05-03-2006, 11:37 PM | #81 |
gin soaked boy
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Point & click in RTS games makes a lot of sense for in most of them you need to be able to select multiple units, give them orders and then quickly move on to another task (although there are some RTS games that use direct control, like Sacrifice). Adventure games have no need for that, both p&c and direct control have their advantages and disadvantages with that genre. Now, I'm not saying p&c shouldn't have its place in future adventures, it should (mostly in 2D and 2.5D titles, I really think full 3D games function better with direct control), but comparing p&c in adventures with p&c in RTS games (or in RPGs with turn based combat, for that matter) doesn't make much sense.
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05-03-2006, 11:54 PM | #82 |
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I don't think point and click in RTSes is really being compared with adventures at all; rather point and click's prevalence in RTSes is simply being used to illustrate that the gaming public at large doesn't automatically turn its back on anything point and click (hell, I'd argue that there's an element of point and click in FPSes, but that's a different matter really, seeing as they're undeniably direct control.)
Anyway, for the record, seeing as we seem to be doing this now, my preference in general is for point and click in games with predetermined cameras (Bone, most, if not all 2D adventures) and direct control in games with player controlled cameras (Dreamfall, Gabriel Knight 3.) Of course, there will always be exceptions, depending on what a particular game is trying to evoke. |
05-04-2006, 12:25 AM | #83 | ||
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05-04-2006, 12:55 AM | #84 | ||
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05-04-2006, 02:54 AM | #85 | |
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Some of the posts here have just been transferred from the Dreamfall thread. Sorry for any confusion it may cause.
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05-04-2006, 03:33 AM | #86 | |
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What I am trying to say is that many think that adventure=point n’ click, which is not true. All this alienation over direct control is somewhat childish. Reminds me of the you can’t teach an old dog new tricks. Nevertheless, developers could follow the Myst V example, so everyone could be happy. |
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05-04-2006, 03:59 AM | #87 | |
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Boy, I'm away for a bit and the title of my thread changes .
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There is room in Adventures for lots of variety. While keyboard control/console control games may attract mainstream gamers, point and click is the way to reach novice computer gamers - it's easy and familiar. Both are valid and have the potential to attract new adventurers.
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05-04-2006, 04:58 AM | #88 | |
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05-04-2006, 05:27 AM | #89 |
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Neverwinter Nights is point & click and 100% 3d even if it contains 2d portraits and 2d inventory icons. A less famous game that gives the same is Vampire: The Redemption. Point & Click can be done perfectly in a 3d environment and it's actually quite nice to play with. I am surprised that I havnt seen a single 3d adventure game that have point & click movement.
Beyond Good and Evil is not an adventuregame, but it's the kind of game that the market missed probably because thoose who love it best (the adventuregamers) are too stubborn against the arcade stuff. It have direct control. Deus Ex and Call of Cthulhu are not adventuregames, they are in fact first-person shooters, but they are the kind of games that many adventuregamers would enjoy. |
05-04-2006, 05:49 AM | #90 | |
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05-04-2006, 05:52 AM | #91 |
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Beyond Good & Evil was such an awesome game too bad the sales were so bad. I mean the game was flawless.
I wouldn't categorize Call of Cthulhu as an FPS, trying to play it FPS style will resolve to immediate and certain death. There is no way finishing this game by running around and shooting things Doom style... and the ammo management is a bitch but adds to the tension Deus Ex... Well this game is a category of its own isn't it? |
05-04-2006, 07:55 AM | #92 | ||||
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Is it possible to create some adventures that have a more mainstream appeal? Sure, a little bit. How? By doing what Fahrenheit and Dreamfall did. Increase the pace and alter the purpose (clearly the focus of neither game was on cerebral challenges). With that comes a different control scheme, sure. And that's fine for the sake of diversity, but it doesn't replace the other games. Really the two have nothing to do with each other. Let's face it. Traditional adventure games are the video game equivalent of baseball. It can be pretty fricking boring, but lots of people like it for what it is, and no matter how much you tweak it and improve it, it will never appeal to many people. Why is this a bad thing? It just is. Quote:
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05-04-2006, 08:22 AM | #93 | |
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Now that I think about it, a post I made in a previous thread probably applies here:
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I had a lot of fun with that interface, because it combined the fun parts of direct control with the useful parts of PNC getting rid of the annoying parts of direct control. Peace & Luv, Liz
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Adventures in Roleplaying (Nov. 19): "Maybe it's still in the Elemental Plane of Candy." "Is the Elemental Plane of Candy anything like Willy Wonka's factory?" "If it is, would that mean Oompa Loompas are Candy Elementals?" "Actually, I'm thinking more like the Candyland board game. But, I like this idea better." "I like the idea of Oompa Loompa Elementals." |
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05-04-2006, 08:32 AM | #94 |
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I'm another big fan of the GK 3 interface. It allowed me to play the game in virtually 1st person, without anything more than the mouse to fiddle with (for movement).
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05-04-2006, 09:14 AM | #95 | |
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05-04-2006, 09:34 AM | #96 |
Diva of Death
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Now that I think about it some more, I could probably say that GK3 had my favorite adventure game interface, because it also used context-sensitive menus, another interface concept I love.
Peace & Luv, Liz
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Adventures in Roleplaying (Nov. 19): "Maybe it's still in the Elemental Plane of Candy." "Is the Elemental Plane of Candy anything like Willy Wonka's factory?" "If it is, would that mean Oompa Loompas are Candy Elementals?" "Actually, I'm thinking more like the Candyland board game. But, I like this idea better." "I like the idea of Oompa Loompa Elementals." |
05-04-2006, 10:04 AM | #97 |
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Deus Ex also had a kind of context sensitive system, whereas when you shift your reticle over something or someone it automatically gave you information on them and you decided what you wanted to do then depending on your level.
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05-04-2006, 11:20 AM | #98 | ||||
gin soaked boy
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(Of course, I'm not suggesting all adventure games should change, some should stay more or less the way they are now. Such games definitely have their audience.)
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05-04-2006, 01:00 PM | #99 | |
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05-04-2006, 01:04 PM | #100 | |||
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But it was just sooo good. One of the very few longer games I replayed. |
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