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On Making an Adventure Game

Total Posts: 7

Joined 2012-09-23

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Hi Everyone,

My company is currently in the conceptualizing phase for a point-and-click adventure game on mobile devices. I’m doing the preliminary research for it while writing a pitch story with two other designers.

Any tips you can offer about the production process (I hope this isn’t a redundant thread)? Smile I just asked Go To Hell Dave a question on his FB. Suggestions on what you want to see in an adventure game are welcome too.

I’ll be posting our progress (screenshots, videos, etc.) on this forum for everyone to see. Thank you! Smile

     
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Total Posts: 8720

Joined 2012-01-02

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i read that Post of FB Timothy Smile

i dont know if anyone can give any tip without knowing about the Adventure, but i will try to mention some points Generally :
1. A big amount of Screens /Locations filled with Puzzles and not the 3-4 Screens escaping theory .
2- Mechanical Puzzles that require the Player to Push,Pull and Hit every Button,Cog,Lever and Wheel until he can figure what is it ALL about.
3-Odd Inventory items ; i dont want to see a key or Log or a Pencil , i wanna see Rubber chicken and Torn Shoe and fingernail. Tongue
4- some original puzzles which require that the developer had played all the classics to avoid repeating ones like the Keyhole or matching Paper’s torn pieces together .....etc etc Wink

     

Total Posts: 132

Joined 2007-02-10

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Make sure you have a solid story (and ideally strong characters) - if you don’t, it’ll just be a puzzle game and won’t stand out against the sea of Myst-clones out there.

I don’t think there’s a problem with a few “oldies” in the puzzle department if they fit the story naturally - I’d rather play a game with an engrossing plot and a couple of stale puzzles than have them just insert things that ruin the flow of the story.

And if you have mechanical puzzles, make them optional like Resonance did!  Resonance was basically a manual of what to do right when it comes to indie adventures.

     

Total Posts: 7

Joined 2010-04-01

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Don’t release it only on mobile. Make sure it has a PC release, full retail boxed copy. Cheers

     

Total Posts: 7

Joined 2012-09-23

PM

@Advie: I just passed a general summary on the story with some of the gameplay mechanics to my bosses. Keeping it quiet for now but I’ll definitely spill the beans when they’re almost done stewing. Grin

2: I like this idea! It’s like opening an Xmas present!
3: As much as I love the Monkey Island series, I don’t think I’m going with a comedy for this game. Let me see if I can sneak some humor in though.
4: I don’t think I’ve played enough classics. I’m still doing some “research” but this could also be interesting.

     

Total Posts: 7

Joined 2012-09-23

PM

OneFlesh - 24 September 2012 04:55 AM

Make sure you have a solid story (and ideally strong characters) - if you don’t, it’ll just be a puzzle game and won’t stand out against the sea of Myst-clones out there.

I don’t think there’s a problem with a few “oldies” in the puzzle department if they fit the story naturally - I’d rather play a game with an engrossing plot and a couple of stale puzzles than have them just insert things that ruin the flow of the story.

And if you have mechanical puzzles, make them optional like Resonance did!  Resonance was basically a manual of what to do right when it comes to indie adventures.

I’m going to try exploring a theme that I haven’t seen in other adventure games before. That’s all I’m going to say for now. I read a Gamasutra article recently that says that a theme sells a game and I totally agree.

I’m trying to avoid too many item-related puzzles and have been trying to mix that up with other types of quests/puzzles. It’s a bit frustrating finishing one quest of that type only to run up to a similar roadblock right after. Do you feel the same way?

Haven’t played Resonance yet but thanks for the heads up. I think that there are enough adventure games out there to last me a lifetime though we could also use some new ones.

 

     

Total Posts: 7

Joined 2012-09-23

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rambler - 25 September 2012 02:18 AM

Don’t release it only on mobile. Make sure it has a PC release, full retail boxed copy. Cheers

I wish I could have a say in this. Maybe a Steam release?

     
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Total Posts: 8471

Joined 2011-10-21

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Pyke - 25 September 2012 05:25 AM

I’ve written quite a few articles to help new AG developers:


http://www.stasisgame.com/creating-worlds/

http://www.stasisgame.com/things-ive-learned-so-far/

http://www.stasisgame.com/the-locked-door/

http://www.stasisgame.com/distilling-your-ideas/

http://www.stasisgame.com/level-design-2/

http://www.stasisgame.com/pay-off-in-puzzles/

http://www.stasisgame.com/a-quick-way-to-design-puzzles/

http://www.stasisgame.com/likable-characters/

http://www.stasisgame.com/on-stories/

http://www.stasisgame.com/on-the-shoulders-of-giants/

http://www.stasisgame.com/aaa-design-documents-and-where-to-get-em/

Dont know if there will help, but you may get something out of them. Grin

^ Just read all these. Pure gold!

And it’s made me even more curious about Stasis. Thumbs Up

     

The truth can’t hurt you, it’s just like the dark: it scares you witless but in time you see things clear and stark. - Elvis Costello
Maybe this time I can be strong, but since I know who I am, I’m probably wrong. Maybe this time I can go far, but thinking about where I’ve been ain’t helping me start. - Michael Kiwanuka

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Total Posts: 1

Joined 2012-09-07

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timvee - 25 September 2012 02:49 AM
rambler - 25 September 2012 02:18 AM

Don’t release it only on mobile. Make sure it has a PC release, full retail boxed copy. Cheers

I wish I could have a say in this. Maybe a Steam release?

There are many adventure games on greenlight. Tracking their fate may give you some clues how well adventures will sell on steam.

If possible try to use Unity or some other cross-platform framework. Then you will not be tied to single platform too tightly. Traditionally mobile (touchscreen) devices have not been the platform of choice for slow-paced and long games - but this may change of course.

     

Shinya - a medieval adventure of teenage girl: Development blog

Total Posts: 132

Joined 2007-02-10

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timvee - 25 September 2012 02:48 AM

I’m trying to avoid too many item-related puzzles and have been trying to mix that up with other types of quests/puzzles. It’s a bit frustrating finishing one quest of that type only to run up to a similar roadblock right after. Do you feel the same way?

I think variety is a big help, as it helps you appeal to more people and it’s a lot more tolerable to go through one sort of gameplay type you don’t enjoy as much as others if you know there’s a lot more to the game (like I mentioned, I don’t play Myst-clones that just involve going from one “operate this weird machine” puzzle to the next, but I certainly don’t mind having it as one part of a game - as long as there’s a walkthrough somewhere if I get stuck!)

The only thing to avoid is when there’s such a huge shift in gameplay it comes out of left-field or starts alienating people - like some people hating the “quick reaction” components of ‘Broken Sword 3’ (or the end of ‘Phantasmagoria 2’ that has absolutely nothing to do with the other 98% of the game in theme or puzzles).

Look forward to seeing what you have in mind!

 

     

Total Posts: 7

Joined 2012-09-23

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OneFlesh - 26 September 2012 10:53 AM
timvee - 25 September 2012 02:48 AM

I’m trying to avoid too many item-related puzzles and have been trying to mix that up with other types of quests/puzzles. It’s a bit frustrating finishing one quest of that type only to run up to a similar roadblock right after. Do you feel the same way?

I think variety is a big help, as it helps you appeal to more people and it’s a lot more tolerable to go through one sort of gameplay type you don’t enjoy as much as others if you know there’s a lot more to the game (like I mentioned, I don’t play Myst-clones that just involve going from one “operate this weird machine” puzzle to the next, but I certainly don’t mind having it as one part of a game - as long as there’s a walkthrough somewhere if I get stuck!)

The only thing to avoid is when there’s such a huge shift in gameplay it comes out of left-field or starts alienating people - like some people hating the “quick reaction” components of ‘Broken Sword 3’ (or the end of ‘Phantasmagoria 2’ that has absolutely nothing to do with the other 98% of the game in theme or puzzles).

Look forward to seeing what you have in mind!

 

I appreciate the comments. And I’m here exactly because I don’t want things coming out of left-field. Communication between developers and their audience is key. Smile

     

Total Posts: 7

Joined 2012-09-23

PM

I’ve been preoccupied the past few days with work on the pitch document for this game and prepping storyboards for game dialogue.

Just wanted to update everyone and announce that the one of our investors has given us the thumbs up on this project. It will very likely go forward at this point though we only have a very short deadline for it. Our artists are going to be working on mock-ups for it. Hopefully I’ll get the chance to post some of it here. Wink

     
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Total Posts: 38

Joined 2010-07-09

PM

I second almost all of OneFlesh’s comments and I’d like to make one addition.
I prefer games where also the hero I’m playing with, knows nothing of the locations he’s visiting, not only me. For example, in Perry Rhodan, although I knew nothing of the places he was, I didn’t find it mysterious, since the hero was supposed to be familiar with those places (most of them at least).
And since, for me, the locations and the story are much more important than the puzzles themselves, I prefer spooky atmosphere, remote places, rainy weather etc. But that’s all according to my taste of course. I have no idea if it’s standard for most gamers. Smile

     
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Total Posts: 1368

Joined 2012-09-28

PM

I would avoid listening to anyone else’s advice on anything other than purely technical issues. You must have some ideas of your own on how you want your game to be, otherwise you wouldn’t want to make one. Everyone has different tastes and you will make the best game you can as long as you do it YOUR way. But that’s just me.

     

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