11-10-2004, 12:02 PM | #1 |
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Other genres
I know you like adventure games, but do you love other genres as well? Have you looked at other game genres to see if you could incorporate some gameplay ideas into your adventures?
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Rem acu tetigisti -- Jeeves Read my adventure game reviews here Blaskan Dragon Go Server Ragnar Ouchterlony |
11-10-2004, 12:50 PM | #2 | |
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Shooters are very interesting in terms of technology and character AI, and there's a lot to learn there. But as a gamer, I just can't see much fun in running amok. Maybe I have to talk to my therapist about this. Jump'n'Runs are fun. |
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11-10-2004, 12:55 PM | #3 | |
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As for 'Jump'n'Runs', do you mean platform games? And if so, have you any idea why so few people imitate the expansive, free-roaming style of games such as Mario 64, and why the PC has so few of these type of games? |
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11-10-2004, 12:56 PM | #4 | |
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11-10-2004, 12:59 PM | #5 | |
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11-10-2004, 01:04 PM | #6 |
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Yes, a *generic* car chase is not very interesting. As with everything else, it depends on how well it is done. I was just trying to point out that there might always be things to learn from outside your horizon, no matter how much you happen to dislike it.
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11-10-2004, 02:34 PM | #7 | |
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Back on topic, just like ragnar, I think that there is something in every genre that can be incorporated into any type of game. You just have to have an open mind. The actual task of finding that something is another issue... |
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11-10-2004, 02:53 PM | #8 | |
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The typical adventure game developer dilemma is that if you don't "innvovate", people will say "Yeah, that's all well and good, but where's the innovation?" On the other hand, if you DO innovate, people will say "I don't want that in my game, the good ol' days were so much better!" Generally I think it's not the case that game developers can't figure out how to do things. Limited resources and restricted budgets are a central problem. I read an interview about Half Life 2 where they said that they had told the dev team "money doesn't matter". In the real world, money does matter, and you have to set priorities. All you can do is work as hard as you can. |
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11-10-2004, 03:06 PM | #9 | |
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Edit: Make that that four or five, so you can play it on the office LAN in the lunchbreaks.. Edit 2: No, forget it. It would probably have a _very_ damaging effect on your work efficiency, and we do want you to make more adventures... Last edited by Kolorabi; 11-10-2004 at 03:13 PM. |
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11-10-2004, 03:10 PM | #10 | |
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Immensely addictive game. I know it catches everybody. But I'm a smoker already that's why I'm still holding myself back. |
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11-10-2004, 03:12 PM | #11 | ||
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And I believe that that's a problem that occurs more often when making adventure games than when making games of other genres. We adventure gamers are so bloody picky.* *No offense, Steve. Quote:
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11-10-2004, 03:15 PM | #12 | |
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11-10-2004, 03:16 PM | #13 | |
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*advert* TrackMania, another fine DJ product (well for us in the UK anyway. ) *advert* |
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11-11-2004, 10:35 AM | #14 | |
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11-11-2004, 11:12 AM | #15 | ||||
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11-11-2004, 11:50 AM | #16 | ||
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We haven't yet seen any real proof that adventure gamers really want huge experiments. Many adventure games that were technically very innovative and did something different, failed at retail. On the other hand, rather traditional games with good stories were very quite successful. You gotta remember that we have to make a living from this. If changing adventure games was just a matter of openness and willingness to experiment - somebody would already have done it. Quote:
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11-11-2004, 01:29 PM | #17 |
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I don't think adventure gamers are that a homogeneous group. Without some form of innovation (not necessarily on technical grounds, mind you) it can be quite hard to attract new audiences and without new audiences, the clientele can only stagnate at best.
I think that developers shouldn't look too much at what they think their target group want, but to focus more on what you want your audience to feel and experience in your game (well I'm not talking about MoS in particular here, since I've not playedit yet, but more in general).
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11-11-2004, 02:05 PM | #18 | |
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Doing what you like is certainly always the key. Creating a game that you would want to play, that you would buy. |
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11-11-2004, 02:14 PM | #19 |
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I certainly agree on that. If not even the developer of the game want to play it, it can't be a good game.
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11-11-2004, 02:22 PM | #20 |
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For what it's worth, I think it is madness to ask a developer to try and incorporate things they don't enjoy into their game - as a creator in any field you have to have a strong interest in the subject matter otherwise you can't give it the energy it needs.
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