05-21-2009, 06:24 PM | #101 |
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I can only speak for myself as a gamer, but the technology available to make video games has grown so advanced Point-n-Click is antiquated by comparison to today's video games. I want the freedom of control and grand vistas that the consoles and PC are capable of and not be restricted to the shuffle of scenes PNC games are. Playing PNC games today is like being forced to drive a Ferrari at 30mph when it is capable of far more. Gamers like me have come to expect certain things from the games made today. Adventure Games in general have failed to meet the standards I require to play a video game in 2009.
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05-22-2009, 05:52 AM | #102 |
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It should be noted that there seems to be a considerable audience for technically and control-wise simple games, though. They sure do seem to be produced a lot, so I don't think the solution is for every AG developer to try to out-do Heavy Rain.
But more studios should try, I agree. Mass Effect is a relevant game that adventures should try to match in quality. Actually, I think ME is the Space Quest of our times. |
05-22-2009, 10:33 AM | #103 | ||
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@ Intrepid Homoludens, indeed more console AGs would be nice, iphone would be ideal for smaller scale games but there exists competition and indie projects would have to be priced as indy projects and not some AAA title. Unfortunately quite a few indie developers use pricetags which do not correspond to the level of craft their games have and I am not sure they would be up to the task and try themselves at iPhone healthy price competition. btw I will give Hysteria a go when it comes out, looks interesting. Quote:
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05-22-2009, 02:15 PM | #104 | |
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Don't expect a publisher like The Adventure Company to shell out funding for a conceptually and technically ambitious new game like Heavy Rain. It just doesn't have a money and the balls for it because the company was never interested in going that way. Quote:
And really, the hardcore fans of point-&-click often freak out that their precious game genre is ceasing to grow and they're blaming, say, the consoles, the FPS or other action games, or the general gaming market for wanting sex and violence over intellectual challenges. But the reality is that intellectually challenging games will always still be there, because the market will always be there. And that's alongside violent games, and graphics progressive games, and conceptually unique games. So I'm not at all worried about the the point & click games, they'll always keep coming. What I am concerned with are the opportunities for boldly creative and unique possibilities that game designers like Ragnar Tornquist and David Cage are exploring within the commercial realm. Titles like Heavy Rain are NOT cheap to produce. It is not a budget title like, say, a Nancy Drew game. Neither is it a cookie cutter adventure like the Agatha Christie series. Games like Heavy Rain need generous resources to explore new ideas, and publishers of traditional adventure games don't have the money or the courage to go out on a limb like that, and that's because those publishers haven't built up the necessary resources and market all this time to go that direction, even if only partly so. At this point I don't care at all about point & click simply because people are still buying them. It's the new "meta-adventure games" (as I refer to conceptually progressive titles like Indigo Prophecy) that I'd rather pay more attention to.
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05-22-2009, 04:23 PM | #105 |
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I couldn't have said any better Intrepid. My sentiments exactly.
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05-23-2009, 02:26 AM | #106 | ||
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I can see the argument in the context of consoles as the majority of console controls (excepting the DS touch screen) aren't suited to point and click. Is there a single control system that would suit all systems for ports? Quote:
At the end of the day, a games company isn't just a faceless corporate entity. It's a bunch of people who need the company to make money for them to live. Are we really asking people to put their livelihoods on the line merely for our entertainment? Maybe we should ask ourselves if any of us would genuinely be willing to do that. The Adventure Company makes stuff that sells (and I'm speaking as someone who wasn't exactly blown away by something they were involved in). Maybe they've made a definite decision not to take risks or maybe they've realised they can't afford to do so. Either way, accusing them of not having "the balls" isn't going to get us anywhere.
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05-23-2009, 06:42 AM | #107 |
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David Cage was rather unknown before Fahrenheit.
Everyone has to start somewhere. In general, adventure game developers seem to lack vision. I don't think The Last Express cost substantially more to develop than a lot of the medium profile games like Still Life 2, Secret Files 2 and so on, but it had a lot of ideas that has almost never been looked at again since. You don't need large budgets or great graphics to provide something new and interesting. Even the dialog/inventory system in Mata Hari comes across as innovative in today's adventure industry, and that's rather telling. |
05-23-2009, 12:19 PM | #108 | |
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PNC games are glorified slide shows. That does not provide the immersion of exploration that a good 3D engine with direct controls can. In PNC games I can see a great rendered tower in the distance, but I can't go there. In a 3D game I can climb to the top of that tower and look over the entire map. That is the freedom of being able to do anything at anytime. Not just the five hotspots that are currenty available on a static screen. |
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05-23-2009, 01:03 PM | #109 | |||
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That stated, independent PC distribution is today merely one way of getting your game out there. You can also do it through Apple's App Store and have it be an iPhone/iPod Touch adventure game, or do some home brew for Sony's PSP. And it doesn't even have to be a fundamentally innovative game. It could very well be a beautifully unique and different re-conceptualized "touch-&-click" 2D game (if on the iPhone), a side scrolling adventure for PSP, or a simple 3D adventure romp for the Xbox that has memorable characters or stories.
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05-23-2009, 05:05 PM | #110 | |
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Don't get me wrong, I like the game, I've played and completed it, but despite its gloss and there is a decent storyline there isn't really a hell of a lot to do.
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05-23-2009, 07:36 PM | #111 | ||
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That said, I myself don't even really need all that much innovation—I'd be glad if people just stopped doing amateur game design mistakes and read up on basic drama theory. There's no reason why modern adventures can't be better designed from a usability and friendliness standpoint than the old ones, but often, in my experience, they're worse. I'd take Gabriel Knight 2 or 3 over Overclocked any day, and GK2/3 had some relatively (and unneccessarily) obscure puzzles. Good usability, good script and a helpful attitude is not primarily a question of budget, but of game design and scriptwriting knowhow, in my opinion. I'm actually relatively excited about the way I see games such as Dream Chronicles: The Chosen Child and Pahelika: Secret Legends go. Do you guys know when this trend of incorporating tricks from "casual games" came from? I rather like the efficiency and helpfulness of this new Myst/hidden object offshoot genre, when done well. Last edited by oerhört; 05-23-2009 at 07:50 PM. |
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05-23-2009, 11:37 PM | #112 | |
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To take your Assassin's Creed example, you can climb to the top of the tower to look over the whole map because the tower has been given climbable status. Had it not been given climbable status then you wouldn't be able to get to the top of it. The freedom that you're seeing is down to design of the game environment, not the control system you use to move through it. How could you achieve climbing the tower using Point and click interface? First-person view, moving the mouse around moves the view (in all directions) Left-click interacts with objects. Right-click moves the character forward. It's still pretty close to the classic point and click but now you climb the tower by walking up to the base of it, orienting your mouse to look up the tower and advancing.
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05-24-2009, 06:25 AM | #113 | |
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Infact its only game which translates the 2D concept art in 3D totally, ME came close but its static and not reachable and divided with loading times. http://www.youtube.com/watch?v=qDm1X1W_lk0 Play this in HD and you will forget TLJ 2D images http://www.youtube.com/watch?v=jTtYI...eature=related More http://www.youtube.com/watch?v=OFNmd...1AB38&index=24 My best level, exactly like concept art in 3D http://www.youtube.com/watch?v=S2ho4...1AB38&index=33 @intrepid on budgets AG companies can now try to get UE3, since majority substandard companies are getting it and making too many crappy tiles form movie tie-ins to original IPs. And they are really generic , but easy to license and develop. So its best bet, specially it is good for good character renders, so adventure game can benefit form face modeling and behavior which normally sucks/nonexistent and kills immersion in todays AG. On your your intellectual part, i dunno but i still find script and writing in other games more better than AG. Uncharted,Folklore,ME, BS, DeadSpace, infamous, do it alot better. You need have tight script and better VAs first, majority of AG games become victim of bad localizations from their European origins, then comes low caliber/profile VAs to make situation whole lot worse. Even high caliber VAs don't count many times, since nolannorth sucked in PoP and he blows in Uncharted, so execution and QA should be there too to reach certain standard. If you mean intellectual = puzzles, then again i dont think puzzles have really evolved, and how much can you evolve puzzles on 2D image? With cursor? Aren't we talking about evolution here? Last edited by nomadsoul; 05-24-2009 at 07:02 AM. |
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05-24-2009, 09:13 AM | #114 |
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David Cage was known before Indigo Prophecy as someone else mentioned, with Nomad Soul. A very underrated game IMO. Even though it did have Bowie , it never did become very popular with the mainstream.
Forgetting the awkward game controls and some bugs, it was a very ambitious and intelligent game for it's time, which is why I believe it didn't do that well. Many people don't like deviating from the norm, especially back then when all the rage was Doom etc, and that mindset is still around now. Indigo Prophecy, despite having horrible stealth mechanics, stupid Simon Says sequences, and a weak story ending still intrigued me more than 95% of other games that have come out in the last 5 years or so. And it's because Cage did take chances with the gameplay mechanics. And that does take some guts, at least as far as I'm concerned. I have no idea what Heavy Rain will be like, and I doubt I'll ever play it unless it comes to the PC, but it's nice to know that there are some game devs still willing to take chances. |
05-24-2009, 10:06 AM | #115 | |
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Like other people pointed out, regarding budgets XBLA/iPhone are very good to innovate within a tight budget, I assume the same holds for Sony Online Services as well but I don't own a PS3 so I can't be 100% certain for the Sony bit.
Regarding 3D & game interface, yes 3D offers a hell of a lot more potential to games, Beacon pointed it out very nicely Quote:
This thing of discussing if 3D is better than 2D reminds a debade of late 80s & early 90s (that took place on PC mags and BB Servers), if it is good to have graphics in games or it is better to have text games in the style of Zork, other text adventures, MUDs etc. I won't go on listing the arguments for keeping text games because I don't think that would make any sense @ 2009 but how can a more restrictive form of graphics provide the whole experience (both graphically, gameplay & interactivity) that 3D does? |
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05-24-2009, 01:36 PM | #116 | ||||||
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As far as Omikron goes, it was a muddy and nonimmediate prospect to the buyers back then, in my opinion. It was very hard to understand what the game was about by its cover, which looked like a heavy metal CD cover. The only reason it caught my interest was because PC Gamer UK compared it to Outcast, another artful game at the time that was a bit better at conveying what it was (Indiana Jones in space). Bowie might have helped sales, though. How many copies did it sell? Quote:
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There are a lot of advantages to using 3D, but it's hard to argue that 3D is categorically "better". |
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05-24-2009, 01:55 PM | #117 | |||||
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However, raising the quality of graphics, or going from 2D to real-time 3D, or hiring a much more talented writer triggers a very good chance to re-conceptualize the game, to where it may branch away from the typical constraints imposed on adventure games that don't have such a generous budget to work with. When you have better technology and better talent, you can certainly think better ideas and come up with new and different ways to experience the game. Quote:
You can forgive an action game, like Gears of War, for example, for having a lousy story and B movie acting, and that's because GoW is NOT an adventure game, it's an action game and if the action sucks the game sucks. I think with a typical adventure game the story and the intellectual challenges (puzzles) are what matters, so if one or both of them suck, the game sucks in general. Quote:
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It's still possible to engineer a new kind of puzzle, one we have never seen before, within a 2D adventure game. But, that depends on a bunch of other factors in that game, like the concept, how new and unexplored the story content is, the gameworld, the characters themselves, and of course, the technology involved. Quote:
I dumped the word 'puzzle' and replaced it with 'intellectual challenges' because I wanted to get away from the puzzle mentality. When you think 'puzzle' you most likely think of the stuff in Myst, or some other kinds of puzzles where it's all about logic. But I think 'intellectual challenges' offers a better, more abstract way of perceiving the challenges in a game. What if the challenge involves dynamic A.I. where the player must interact with a character that in real time assesses the player's every move and reacts accordingly? Can that not also be a puzzle? I hate the idea of designing 'puzzles', because that in itself AUTOMATICALLY begins to force you to think in a typically adventure game way, and you become redundant. That is in part the trap that adventure game designers continue to fall into.
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05-25-2009, 05:15 AM | #118 | |
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To me that is inherently more fun to do than solve a slider puzzle for the umpteenth time. |
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05-25-2009, 05:22 AM | #119 |
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Crate puzzles have about as bad a reputation in action adventures as slider puzzles have in adventures, though.
I don't believe for a second that the perspective—3D or 2D—has anything to do with whether the challenges are smoothly integrated with the environment. It's all a matter of game design. Badly integrated puzzles are found in both 2D and 3D games. |
05-25-2009, 04:08 PM | #120 | |
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As much as I like the Zelda games, overall, I am so sick to death of the series' seeming insistence on always having sliding crate-type puzzles. Of course, expecting no sliding crate puzzles in a Zelda game might be equivalent to expecting not to to have to rescue the freakin' princess in a Mario game (or indeed a Zelda game, heh), but a man can dream, eh? In my experience, "puzzles" in 3D games tend to devolve into the same handful of "drag object "x" to point "y"/ step on the pressure pads in the right order/put obviously-shaped key object in obviously matching slot/press buttons in the order indicated on-screen like a lab-test monkey to activate QT actions-type mechanics. It's all so familiar AND repetitive that it makes your average point and clicker look positively filled with variety in comparison. Doesn't stop me playing them (both modern 3D arcade-adventures and old-school adventures) of course, but it makes me laugh at the notion that 3D is going to be some kind of innovation cure-all for the adventure genre. |
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