05-16-2011, 06:10 PM | #61 | ||
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I personally find that more satisfying than needing to consult a walkthrough because a developer came up with an unreasonable solution. |
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05-17-2011, 12:25 AM | #62 | ||
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But if you want difficulty, there are some excellent mods for the original Portal, and surely there will be soon some for Portal 2! I prefer truly hard puzzles in pure puzzle games, otherwise I get impatient when I don't see more of the story! Quote:
Last edited by ozzie; 05-17-2011 at 12:39 AM. |
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05-17-2011, 02:44 AM | #63 | |||||||
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Needing to use a walkthrough is not some nifty metric by which you get to measure your skillz as a game dev; Needing a walkthrough means you blew it. Immersion broken, fourth wall shattered, contract in the waste bin, and all bets are off. GameFail. Get it? Quote:
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Now me, I'm not that big on intensive gameplay. I never cared for memorizing control pad combos for special moves and stuff like that. Twitch gamer stuff still has no real attraction for me, personally. But there is something genuinely satisfying in mastering a skill (even a virtual one) and pulling off more complex stunts with it to solve problems. And I'll tell you, there have been blessed few puzzles in Adventure Games that ever made me feel like I really mastered a useful skill. I know some of us do, but personally, I don't get it. That's why I keep (unfairly?) accusing puzzles of being abstract surrogates for the real problems. I tease and cajole, claiming the story stops cold so I can finish a crossword puzzle while the door unlocks itself. I know the puzzle was more involved than that (and that some people love crosswords), but really, when the mechanic is just the same no matter what the puzzle actually represents (they don't call it 'point and click' for nothing), it's bound to start seeming a bit arbitrary if you're not really all that invested in puzzle gaming as a hobby to begin with. Seriously, how clever do you really have to be to choose between the left and right mouse buttons? It doesn't necessarily mean there's no brain work at all involved, but it's not like you can really say you mastered foreign languages or wheedled your way into an uncomfortable spot to take the damning photo that proves Moriarty is the killer. No real skill advancement involved, other than what you brought in with you, which ideally consists of a knack for abstract puzzles and perhaps some basic detective skills. I actually consider deducing how to progress the plot through dialogue and sleuthing far more useful than guessing that a piece of coloured plastic in your inventory can be used as a substitute for a missing gemstone to create a light filter out of an antique headdress that allows you to read a hidden clue on a modern museum map (and I thought that was a GOOD 'puzzle'. Very practical solution, by comparison to some that my mind refuses to let me recall correctly). Quote:
Basically, good storytelling takes a back seat to giving puzzle gamers kicks. Now, Portal doesn't have a very complex story (a very good one, but not exactly competing with The Longest Journey for depth and breadth) or a vast array of puzzles to solve. Every handful of test chambers, it introduces a new mechanical wrinkle to come to grips with, and gives you a handful of test chambers to learn how to use said wrinkle in conjunction with the tools you already possess (i.e. the Portal Cannon) to solve a problem you wouldn't have been able to do otherwise. Seen that way, it's all very pat; very much like certain classic AGs (which I love dearly) where you were trapped in haunted house (7th Guest, 11th Hour, Blackstone Chronicles), museum (Shivers, Temujiin) or mysterious island (Myst, Riven, Exile, etc, ad infinitum) and had to solve a series of riddles to win your freedom. But what Portal does offer, which hasn't been widely available in AGs of late, is truly new puzzles, and ones that actually make sense, rather than requiring Puzzle Logic™ to even understand. Myst did that, back in the day. Sure, the puzzles are particularly puzzlesque by modern standards. Victoria MacPherson (star of Still Live, for those at home) would kick Atrus' ass and track Gehn down like a rabid dog and run him over in her truck (and I would cheer). But the original Myst games had a certain internal consistency, and something of a learning curve. The more you figured out, the better you got at understanding later puzzles, which were superficially completely different, but in certain ways really required that you school your mind to decipher the internal logic of the different ages to grasp. Basically, you felt smarter upon completion than you did upon entering. Most AGs aim for this feeling. Most miss. Modern AGs simply drop you into a familiar setting, swap out all the locks and machines for logic and inventory puzzles, and leave you to starve or die of exposure. They assume prior knowledge of the conventions of AGs, even when their express purpose is to make these games more accessible to new players. Ironically, the numbers of new players isn't exactly setting the boards on fire. It's all done with this sly nod and wink, like you're supposed to just know the routine, even if you've never seen a computer-based logic puzzle before in your life. Even random mazes make more sense than some of the 'brain teasers' you come across in the average AG (thank goodness TAC is gone; we'll be spared the annual reiteration of the never-gets-old 'rearrange this panel of bizarrely shaped objects to make the thingy go'). Sure, it would get pretty annoying if game devs devoted a portion of every game to integrating new players with basic problems to solve just to get a grip on the mechanics when most of us know that it's point and click, you pick everything up, and you put the jam in the VCR to make it run. But if you apply yourself to the limitations of the tutorial section, you can still tell good story and make the lessons fun for everyone, without them feeling like a waste of time. Portal does that brilliantly. I mean, seriously, if you start a game and someone hands you a gun and drops a zombie in front of you, it won't take long for you to figure out what's expected. We get all snooty over here just talking about it. But really, we think our silly little puzzles and mini-games are so much more L337, when really, they're just as arbitrary and meaningless as shooting everything in sight. </rant> Quote:
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Last edited by Lee in Limbo; 05-17-2011 at 02:50 AM. |
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05-17-2011, 06:49 AM | #64 | |
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Sorry for the possibly off topic post. |
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05-17-2011, 11:29 AM | #65 |
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Holy... Nice novel you wrote there Lee
You've already wrote the majority of how I feel about it so no need to reiterate. I do however have a couple things to add. At least to me, it seem that around here we refer to a point and click game with heavy emphasis on puzzles a "Tradition AG". Strangely enough the story element seems to be the most variable portion of this equation. I personally like more story than puzzle. Others are the exact opposite. One thing is for sure though, even games that are much more puzzle heavy than story heavy are still reviewed here as AGs. The "Traditional AG" has branched many times in it's evolution. For instance, we have plenty of "Casual" find the hidden object games here that are considered AGs. Then there are games like Uncharted, which by no stretch of the imagination is a "Tradition AG". However there is no way you can tell me that running around with a narrative, solving puzzles, trekking through jungles and being nothing short of Indy himself isn't adventuring. It's precisely in the spirit of adventure games. Which brings me to my point. Over categorization of games into genres is worthless. All the matters is which gameplay mechanics you enjoy and which you do not. Take the gunplay out of Uncharted and now you have a very modern day adventure. Of course to me, you can leave the gunplay in and it's STILL a modern day adventure. This is because the mechanic itself doesn't bother me. It simply takes it out of the "Traditional" category. A mechanic alone doesn't make a game an adventure to me. This is why saying that Portal isn't a AG is just baffling to me. Especially when puzzle heavy, low narrative find the object games are considered such. So call Portal what you want, but please don't call it a shooter. If you really must, just make up some acronym like "FPP" (first person puzzler) and roll with it. |
05-17-2011, 05:59 PM | #66 |
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05-17-2011, 09:27 PM | #67 | ||
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How many puzzles have you come across where you really needed a walkthrough? I can think of maybe one or two where I said "well how in hell was I supposed to know that?". As long as there is a clue, no matter how obscure, there is the key to solving it. We shouldn't blame adventure games for deficiencies which are purely ours alone. Quote:
Besides, a puzzle IS the story isn't it? How could it not be? Think of it as a movie ... "Indy pondered over the ornate marble slider tile puzzle, remembering his old research notes on mesoamerican numerology. As the tiles clicked into place there was a deep rumbling and a hidden stone door swung slowly open..." Last edited by Oscar; 05-17-2011 at 09:47 PM. |
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05-17-2011, 11:43 PM | #68 | |
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A puzzle should be challenging, sure, but it should be solvable by your own intellect. If you have to run to a walkthrough for help, then how is that satisfying? |
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05-18-2011, 12:20 AM | #69 |
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I agree. The point is, it's very rare. 99% of times the reason i've gone to a walkthrough was my very own stupidity
Well, I still kick myself for failing to realize I should have put tape to a fence to get cat hair to glue on my face for a disguise moustache in GK3. |
05-18-2011, 03:46 PM | #70 |
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*sigh* Why do I get the feeling we're trying to argue the virtues of apples versus oranges? Puzzles are no more the whole of a traditional AG than the story is, but what one person regards as a worthy challenge, others find ridiculous and game-breaking (or boring and pointless, when compared with 'Real' Literature). It's all too subjective, particularly when discussing a game that has never claimed to be an Adventure Game OR Puzzle Game.
Anyway, we're all being pretty polite about this, so that's fine. However, I get the feeling we've reached an impasse. So as much as I love the game and hate to walk away from a good conversation, I'm gonna bow out now, before I start repeating myself ('Too late!'). For the record, I'll continue seeing Portal 2 as a sign that the things that made AGs great are still being upheld and evolved, even if the traditional puzzling aspects are being streamlined and reapplied without the minigames, journals and inventory puzzles to make it all seem more clever to those who can't get passed seeing a gun in front of them. Apologies if I've offended anyone. |
05-23-2011, 08:40 PM | #71 |
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I promised to stay away from this thread, but I just wrote my review of the game, and wanted to share it with the few people here who still don't think I'm totally off my nut.
Portal 2 - a LimboInteractive Game Review Okay, shutting up. |
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