10-01-2009, 11:17 AM | #41 | |||
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A Hardy Developer's Journal - The Scientific Society's online magazine devoted to charting indie adventure games and neighboring territories Last edited by Ascovel; 10-01-2009 at 04:05 PM. |
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10-01-2009, 12:22 PM | #42 | |
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As for the argument that other genres have also stories, it's inevitable. Every game has. But to say that an action game has equal or better story of an adventure game, it's just hilarious. I still think the Batman reference and laugh. Lastly as somebody noted, I prefer well designed 2D rather than badly implemented 3D. And I can't understand why many of you treat this factor as a milestone in the 'progress' of the genre |
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10-01-2009, 04:21 PM | #43 | |
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The adventure game today does not own any element or quality that any other game hasn't already adopted and developed, re-imagined, or improved. There's ultimately nothing the adventure game can do that other kinds of games cannot, so the bottom line is what the player themselves personally prefer.
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10-01-2009, 04:38 PM | #44 | ||
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10-01-2009, 05:14 PM | #45 | |
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Except that adventure game has its unique gameplay which remains the greatest and most flexible way to tell stories through games without turning them into interactive movies.
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10-01-2009, 05:26 PM | #46 | ||
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With an RPG (like KOTOR, for example) you have a say in the details of the story. Your exploration, optional side quests, discoveries off the main story path, can deepen your involvement in the story and enrich the narrative experience. You have the choice to bring in your own unique experience of the story to the story. It's personalized. The upcoming Heavy Rain takes this even further in terms of the malleability of the narrative. Whatever choices you make in the story with a character can have direct influence in how the story plays out, all the way to the end. It can even shorten the story. I'm not saying that any of these are better than the others, but you need to remember that there's more than one way to tell a story. Gabriel Knight could actually be told as a lite RPG experience, or even as an action/adventure, or as an open ended gameworld full of optional challenges and exploration with the story at its core (which is how Grand Theft Auto IV was done). Just because you yourself prefer the adventure game type story of Gabriel Knight doesn't mean it couldn't be done in any other way in another type of game. Quote:
"Unique"? How?
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10-01-2009, 05:26 PM | #47 |
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All this talk of other genres - look, we're talking about progression in ADVENTURE games. Not RPG, not action or whatever else. At the end of the day, if we're comparing this genre with that genre, we're just looking at how to make one more like the other.
True this can lead to great innovation, but then isn't it really not adventure gaming in the true sense? It becomes a kind of hybrid of genre. Not that there's anything wrong with that, but if we're speaking about adventure gaming as it's own genre, seperate to all the others, there's also nothing wrong in recognising what keeps it seperate and using those strengths for the games rather than against them. This idea of the "masses" not wanting traditional adventure games? Since when should that be motivation? The so called "masses" will never accept adventure games in their traditional sense. But in the film industry, do they stop making character driven films because the "masses" prefer Hollywood blockbusters? I think if a game is aimed well enough at satisying the niche of adventure gamers, it will be just as accepted and successful as an adventure game attempting to reach these ever elusive masses. EDIT: I do however think the discussion of storytelling in different genres is an interesting point. Maybe a new thread...? |
10-01-2009, 05:39 PM | #48 | |
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The type of "open" or "living" world seen in Fallout 3 is what is missing from some adventure games in my opinion. In traditional adventure games, things only happen when you make them happen. You're usually caged into a handful of "rooms" until you solve puzzle X or talk to person Y - before then, nothing progresses. Characters stand in the same spot and start to repeat themselves after awhile. The same people will do the same things, forever, until you flick that progression switch. What I'd really like to see is more detail. Characters with daily routines, not just a spot to stand in, or a path to walk. Day/night cycles, where different things happen at different times of the day. Optional side missions that are unrelated to your main goal, to flesh out the world and build character. The holy grail? Character's being affected by things other than you, the playable character. I can think of a couple of adventures that attempted a few of these things and were truly revolutionary because of it (The Last Express, Shenmue), but they're way too few and far between as far as I'm concerned.
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10-01-2009, 11:52 PM | #49 |
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Sometimes I have wondered why elements from adventure games haven't merged more to another genres. For example Tomb Raider games, which already have some (but not very good) item-based puzzles and they are told in cutscene-platforming gameplay-cutscene style.
How awesome it would be if gameplay in Tomb Raider wouldn't be just platforming, but adventuring also? You would have to talk with various characters in the city and solve some item-based puzzles. After those you would get a map to a secret temple and you would have to find a way to get there. In the temple there would be some good item-based puzzles and platforming. The adventure game elements would fit so perfectly to Tomb Raider, that I'm very disappointed because the developer hasn't take a chance to improve Tomb Raider formula. I also liked Fable 2 very much, but many times during gameplay I thought that how well adventure game elements would fit to it. |
10-02-2009, 07:41 AM | #50 | |
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10-02-2009, 10:16 AM | #51 | |
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10-02-2009, 10:55 AM | #52 | |
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The Alone in The Dark Trilogy - mix of combat and adventure game puzzles Little Big Adventure 1 & 2 - mix of action, logic puzzles and adventury puzzles Insecticide - mix of platformer/shooter levels and adventure gaming levels Elder Scrolls: Redguard - an adventure game with lots of swordfighting The Desktop Adventures series Even Indiana Jones & The Infernal Machine - mostly Tomb Raider, but with a good bit of some more adventure game like puzzles probably there are more I just forgot now
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10-02-2009, 04:31 PM | #53 | |
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10-02-2009, 08:00 PM | #54 | |
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It's just that I personally think that the whole idea of sticking to certain genres are something that artistic people in general should try to avoid. That goes for games, movies, music and basicly everything of this kind. I believe that when someone tries to make their ideas as good as possible without any rules or constraints you have a bigger chance to make something truly great.
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10-02-2009, 08:07 PM | #55 | ||
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10-03-2009, 03:46 AM | #56 |
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Dreamfall was (and is) a very good game, I find, but with a horrible control scheme. (the band). And with some action sequences that should get the action gamers to buy the game. Sadly, it didn't...
Adventure games, as far as I can see, have more or less been converted into mystery games, probably since the narrative structure in adventure games fits well into the narrative structure in mystery novels and such. That's why I think many adventure games today are based on mysteries or revolve around mysteries being solved. And, of course, also because these games sell well For adventuregames to move forward, I would like to see more branching dialogues, being able to select more than one dialogue option in the game's dialogue, and being able to see more than one ending, depending on your choices during the game.
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10-03-2009, 04:36 AM | #57 | |
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In that line, I sometimes think that THE way to expand adventure games is to give even more freedom in what you can do, more ways to solve puzzles, more dialogue trees, multiple endings, large maps, with as much hotspots as possible. Something like the real world, where you are as little limited by what the game designer thought of as possible. However, this extreme type of game would be both unplayable and undesignable, so I'll stick with 'as much freedom in choices as possible'.
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10-03-2009, 10:28 AM | #58 |
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Probably nowadays majority of younger generation gamers have ADD (Attention deficit hyperactivity disorder) heuhee...
(of course there will be some exception for this ) that's why nobody cares for a slow paced Adventure Games, when they play games they just want to sit down and do some action, instead of running around talking to people, reading & gathering clues, doing some thinking to solve puzzle etc... that just boring for them. Adventure game is more like a game for moms & pops generation. well, except if you throw AAA graphic like Heavy Rain (which i'm interested to see how that game will fare in todays market). Hopefully that will spark some interest to today gamers and encourage them to try another adventure game. |
10-03-2009, 10:39 AM | #59 | |
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10-03-2009, 12:35 PM | #60 | |
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But the biggest point is simply: as a game designer you simply can not put every possible action in the game. You just can't think of every possible dialogue option, you can't think of every possible solution to a puzzle. You may come up with 3 different solutions with the items you put inthe game, but the fourth possibility you may easily overlook, although it is a possibility which in real life would work. Simply put, you can't make a game as flexible as it would be in real life. You are restricted by money as well as by your own mind. Working with multiple designers may reduce it, but you may still overlook options. And of course, with so many options, so much flexibility, so much detail in scenes, would the game still be playable? Or would you, as a player, simply drown in the overload of possibilities and options, and overlook the important aspects of the gamestory? Although I like flexibility and many options in a game, and although I like to see it as much as possible, it can not be done too much. There will always be limitations put in by the designers themselves. In a way good, else the game would be unplayable, but I would like to see game designers try to move these borders as much as possible. And I am really curious about it. How far could you go in designing as much flexibility and options in a game? I think it can be more than is shown now, but where should it end? Hope this answers your question
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