history of Disney, Pixar and other studios. The idea being that since film is a visual medium it should be developed in a visual format. Obviously would need some re-thinking for interactive purposes but maybe game writers really are too stuck in the mentality of the written word. What if you had story groups that consisted of writers, artists and designers blasting through various ideas in visual and non-linear format, connecting the dots between plot points and possibilities, but doing so in a more tangible format than text... Perhaps add a programmer to do gameplay prototypes on the fly? Like the Valve "cabal" thing in a way... |
03-13-2008, 04:03 AM | #39 |
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No doubt this would help enormously, but it again comes down to budget. For a game, this is a lot of time resource being spent and for an adventure on a limited budget you need to question whether it's the best resource spend. Personally, I'd love to see much more visual story-telling in adventure games, more specific animation, particularly tied in with gameplay, but unless we can attract more money into the development it's hard to see how that will happen.
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03-13-2008, 05:07 AM | #40 |
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I wonder if this isn't one of those "you have to spend money to make money" kind of things... the investment in better story-process might reap rewards that outweigh the costs even financially. It could lead to less revisions and more efficiency and of course the story would be richer for it... While not a guarantee, better story means better word of mouth and, potentially, better sales.
I was watching this interview with someone from Blizzard and the gist was that any decision in favour of quality is always the right one. People are not going to remember when your game shipped or what the budget was. People are going to remember a good game. Diablo missed Christmas and still made tons of money. The reality is of course that the gatekeepers won't often allow the "when it's done" philosophy, but I guess that just means we need to get rid of the gatekeepers and carve out a position for ourselves like Valve and Blizzard and some indies have done, where we can make that call... |
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