01-14-2007, 04:45 PM | #61 | |
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I thought that was pretty logic. You only had a few commands you could use in Sam and Max, and look only lets you, well, look. The action icon (use, pick up) works as a context sensitive icon. If you see a hole in the wall, and you're looking for clues, you put your hand in the wall to feel if there's anything of interest in there, not just look inside it - it's obviously going to be dark and you're not going to see much. It's fairly logic. Then again, it's been a while since I played the first Sam and Max (and shamefull I haven't gotten around to ordering any of the new ones either. Only Telltale game I've played for now is the first Bone episode. |
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01-14-2007, 04:46 PM | #62 | |
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numble
Ok, just out of interest I installed Sam&Max and guess what? Sam says "All our money is invested in that rat hole". Now THIS is an example of great mix of humor, logic and thinknig. And that's how most of the puzzles were constructed. There were always hints, not obvious, but tricky enough to make you think and link the things. Quote:
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01-14-2007, 04:49 PM | #63 |
Unreliable Narrator
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I completely agree. I generally enjoy these puzzles more than the contrived inventory-based ones.
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01-14-2007, 05:02 PM | #64 | |
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Anyway, I mentioned that puzzle specifically out of personal experience, and because the rat hole puzzle is specifically mentioned in this Retronauts podcast on Hit the Road on how unintuitive a lot of the game puzzles are. (8 minute mark is when they specifically talk about that puzzle)... They also talk about the new Sam and Max and how they would want a happy medium between the old/new in puzzles, and how hard it is to achieve such a delicate balance. --- Summary of one of Retronauts points + context. Last edited by numble; 01-14-2007 at 06:15 PM. |
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01-14-2007, 07:48 PM | #65 | |
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01-14-2007, 09:56 PM | #66 | |
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Your statement does somewhat prove that adventure gaming is a learned process--once you've played through a couple of "collect three items/perform three actions to get a result" games, it soon becomes "more of the same" and thus, easier. For the most part, asking for innovation/evolution on this path really means "make the puzzles harder," (how many people complain about things like action sequences, keyboard usage, monkey kombat, etc? Or don't even care for new things like the psychoanalysis or verbal/dialog-based puzzles? Many people who complain about easiness and ask for innovation really just want harder puzzles, IMHO) but as soon as you do that you're asked to "innovate/evolve" (read: make it harder) 5 years later. Pretty soon, the only capable adventure gamers are those that have played the previous adventure games. To summarize, basically, yes, the "collect three items/perform three actions to get a result" puzzle design is really "more of the same" to people who have played the last 20 years worth of Lucasarts-style adventure games, but is entirely new to average gamers, most of whom have never played adventure games before. And in my opinion, the truth is that story really overwhelms everything. Aside from 3 or 4 puzzles, Grim Fandango is really one of the easiest of the Lucasarts adventure games--it only had 3 commands, look at, pick up, and use, and no inventory combinations... yet many people say it is one of the best adventure games ever. --- Bringing it back to Situation: Comedy land, I'll have to say that the new game is only 1/3rd of the way through, that the game designers have already said that they've planned all along to up the difficulty as the game progresses, and that it really is unfair to come to a rushed judgment on the game before it is all said and done. I think things like humor, dialog and story are fair game, since such elements have to be consistent throughout the game, but an element like difficulty, which has already been acknowledged by the developers as successively more difficult, shouldn't be judged so quickly. People don't go and judge Grim Fandango based on its much easier Year One, so by extension, people shouldn't say "New S&M are not adventures" based on the first 1/3rd of the game. Last edited by numble; 01-14-2007 at 10:31 PM. |
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01-15-2007, 03:49 AM | #67 |
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Here we go again, the usual "the game is not an adventure" argument. Aren't people bored of proclaiming a game an adventure or not based only on their subjective preferences. After the no game is an adventure game if it is not p&c now we are in the puzzles are not hard enough so it is not an adventure phase (see Dreamfall, now Sam n’ Max).
Anyway by me the difficulty is just right in the new Sam n’ Max series. I played the first two episodes being relaxed that I would not stuck anywhere, loosing interest on the game. The easy puzzles are a great tool in order not to break the pace which is very-very important if you want the fantastic writing to shine through. So the core adventure gamers base needs to make up its minds of what exactly an adventure is. One day we talk about how adventures differ from other genres due to their deeper stories and dialogue based interaction and sharp writing etc. and the other day something is not an adventure not because of the story or the writing or the presentation but because of the easy puzzles. Well that makes for an easy adventure game, not a non-adventure game. Please see the new Sam n' Max series for what it is, a nice 4 hours relaxed joy ride with plenty of laughs on the way. Combining various -irrelevant or relevant doesn’t matter- inventory items in order to solve a puzzle is not considered in my book a quality way of extending a game's life. Put more scenes, put more dialogues, put more puzzles but not that way. It’s boring and it’s an ancient practice… Kinda like cheating on the player. You know we just do not have the time or money to give you some quality gameplay so how about picking up every little thing that comes in your way (this is considered interactivity by many) and then randomly start combine items till you figure it out. We provide a nicely “clattered” inventory and you do the hard work of finding what fits with what. What do you mean you have 23 items which make up for hundred of combinations. This is a proper adventure game. Chop chop start combining…
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01-15-2007, 03:12 PM | #68 | |||||
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S&M games are short, yes. But designers can always come up with some new challenges, as I wrote before. "Lucas-style" is not all about "3 items". Quote:
So, what we are left with? Humor, characters and nice animation? That doesn't make an adventure game, sorry. phankiejankie Quote:
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01-15-2007, 03:41 PM | #69 |
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http://www.telltalegames.com/samandmax/meatball
New screenshots and video for episode 3. Looks damn good! |
01-15-2007, 03:45 PM | #70 | ||||
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Comedies are rarely "deep," but that does not mean that it is lacking in the story department. The major elements of story in a comedy, includes elements such as humor, writing and timing. Culture Shock just won the Gamespot award for funniest game of 2006, mostly in part because of the sharp writing and excellent timing: Quote:
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01-15-2007, 04:14 PM | #71 | |||||
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numble
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01-15-2007, 04:19 PM | #72 | |||
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But more importantly, the story elements you judge in a comedy are far different from that in a drama. People will say that the writing and timing in the stories in The Office are great, and they will say that the writing and character development in the stories of The West Wing or E.R. are great, but they look at different things when judging those stories, because they approach storylines in completely different angles. --- And back to Situation: Comedy--people play it to see the storyline and jokes--which are part and parcel of the story in comedies--unfold. I don't think that's really a stretch of the imagination. People are not playing it to seek harder and harder bosses, upgrade weapons or armor, or looking to wrack their minds to solve it or anything of that sort. Last edited by numble; 01-15-2007 at 04:37 PM. |
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01-15-2007, 04:29 PM | #73 | |
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numble
And Mafia or Fallout are certanly deeper then S&M or most of the adventure games that came out in recent years. Quote:
As for GF, even the first year introduced many subplots, characters and details. The story progressed with every step, unlike in S&M. |
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01-15-2007, 04:44 PM | #74 | |
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01-15-2007, 04:54 PM | #75 | |||
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An example, here is what I read as a feature about Mafia: Quote:
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--- Basically to summarize, since I feel I might have been a little bit incoherent--you will see that the reviews for adventure games overwhelmingly review the elements of story--setting, environment, characters, writing, jokes/humor in comedies, and plot--while reviews for other games concentrate on other aspects, such as car types, fighting moves, fight system, etc. I once did an overview of all the available reviews on Situation: Comedy, and found that story elements really were what these reviews keyed in on the most. In fact, many reviews mention puzzles and puzzle difficulty more in passing whilst they spend enormous amounts of time talking about the writing, comedy, and jokes. Last edited by numble; 01-15-2007 at 06:11 PM. |
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01-15-2007, 08:47 PM | #76 |
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Finally started playing, after several days of fighting with the installer files. So far, so good, although I'd say that Culture Shock was just a wee bit better. Graphics look improved, though, although I may be wrong about that.
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01-15-2007, 10:46 PM | #77 |
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All of the character lighting was re-done for episode 2, so the colors, highlights and shadows on the characters pop a lot more than they did last time around. Other than that there's not a lot changed tech-wise, that I know of at least.
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01-16-2007, 12:59 AM | #78 |
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Ariel I think it’s pretty obvious that you can’t get too deep with comedy as you can with drama especially if you have a dynamic duo that consists of a Bogart dog clone and something that looks close but not quite like a rabbit. I think you agree that the main advantage of the game is the sharp writing and hilarious jokes. Out of every other reason people will choose to play the new S&M series will probably be to enjoy the two things above. We have seen so far just 2/6 of the whole plot and to quote numble there are some nice plot threads going on like prismatology, the evil hypnobears, celebrity hypnosis etc.
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01-16-2007, 01:10 AM | #79 |
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I am patiently awaiting the full season so I can buy the lovely boxed copy!
I am sweating bullets waiting though. All the new stuff looks so fun - especially the shots from episode two. And Telltale is sticking to schedule! Hooray! I love adventure games! |
01-16-2007, 10:14 AM | #80 | |||
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