05-04-2006, 01:08 PM | #101 | |
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05-04-2006, 01:11 PM | #102 |
merely human
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You should also play Knights Of The Old Republic and Jade Empire if you want to see where essences of yesteryear's adventure games went.
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05-04-2006, 02:04 PM | #103 | ||
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05-04-2006, 11:06 PM | #104 | ||
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A bit of randomness could help too. It may screw walkthroughs but will enhance replayability. |
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05-05-2006, 12:24 AM | #105 |
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With 3D game like BS3 and Grim Fandango, I most certainly prefer them as a pad control as opposed to keyboard and point and click. I feel more in control with my destiny in the game somehow.
I got so frustrated with the pc version of BS3 I went out and forked out on a separate PS2 version. I'm so glad the next one is giving you the choice. Yes, I think the point and clicker is dead and has been for a long time. In the age where gamers are aspiring more 'freedom' in games, point and click creates a certain barrier between the lead characters in the story to the audience. That's not to say that I hate point and click, 2D adventures like Curse of MI and BS1 will always remain most playable in that form. But more open games like Dreamfall and Fahrenheit play so much better with pad. |
05-05-2006, 12:28 AM | #106 | |||||
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Last edited by Junkface; 05-05-2006 at 12:38 AM. |
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05-05-2006, 12:38 AM | #107 | ||
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I think the focus should be on interpersonal interaction. When I say dynamic dialogue, I don't mean fluid, but not entirely scripted. What you say should affect the characters, their disposition towards you and towards other NPCs. There should be non-scripted social bonding possible between not only the player character and NPCs, but also NPCs and other NPCs. Information could be transmitted and possibly slightly changed as it passes from person to person, affecting the relationships between characters (Crawford explored those ideas himself in his games Gossip and Trust & Betrayal: The Legacy of Siboot). Of course, without some superadvanced AI, the writen dialog would probably have to be replaced with a symbolic language of sorts, but together with a good facial animation and body language system, I think it would work. Hey, it's a different kind of game so why not? It wouldn't be the first time. But enough about that. Direct control, yeah... It's good. Quote:
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05-05-2006, 02:37 AM | #108 | |
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05-05-2006, 05:31 AM | #109 | |
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Anyway, I do agree that there are ways to innovate adventures. I still say a game focusing on a slow pace and cerebral challenges will never again capture mainstream attention. (Even if some manage to gain critical favour.) |
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05-05-2006, 05:35 AM | #110 | |
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05-05-2006, 06:17 AM | #111 | |
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It's always comforting to see how everybody seems to know what<generalization>people</generalization> want to play.
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05-05-2006, 06:35 AM | #112 | ||
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05-05-2006, 07:02 AM | #113 | |
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05-05-2006, 05:37 PM | #114 |
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The user interface have nothing to do with the genré. We have textadventures, 2d adventures, point & click adventures, direct-control adventures, first person adventures, even first person full-3d adventures.
Maybe some should start http://www.pointandclickgamers.com ? |
05-06-2006, 06:06 AM | #115 | |
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So let's all cool down a bit. |
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05-06-2006, 07:54 AM | #116 |
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Okay, I thought this issue was history, but for the record, we weren't arguing about that, phankie (or at least, I wasn't). I know who said what. I knew originally, too. I very carefully worded my statement based on what LOOKED like an agreement with you (given the timing and context of his comment, which matter just as much as the words), but very deliberately allowed for the possibility that it wasn't. That should have been the end of it, or if insane_cobra wanted to clarify his position on that point, he could easily have done so without the show of attitude. Unfortunately, when someone spouts off about what I have and haven't read and have and haven't said, wrongly in both instances, that's not going to go well. What followed was just the fallout of that, pointless waste of time that it was.
But yes, by all means, let this thread get back on course. |
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