03-20-2004, 10:13 PM | #1 |
Dr Uberman
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TLJ's inventory/item system: a modern marvel or insulting to one's intelligence?
TLJ is the only AG I've come across using the item system which it does, being that when you hold the right item over right NPC or other item, it flashes to tell you that you are correct. I've never seen this system used in any game before or after. Now personally I love this system, coupled with easy scrolling of items in you inventory it makes solving puzzles, when you have the right items in your possession, a joy to behold.
I can see how some people might see it as treating the users as dummies, almost bordering on walkthrough level of help, but I don't see it this way, takes a lot of the tedium out of item matching. What do you guys think? |
03-20-2004, 10:16 PM | #2 |
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Agreed. Its pretty cool.
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03-20-2004, 10:33 PM | #3 |
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i've seen it done manytimes in games. i cant remember every game off the top of my head but i think toonstruck, jackorlando, hopkins FBI and maybe diskworld did it. that is also my favorite type of item notifaction. the onlt thing i dont like is when you can combine an item with somthing else to make somthing absolutley useless. untill you find out you need it later on in game. you guys know what i mean
it's like when find a coathanger and a branch then you combine the 2. why would you do that? then you find out later in the game you need it to unlock a window, out on the lim of a building. Last edited by guybrush_guy; 03-20-2004 at 11:16 PM. |
03-21-2004, 12:22 AM | #4 |
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I would vote for the "modern marvel" choice.
Also, if memory serves, TLJ also had that great feature where you didn't have to keep dipping back into the inventory box if you wanted to experiment. You could just place the arrow over the area you were focusing on and use the "scroll through" button on the keyboard. |
03-21-2004, 05:01 AM | #5 |
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Yes, it was rather nice. Helped to avoid many 'no, i can't do it'
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03-21-2004, 05:42 AM | #6 | |
Dr Uberman
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03-21-2004, 06:25 AM | #7 |
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Well, on the other hand, what do you think about Simon II's hotspot locator? Personally, I liked it a lot, as most adventures don't always make it clear what items are available to be picked up & whatnot.
Frankly, I wish more adventure games had the same feature. Sky Warrior Bob
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03-21-2004, 06:36 AM | #8 | |
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03-21-2004, 06:45 AM | #9 | |
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I've never played TLJ, but the system described here does sound a bit of a cheat. Still, if all it does is to save time when you're stuck at the "use everything with everything" stage, it sounds like a good thing - since you only ever reach that stage if the puzzle is illogical, or you're just being stupid (in which case you need all the help you can get!)
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03-21-2004, 06:46 AM | #10 | |
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The alternative way is just let the player CLICK on EVERY item, hear something like "That doesnt work", and then go click on another object. In TLJ, you dont need to hear those standard "that doesnt work" responses, you just select one item and place it over the object you want to combine with, if it flashes, it is the right one. The nice thing is that this system cuts a lot of repetitive work, while leaving the challenge of having to figure it out which is the right combination. You see, if you try one object, and if it doesnt flash when placing over another item, then it is the wrong one, that is obvious. It is the same as clicking and hearing to those standard "I cant do that" lines.
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03-21-2004, 06:56 AM | #11 | ||||
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03-21-2004, 10:22 AM | #12 | ||
merely human
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I had no fundamental problems with TLJ's system. However, I feel things could be so much more improved anyway, seems that most adventure games, imo, are still stuck in the primitive 'click-here-click-there' monotony, perpetually forcing the player on pixel hunts, thus shattering the immersion. I have this idea of an in-game hint system, similar to GK3 but more sophisticated, whereas whenever (if ever) you get stuck, click the hint icon in your HUD, and the character says something like: "Hmm, there must something in this room I can use to reach that high shelf"; or "None of these things in my backpack seem to work together, maybe if I combined them in a different way". It is then that the character could look around the room and settle their eyes in the general direction of the usable object, or perhaps remove the possible items in their pack and lay them out. In essence, the graphic equivalent of the UHS hint system - the more you click on the hint icon, the more clues you're given.
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In No One Lives Forever, anything that can be used or taken highlights when you get close enough to it. Why not use this system in a classic adventure game? Silent Hill 2's version of pixel hunting - James Sunderland simply looks directly at the interactive object, and a generous area allows him to pick it up, instead to forcing the player to position him over the painfully minute, stingy square millimeter to get it. Nope, this has more to do with sloppy programming. A good game allows a more generous 'area' of interaction. One solution to this problem would be to have the character look in the general proximity of an object, thereby prompting the player to hover the cursor over that area until it highlights. Another solution would be similar to what the FPS game No One Lives Forever did, where the interactive object begins to glow rythmically when you get close enough.
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03-21-2004, 11:16 AM | #13 | |
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I am also considering that ALL graphic adventures featured direct control gameplay untill the creation of the Scumm interface. Kings Quest 1-4, Larry 1-3, Space Quest 1-3, etc. Back then, after the release of Maniac Mansion 1, it was obvious that the point and click interface was much more suiting to an adventure game. Direct control was completely abandoned. Nowadays, with the advance of 3D real time gameworlds, adventures are returning to direct control. But most of the time, like you already said, this feature only serves the real time 3D graphics and superficial cinematics, not exactly the gameplay. My opinion is, if the game is set in a 3D real time world, where you can walk just about anywhere, with the camera following your every move, direct control might be the best alternative. However, I think direct control is much more suited to a game where you need quick reflexes, where there is much running and jumping, etc (example: Tomb Raider). Those are not the typical style of actions in an adventure. The ability to make your character run everywhere with the gamepad is not something adventures really need, adventures are traditionaly the slow paced kind of games. There is much more slow exploration of each game screen, and there is very little need of quick running back and forth. Adventure players are usually "stuck" in one screen, so why need the ability the control your character when running. It may be my personal taste, but I think direct control suits action games a lot more than adventure games. If the adventure game is the same ol style of fixed camera angles, the most intuitive interface, IMO, is the point and click. The mouse cursor can examine any part of the screen, while in direct control games, you are usually limited to objects that are near the area where your character is able to walk. With something as simple as a double click of the mouse, you can instantly teleport to the next room you need to explore. Why adventure players need to run there with the direct control? We already did that back in the 80s, when there was no mouse around to help us. Back then, we would usually hear a standard response like "You are not close enough".
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03-21-2004, 11:46 AM | #14 | ||||||
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03-21-2004, 12:03 PM | #15 |
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I don't remember how Syberia does it, but Syberia II, as I saw from the demo does something similar to TLJ--if you try to combine things that wouldn't work, you just get an X icon, meaning, "you can't do that" without the anoying repetition of the phrase. Personally, I like it.
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03-21-2004, 12:16 PM | #16 |
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In my ideal adventure game, every item could be clicked on everything and everyone in the game world and the game would react individually to every possible combination - this is simply the way a fully realized virtual world should work.
Anything less represents a compromise due to lack of time, money, inspiration, storage space, care, or all of the above. ... USE rubber ducky ON leaf APRIL: "The rubber ducky isn't hungry right now. Better hang on to this synthetic leaf in case that changes, though." ... USE rubber ducky ON April (when in an empty room) <animation showing April putting the rubber ducky on her head, balancing it there for a while, then removing it and putting it back in her pants>* APRIL: "That was fun; I'm glad there was no one around to see it." ... USE rubber ducky ON April (when in The Border House) <animation showing April putting the rubber ducky on her head and balancing it there for a while> <Charlie claps> CHARLIE: "Go, April!" <animation showing a blushing April removing the rubber ducky from her head and putting it back in her pants> ... USE rubber ducky ON jukebox <animation showing April giving the jukebox a good thwack with the rubber ducky, making the jukebox switch tracks> ... I guess you get the idea. *This is another thing that needs to be addressed in future adventure games if we are to inch closer to that Holy Grail of adventure gamers: the elusive goal of total immersion and suspension of disbelief. Whatever the merits or flaws of Post Mortem, the main character in that game actually carried around a bag, visible in many scenes. This certainly enhanced my immersion in the game - lacklustre though it was in other regards. |
03-21-2004, 12:18 PM | #17 | |
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Right now, I just dont know any good examples of a well implemented direct control in an adventure game with fixed camera angles.
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03-21-2004, 12:21 PM | #18 | |
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03-21-2004, 12:25 PM | #19 | |
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If you get "That doesnt work" every time you click on something, then I think TLJ system is the best one.
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03-21-2004, 12:53 PM | #20 |
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I mean seriously, the design of adventure games as we know it needs a MAJOR REHAUL!
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