08-23-2008, 07:44 AM | #21 | |
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I remember, in Gabriel Knight 3, how fun was to click the eye icon on everything to hear Gabriel thoughts about it, some very sarcastic and some very profound, and then do the same thing with Grace to realize the diversity between them - it would have worked greatly for Dreamfall, with April, Zoe and Kian (I only remember this happening with bedding on the bridge leading to prison tower and with the Ivory Tower)
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Top Ten Adventures: Gabriel Knight Series, King's Quest VI, Conquests of the Longbow, Quest for Glory II, Police Quest III, Gold Rush!, Leisure Suit Larry III, Under a Killing Moon, Conquests of Camelot, Freddy Pharkas Frontier Pharmacist. Now Playing: Neverwinter Nights, Professor Layton and the Diabolical Box |
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08-23-2008, 09:02 AM | #22 | ||||||||||
It's Hard To Be Humble
Join Date: Jun 2006
Location: Hamilton, Ontario, Canada
Posts: 2,557
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Oh, and I'm pretty sure Roberta is still alive. Either that, or her wiki entry needs to be updated, and I need to be directed to the news clipping I missed. Quote:
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But back to the interview. Quote:
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08-23-2008, 09:14 AM | #23 | |
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Top Ten Adventures: Gabriel Knight Series, King's Quest VI, Conquests of the Longbow, Quest for Glory II, Police Quest III, Gold Rush!, Leisure Suit Larry III, Under a Killing Moon, Conquests of Camelot, Freddy Pharkas Frontier Pharmacist. Now Playing: Neverwinter Nights, Professor Layton and the Diabolical Box |
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08-23-2008, 09:57 AM | #24 | |
Unreliable Narrator
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I believe this was more true in Dreamfall than TLJ, personally. The latter felt a little too on-the-nose and expository, particularly at the start of the game. I'm sure I said as much in the blog entry I linked to in my last post.
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Squinky is always right, but only for certain values of "always" and "right". |
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08-24-2008, 02:00 AM | #25 | |
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Join Date: Sep 2003
Posts: 2,459
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Adventure designers could stand to learn a lot from RPGs. If you take out the leveling and combat and leave just the character- and world interaction there's a richness there which is rarely if ever seen in adventure games. My problem with Dreamfall by the way, is not necessarily even its linearity... it was that they didn't even let you really *do* any of the tasks layed out in the straight line in front of you. Every step of the way Zoe or April would make some inane comment like "Hmmm, I should probably do X" or "What if I did such and such" completely robbing the player of any opportunity to think for themselves. I hate when games do this. Tell me the problem, not the solution! Alright, you got me. Impossible is a strong word, though depending on the pace of a game difficult to grasp is effectively the same as impossible. If a game requires quick decisions things need to be gettable. This of course is more crucial in the types of games that Valve generally makes, but not as much in more calmly paced adventuring. Given enough time anything is parseable... |
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