03-30-2005, 08:45 PM | #101 | |
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03-30-2005, 08:52 PM | #102 | |||
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03-30-2005, 08:53 PM | #103 | |
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03-30-2005, 08:58 PM | #104 | |
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03-30-2005, 09:02 PM | #105 | |
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Story - or more abstractly, narrative - is clearly, and historically, one of the defining elements of the adventure game, that we can agree on. But I'd like to emphasize that it is no more important than whatever other elements hold it up. What are those elements? How do they fit in proportion to the narrative?
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03-30-2005, 09:02 PM | #106 |
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Hmmmm - I would define Adventure Game as a game that - after playing it - I feel that I've just had a really great Adventure!
(as she quickly ducks and runs from the flying frying pans)
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03-30-2005, 09:03 PM | #107 | |
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03-30-2005, 09:06 PM | #108 |
The Dartmaster
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I'm proud of you guys for topping 100 posts in under six hours!
On topic too (except for this one) |
03-30-2005, 09:11 PM | #109 | |
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Character to character dialog in a game is typically linked with adventure games, even though they have spread out into other genres. Yet not all adventure games use this, such as Myst. Then you have the "puzzle" aspect, which in itself is not always present and shows up in lots of different forms. Some games use inventory based puzzles for the bulk of the game, whereas other games focus on puzzles that do not require the inventory at all, but either some mechanical tinkering or logical detective work. And some games just do not use puzzles at all. When I wrote my definition of an adventure game, I focused on story alone because that seems to be the only assured constant, whereas these other elements are not absolutely necessary. But when they are present, typically they tie back into the story in a way that aids the narrative along, rather than just being there for the sake of being there. I think that made sense...
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03-30-2005, 09:13 PM | #110 | |
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03-30-2005, 09:15 PM | #111 | |
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03-30-2005, 09:16 PM | #112 |
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Story, exploration and puzzles can work, not as necessary and sufficient conditions, but as features that increase membership in the adventure game category. This is getting into some of what I wanted to say but didn't get around to, which is graded membership. For a lot of categories in life, we have a prototypical example in mind (if I said "automobile", you'd likely think of a sedan), and rate things as being strongly, moderately, or weakly in the same category depending on how many features they have in common.
Genre dialogue is what motivates the disappearance, repetition, or introduction of various features. If we'd gone straight from text adventures to Sam & Max Hit the Road, there might have been some dispute over whether Sam & Max was really an adventure game or not. But the introduction of various new features over time expanded what sorts of features could determine membership, to the point where Sam & Max could be unambiguously classified as an adventure game. Some features have greater weight than others, though, and story appears to be the big one. I guess we could actually say it's a necessary condition. Designer intent isn't going to be the sole thing that determines genre, but it's helpful to try and figure out what the designer intent is. If Emily found a glitch in FF8 that let her bypass battles completely, we still wouldn't call FF8 an adventure game, even though you could play it like one. Likewise, someone could make an adventure game, but, I dunno, modify his beat 'em up game engine for it and accidently leave the beat 'em up mechanics in, and because of the way the game was designed, you could actually finish it by beating everyone up. Okay, so this is really complicated and I still have more junk to throw in here. I think I'm going to throw in the towel for now. Last edited by Moron Lite; 03-30-2005 at 09:22 PM. |
03-30-2005, 09:16 PM | #113 | |
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03-30-2005, 09:20 PM | #114 | |||||||
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03-30-2005, 09:29 PM | #115 | |
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Whew!
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03-30-2005, 09:34 PM | #116 |
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People misusing the phrase "adventure game" is one of my biggest pet peeves. As you might know, Gamespot now has these things called Unions, where almost anybody can start up their own community and board. Well somebody is trying to start a Union called the "Tomb Raider and other Adventure Games Club." I don't know what it is, but something about the thought of somebody thinking Tomb Raider is an adventure game just gets on my nerves.
http://forums.gamespot.com/gamespot/...topic=20080309 |
03-30-2005, 09:44 PM | #117 | |
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03-30-2005, 09:48 PM | #118 | |
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03-30-2005, 09:52 PM | #119 |
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People need to go back and read Moron Lite's recent post because it seems to have been buried. Walter speaks the truth. Or at least a few grades away from the pure definition of the truth.
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03-30-2005, 09:56 PM | #120 |
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A definition of adv games, as a separate genre can be made by defining the focus of the games. Yes, many games have wonderful stories. I have a problem with Jake's premise with story as THE defining element.
I feel that the focus of adv games is on story, exploration, and meeting the game's challenges (or puzzles, if you prefer), but also what an adv game IS NOT! It is not - fighting, levelling up, beating bosses, gaining points or power. An adv game is the gradual unfolding of a story by a player by exploration and problem solving techniques, without resorting to violent means. That is as succinct as I can make it. FGM
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