01-11-2012, 02:46 AM | #41 | ||||
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But, yes, granted, Dune II didn't do badly at all, which is why it got "copied" in the first place. And the two biggest adventure innovators (to the public eye) of the last couple of years are the big-budget cannons Heavy Rain and L.A. Noire. Their impact will most likely be a lot larger than that of for instance Ghost Trick. Especially Heavy Rain (Telltale already tried the same with Jurassic Park). L.A. Noire, I consider that to be more of a hybrid. But I've said before that hybrids are going to be a big part of future gaming. It appears that games in other genres are more and more looking for adventure elements to be "innovative" in their genre. Adventure games aren't going mainstream again, mainstream games are slowly going more towards the adventure genre, imo. Quote:
Even when unsuccessful, a lot of inherently *good* movies (and the same goes for games) get a die-hard cult following. Cult hits tend to have a very long life cycle... up to the point where they're pretty widely known. Quote:
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I don't know if they were only referring to sales in Japan or not...
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01-12-2012, 05:21 PM | #42 |
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Innovation is great. If a game can offer something new in any way it's a good thing. May it be story, controls, setting, graphics or whatever. I never cared much about genres (in games, movies, music ect.) because then you tend to get stuck with a certain well-tried formula. I certainly don't believe that you have to make an economically successful game in order for it to be called innovating. The game just has to try something new (big or small).
As for PC vs Consoles, I thought that the PC market had the most innovating titles 10-20 years ago. But now that seems to have shifted. The explanation to this is probably simply because more companys are developing for consoles nowadays. But, as has already been pointed out, the indiegames on PC have come up with some really interesting titles in recent years (that goes for indietitles on consoles as well). You can often take bigger chances with something unproven if you don't have a huge budget to gamble with.
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01-12-2012, 05:33 PM | #43 |
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I'm surprised there isn't more choice and consequence in adventure games by now. Blade Runner from 1997, one of my top few all-time AGs, has an incredible amount of C&C that affects the storyline, characters, and outcome. Yet most AGs are still very linear, at most we might get an alternate ending or two.
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01-12-2012, 07:16 PM | #44 |
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I loved "Bladerunner" - I was a Mac gamer - ("Myst" got me hooked on the Mac) and I bought a PC just to play that game. For the next 8 years all I did was play adventure games like "Bladerunner" on the PC - what a happy time. I got three different endings in Bladrunner and there are more than that to be had. I thought the game was better than the movie actually.
999 is very similar to Bladerunner in that there is six different endings and depending on how you play the game you'll get a different ending. I have only got one ending so far - but I will get the other 5 though additional playings. FYI - I found up to date sales figures for Ghost Trick - 280,000 units sold worldwide and 999 has 220,000 units sold world wide as of today. Ace Attorney releases average 600,000 units sold world wide each so Ghost Trick's sales are actually pretty good at 280,000.
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01-12-2012, 09:24 PM | #45 | |
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Simply there's not enough demand for products like that - instead the game market is going in the direction of shorter but "better quality" offerings. For example the newest cRPGs limit the amount of text, storyline choices and dialog responses primarily to lower the costs of the (now obligatory) voice acting. "Obligatory" in the sense that a larger amount of players value having it over having a greater range of choices. Still, every now and then you get some Heavy Rain. @TimovieMan and @Mikekelly: Thanks for the Ghost Trick data (indeed doesn't look so bad ).
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01-12-2012, 09:46 PM | #46 |
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I think an important point is also how immersive the game is.
In the early days of adventures, you really felt that you were there in the game world and you were exploring a strange setting and you were a part of it. There was no other genre that provided that. It was either adventures, or mario/space invaders/pacman Today, shooters and RPGs have become just as immersive where you feel you are exploring and participating in an alternate world. Many adventure games nowdays are just a sequence of locations with a puzzle at each step. Its mechanical: Click everywhere on screen, pick up everything, talk to everyone, choose all dialog options, combine all inventory items, try out every item, move on to next location. I'm exaggerating a little of course, but you get the point. |
01-13-2012, 12:12 AM | #47 | |
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But to contribute a bit to the discussion, and maybe touch upon some of the stuff you are thinking about - I know some reviewers on mainstream sites complained about the interface in Heavy Rain. They thought it was hard to decode what the icons and icon animations meant (example below). So innovation aside, maybe that particular game could/should have been a bit more accessible. EDIT: Maybe the innovation-thing has been discussed/clarified further in the newest comments - I've only read them partly, I don't have the time for a long thread at the moment, sorry. Last edited by Jannik; 01-13-2012 at 12:25 AM. |
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01-13-2012, 12:51 AM | #48 | |||
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This just made me bump Blade Runner from its current place on my list to where Discworld Noir used to be (about 15 places higher). Quote:
Granted, after getting two of the same endings, I consulted a spoiler-free walkthrough that just listed the doors you had to choose to get the different endings. That way I could get through all the bad endings first, before I got the obligatory ending and then the good ending (without having redundant playthroughs). If you're calling it a contender for your 2011 game of the year, wait until you see the mindfuck that is the good ending. Quote:
Games where you have choices to make and where those choices have consequences throughout the rest of the game are abundant in other genres. Practically every RPG uses this, for instance. It's one of the main reasons why I play RPGs in the first place (that and the fact that out of all the actiony games, they're the closest to adventures because they're the most story-driven). Given the success of RPGs in general, and the success of Heavy Rain, I think there's plenty of demand for this. We don't get more of them in the adventure genre, not because there's no demand, but because implementing choices and consequences in an adventure game makes the development process a lot longer and thus more expensive. And adventures rarely have Heavy Rain or L.A. Noire-type budgets... Quote:
But with quality writing and good puzzle integration, you can be just as successful with a tried-and-proven formula like point-and-click. Innovation is good and important, but it's not the most important aspect, imo.
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01-13-2012, 01:05 AM | #49 |
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Now I need to play Blade Runner......*Agent Cooper gives you all a thumbs up*
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01-13-2012, 03:09 AM | #50 | |
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I'm not in favor of either agreeing or disagreeing responses to that (it's either true, or not, regardless) - just thought it's an interesting thing to ponder about. I'm not sure what you are not agreeing with because you pretty much repeated what I said. If you mean that you don't see modern cRPGs as getting greatly simplified in terms of storyline/dialog/character choices to better cater to the modern mass audience - well that's what their designers and players have been complaining all around the net in recent years.
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01-13-2012, 04:10 AM | #51 | |
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There's plenty of demand for those types of games (see Heavy Rain's success), they're simply not being made more often due to budget constraints... Basically, I agree that they are not being made to lower the costs. I disagree that "lack of demand" has anything to do with this.
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01-13-2012, 04:38 AM | #52 | |
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You would expect one or two innovative games every few years. Its just that on the PC I dont see any adventure game breaking new ground, while on the consoles there have a lot of innovative adventures in the last few years. I can also understand following up one blockbuster formula with more of the same, but with adventure sales declining for most of a decade, you'd think companies might try something different. |
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01-13-2012, 03:28 PM | #53 | |
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Not to mention that HR is a big budgeted game.
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01-13-2012, 06:23 PM | #54 | |
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01-13-2012, 08:24 PM | #55 | |
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People prefer voice acting and choice, and Heavy Rain offered that as best it could and did a great job. EDIT: Holy crap my earlier post read so badly. I fixed it up.
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01-15-2012, 04:28 AM | #56 | ||
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Then how come To the Moon got such rave reviews everywhere (and rightfully so)?
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01-15-2012, 04:50 AM | #57 | |
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01-15-2012, 07:38 AM | #58 | |
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So for instance you won't ever see a new RPG with the amount of text, interactive dialogs and choices that affect the storyline as Planescape Torment. On the other hand, you'll keep seeing RPGs with complex procedurally generated worlds like Bethesda makes, as well as more interactive movie like RPGs.
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01-15-2012, 12:36 PM | #59 | |
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Actually I think your point is much clearer in the above comment. And yes, there's probably some truth to it. |
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01-15-2012, 07:25 PM | #60 |
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"I'm not so sure that these DS games are all that cheap to make. I think they too have fairly big budgets...
If people prefer voice acting so much, then how come DS titles sell so well?" DS games run the extremes - some have a small budget (almost indie) - while other big name titles have a very large budget (Prof Layton and the Last Spectre). I myself much prefer Voice Acting to text. The limited size of the DS cart makes text necessary. One reason the the DS games sell so well is the touch screen interaction - which is quite fun. 3DS games have larger capacity carts and have voice acting throughout.
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