08-11-2005, 02:07 PM | #201 | |||
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08-11-2005, 02:08 PM | #202 | |||
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If you can give Riven a try, you'll find (despite its sedate pace) a real beauty of a puzzle (don't look if you don't wanna know) - Spoiler: - and a one of the best realised gameworlds ever created, with a ton of backstory even if the plot is simple - not just in notes either, but the design of the game. It's also got one of the best villains and best acted FMV characters ever in Gehn, an evil and (wannabe) godlike man who's mark infects the entire landscape. Quote:
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08-11-2005, 02:18 PM | #203 | |
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08-11-2005, 02:20 PM | #204 | |
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08-11-2005, 02:20 PM | #205 | |
OUATIJ Creator
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And the auction houses! Man, I'm glad I have quit MMOs now. No other games make it as fun and addictive to stand and stare at auction house menus looking for rare items other players have found that they're trying to sell. Also, selling your own stuff. Camping a rare monster (one spawn each hour or more), being the one to claim it, hopefully getting a rare drop when it dies, and then selling that rare item for a ton of money... Ah, so fun... Too fun. Goodbye MMOs. |
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08-11-2005, 03:13 PM | #206 | ||
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First you have to accept that character interaction is an evolutionary step of the genre, and games that build on that evolution, that have exploration, narrative, character interaction and new gameplay elements are Adventures. Of course they are going to be different, but Graphical Adventures are different to IF. Obviously these new games need some subgenres and definitions. Quote:
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08-11-2005, 03:22 PM | #207 | |||
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Yes, first person shooters have some elements in common with RPGs. And adventure games have some elements in common with RPGs. And RPGs have some elements in common with action games. And puzzle games have some elements in common with adventure games. But the fact that those elements are there doesn't change what the central focus of the game is. For instance, in FPS's, yes you can get new equipment. But that's not the central focus of the game. When you're playing Doom, you can't beat the game just by playing long enough to gather enough experience. And even with the new equipment, most of the time the weapons aren't "better." They're just different. The shotgun is more powerful than the pistol, but it's also slower. The sniper rifle works well for shooting things from a distance but not so well at close range. And so on, and so forth. The thing is that it's still a game based on the player's skill at shooting, not making the character more powerful. In fact, you can get rid of all of the elements a FPS has in common with RPGs, and you'd still have a game. It would be kind of shittier, but fundamentally, it's the same game. What you can't take away is the shooting. No shooting, no game. That's what makes it a shooter. In an RPG, you can take out pretty much everything else. As long as it still has character development, it's an RPG. Quote:
And even assuming you do enjoy just those things, that still doesn't mean that those are the defining characteristics of the genre. It may be what you like about it, and that's your right. But that's a different thing. The thing I like about adventure games is the stories. But I recognize that a game needs to have more than story to be considered an adventure game. mag |
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08-11-2005, 03:27 PM | #208 | |
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08-11-2005, 03:35 PM | #209 | |
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In FF11, there was a bow called the Eurytos' Bow that any respectable Ranger wanted to get their hands on. The enemy that dropped the bow (and it wasn't even a 100% drop) spawned once every REAL LIFE 24 hours! So, you can imagine the demand for this bow would be quite high. Last I checked it's up to 15 million gil on most servers. Anyway, I do realize that this isn't a big part of single player RPGs, but I would say it's a huge part of an MMO. You often see other players with a piece of equipment that you want really badly, but you can't afford... Status and reputation are quite a big deal in MMOs too. That's why there isn't much story. Once you start playing an MMO, no one gives a rat's ass about story. EDIT: I forgot to mention, some MMO players (actually quite a lot of them) focus entirely on crafting. So, for them, I guess crafting items to sell or trade to "adventurers" (those that go out and create parties and fight) is what they like best about these games. A high level crafter can really create a monopoly early on because people will want their rare creations and there won't be any immediate competition. It's pretty neat how it works... Argh. Talking about these games makes me want to play again, CURSE THEM! Last edited by Once A Villain; 08-11-2005 at 05:32 PM. |
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08-11-2005, 03:36 PM | #210 | |
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08-11-2005, 03:46 PM | #211 | |
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I also agree with what you say about central focus determining genre. Where we disagree is on what the central focus of adventure games is. I believe that it's a combination of puzzles and exploration, which is why I think Zelda, Metroid and Silent Hill all qualify, albiet maybe in subgenres, because combat exists in them primarilly as something to do while you're exploring, and although the puzzles in them are generally of a different style than LucasArts, Sierra or Cyan, they still qualify as puzzles in my eyes. On the other hand, games like God of War, Half-Life 2, Devil May Cry or Mega Man might have some very basic exploration, but there's no denying that these games exist, first and foremost, for the action. Now, again, are Zelda, Metroid and Silent Hill "pure" adventures? Probably not. But as I said earlier, I think action-adventures have just as much right to the term "adventure" as romantic comedies have to the term "comedy." A 3D platformer is still a platformer, a real-time strategy game is still a strategy game, a MMORPG is still an RPG, and an action-adventure is still an adventure. It's a subgenre under a broader umbrella, but it still falls under said umbrella. Last edited by sethsez; 08-11-2005 at 04:03 PM. |
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08-11-2005, 03:46 PM | #212 | |
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08-11-2005, 04:09 PM | #213 | ||||
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08-11-2005, 06:55 PM | #214 | |||
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Sounds a tad idealistic, I know. And in most cases, I think that's not at all what the design process is like nowadays. But ultimately it's not about what a game can be pigeon-holed as (we're facing the problem of subjectivity here anyway, as one can clearly see ), but about what it has to offer as the unique experience it should be. That said, points like Quote:
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08-11-2005, 06:58 PM | #215 |
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Just got back from dinner and am now sipping my glass of wine. I see you boys are still fighting.
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08-11-2005, 07:41 PM | #216 |
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Jesus, there's too many threads like these.
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08-11-2005, 08:02 PM | #217 | |||
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Zelda is weird, though. It's one of those games where the genre is harder to describe. I think "action-RPG" is the best term to sum it up. But I can also see using "action-adventure" or even just plain "action." I really can't see calling it a pure "adventure game," though. Quote:
Also, "exploration" may be something of a nonsense criterion since it's something that's heavily featured in most games, regardless of genre. I'm not sure adventure games emphasize exploration that much more than RPGs or first person shooters. Quote:
Referring to an action-adventure game simply as "adventure" seems somewhat dishonest in that regard, especially considering that there is another type of game called "adventure" that is very different from action-adventures. The difference between the two is much bigger than the differences between a general comedy and a romantic comedy. mag |
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08-11-2005, 08:08 PM | #218 | |||
capsized.
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08-11-2005, 08:50 PM | #219 | |
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Though I guess this in and of itself could be a point of contention. Is "adventure" a strict genre, or a broad style under which many subgenres fall? I tend to lean towards the latter, simply because it almost always has a very vague definition (no matter which one you go by), has a long history with multiple meanings (or "misunderstandings" if you prefer), and is in and of itself a rather ambiguous term. You can't just say a game is an "adventure" anymore... even within the limits of this site, you have to qualify that with "text-based," "third person," "Myst-style," etc. And frankly, it's a very poor description of what it's supposed to be (doubly so if you assume that the genre is about puzzles, which the standard dictionary definition of the word doesn't even imply). I tend to think of it the same way as "metal" really. Anyone familiar with that genre knows that "metal" doesn't exist anymore... there's black metal, power metal, death metal, progressive metal, speed metal, nu metal, etc., but plain old metal isn't around by itself. Finally, I still disagree with you about Zelda. The puzzles are a HUGE element of the series, and are in fact one of the things that have always defined it. They're not exactly brain benders, but they're one of the main draws. The water temple in OoT certainly isn't remembered for the occasional fights with spiders. |
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08-11-2005, 09:16 PM | #220 | |
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