03-31-2005, 03:41 PM | #261 |
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Hasn't this topic exhausted itself by now?
It seems to me that we are all going round in circles, stating our points, but with no clear resolution! I vote we abandon this topic because the answer is purely based on individual opinion |
03-31-2005, 03:41 PM | #262 | |
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03-31-2005, 03:42 PM | #263 |
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Why don't you ask the developers, publishers, media, and other gamers that question?
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03-31-2005, 03:43 PM | #264 | |
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03-31-2005, 03:43 PM | #265 | |
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At one of the panels I saw at GDC, Tim Schafer (and others) were asked about how graphics affected storytelling. (Now that I think of it, this may have been the precursor question that prompted the CGM interviewer to ask Tim Schafer about graphics killing the adventure game...) The question, which I found very interesting, was essentially "Look how advanced IF had become in its ability to tell a story -- why do you think the storytelling took a step backwards when graphics were introduced? And do you think every time a new technology is introduced (graphics, physics engine, whatever), it takes storytelling back to square one?" It was a leading question (not phrased exactly how I just phrased it), but Tim and the others up there (Warren Spector and I forget who else) seemed to agree it was a pretty fair assessment. Every time a new technology is introduced, there's a certain learning curve required before storytellers can figure out how to use it best in their games. By the time they master it, there's a new technology being introduced. THAT is why the story of King's Quest 1 is nowhere near as complex as the stories we see in games today (and why the stories in games today still have a long way to go). I guess the good news there is, there's always room for improvement. |
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03-31-2005, 03:43 PM | #266 | |
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03-31-2005, 03:44 PM | #267 | |
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03-31-2005, 03:44 PM | #268 | |
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03-31-2005, 03:45 PM | #269 | |
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03-31-2005, 03:46 PM | #270 | |
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... What's a CYOA?
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03-31-2005, 03:47 PM | #271 |
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Yeah. WTF IS a CYOA?!
Create Your Own Adventure? What does that mean?
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03-31-2005, 03:49 PM | #272 | |
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Edit: I find it funny how they are so unpopular nowadays that most people don't even know about them... |
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03-31-2005, 03:55 PM | #273 | |
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And I think THIS is where adventure games failed. Like I said, technology now exists, better than ever, to allow stories (good or bad, up to you) to be better told. It's just that for some reason adventure games refused to take advantage of it, and in an industry and culture where technology is one of the CRUCIALLY VITAL driving forces, that's akin to suicide. Because once you jump on the ride, you have to stay on and keep at it, otherwise you fall off and get left far behind.
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03-31-2005, 03:59 PM | #274 | |
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In fact they have done the opposite. But your classical definition of an adventure game - as I said - is not flexible enough to bring such a change to it. That's why they are mixing other genres with good adventures and creating a new genre: the virtual reality type of game. |
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03-31-2005, 04:05 PM | #275 | |
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Yes, you CAN tell a better story. Yes, you CAN design a good game with ten-year-old technology. Will it sell? Sure! It'll sell, what, 5000 copies? Will that cover your $50,000 cost to make the game? Will it warrant a sequel? Oops. We went a bit off topic.
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03-31-2005, 04:08 PM | #276 | |
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But in french, the books are call "Books of which you're the hero", or something like that, which means it can't apply to games. So in fact we don't have any names for CYOA games. I think. Maybe.
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03-31-2005, 04:09 PM | #277 |
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Yeah, I've seen those books. Never read them, they're so hokey to me, so contrived somehow.
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03-31-2005, 04:10 PM | #278 | |
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03-31-2005, 04:11 PM | #279 | |
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I used to love them as a kid, because there were these cool Ninja stories were you could blind your ennemies and then cut their feet and...
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03-31-2005, 04:11 PM | #280 | |
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After all, even adventure games from 15 years ago RAN ON TECHNOLOGY, didn't they?
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