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Your favorite game “features”?

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Total Posts: 6595

Joined 2007-07-22

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Are there any features you especially like to see, or you think they deserve more often place in games? I’m thinking about things like in-game hints (which might be overused a bit lately), maps, diaries…


Let me start:

We often talk about how to improve things, but I find some elements to be unjustly less used today. For example, while playing Memento Mori or Art of Murder I remembered how “close-ups” of the inventory items give you so much possibilities when designing a puzzle - you can read letters, rotate stuff, zoom, combine… or just look at the inventory objects more closely:

LucasArts used this in Escape from Monkey Island, and Sierra in King’s Quest 7, or Phantasmagoria. Of course, not every game is suited for it, but I’d still like to see it more often.

     

Recently finished: Four Last Things 4/5, Edna & Harvey: The Breakout 5/5, Chains of Satinav 3,95/5, A Vampyre Story 88, Sam Peters 3/5, Broken Sword 1 4,5/5, Broken Sword 2 4,3/5, Broken Sword 3 85, Broken Sword 5 81, Gray Matter 4/5\nCurrently playing: Broken Sword 4, Keepsake (Let\‘s Play), Callahan\‘s Crosstime Saloon (post-Community Playthrough)\nLooking forward to: A Playwright’s Tale

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Total Posts: 408

Joined 2006-04-21

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I like in game notebooks, especially when they are used for puzzles, like putting certain information together to get new clues… I agree with the close-ups too, finding fingerprints etc, or even finding and opening the battery for example.

     

The real problem with reality is the lack of background music.

Knightette of the Order of the Caption

Music is what feelings sound like…

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Total Posts: 643

Joined 2006-09-24

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I like being able to replay previously achieved cutscenes from the menu.

     
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Total Posts: 990

Joined 2009-05-08

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I agree with diego. Being able to intricately examine objects in games just adds depth to puzzles.

     
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Total Posts: 2996

Joined 2012-03-09

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I also agree that the close-up feature is a very useful one. I also like to be able to take shots in-game, without the print-screen use (that takes me out of the game’s world for a minute). That would have been really helpful for some riddles where personal notes can’t really help. Something like the Myst IV photo.

     
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Total Posts: 12

Joined 2012-03-09

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I love being able to use the scroll wheel to quickly cycle through and select inventory items, like in the Black Mirror series for example.

     
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Total Posts: 444

Joined 2012-03-30

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Yep, close up look in the inventar (especially if you can rotate it 360) and an interactive notebook for comparing clues are very useful in investigative games.

The “features” I like in games are often small and non-essential for the game itself, but it’s the sum of all this little things that makes certain game a masterpiece. Some stuff I enjoy:

- Illusion of free will (multiple solutions to a puzzle; dialogue tree in which it matters what you are saying; clever conversation system like the short term memory in Resonance)
- Easy and intuitive interface (fast browsing of the inventar, shortcuts like using the scroll button, or holding a certain button)
- Maps (depends on the game, but if it a vast one I prefer to travel with a map, especially if it is well integrated with the world of the game and it’s not just a press “M” option)
- Achievements, Easter eggs, Side Quests, Multiple Endings (I love a game which is rich and can actually give you things you haven’t seen if you replay it)
- High interactivity (i like to examine and try out things on objects that are not essential to a certain puzzle. it gives a feeling of freedom and enhances the difficulty of the game)
- Innovation (I adore the feeling of being surprised by a game in terms of gameplay. It’s an extremely rare feeling in this genre but sometimes even very small things like a very well designed puzzle, new way of interaction with objects and people can get you to the “hey, I haven’t seen that” state. And of course I’m talking only in terms of pure adventures. example: discworld noir’s werewolf scents, the mentioned Resonance STM, Lilly’s glasses… I would really like to see people’s opinions and examples in that matter. Maybe in another thread sometimes Smile

well most of the things I mentioned can be seen in a good RPG. So I can sum it up in the image of a clever non-battle hybrid between adventure and rpg, with a strong leaning on the adventure side. With all the karma, personal reactions from NPCs, non-linearity and so on.

     
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Total Posts: 120

Joined 2004-01-06

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I loved that in gabriel knight you learned new things and then could return to characters you’d spoken to previously and ask them questions based on that. It was as if when you started the game you were at the end of a funnel and near the end you had a huge repertoire of questions to ask people.

     

I’m on a whole new adventure.
Growing a mustache?
No. Bigger than that.
A beard?!?

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Total Posts: 8720

Joined 2012-01-02

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Perry Rhodan interface is very innovative,

1-using a dialogue or an idea as an inventory objects ,is a great
perspective that i wish and love to see used in all Adventures.

2-technically No need to scroll through the inventory objects,they (always) ALL show down there at
the bottom of the screen whether they were compacted or stretched.

I wish to see those features at all Adventures (esp the 2nd) .

     
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Total Posts: 8471

Joined 2011-10-21

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For DS games: making full use of the DS functionality.
- One or two puzzles that need to be solved by closing the DS (deliciously out-of-the-box thinking required)
- A few puzzles or gameplay elements that require you to speak or blow in the microphone
- As much touchscreen functionality as possible

Good examples: the last (DS exclusive) case of the first Phoenix Wright game, Hotel Dusk & Last Window.


For all adventure games:
(note: a few of these are present in most RPGs but could enrich the adventure genre)
- Minigames (like Whack-A-Mole in Sam & Max Hit the Road, spitting from a roof in Beavis & Butthead’s Virtual Stupidity, casino games in Leisure Suit Larry, all the extra stuff in the Layton games, etc.) to spice up the gameplay a bit
- Maps for easy traveling (that show all locations you’ve already visited). Think Bethesda’s Fallout 3 and The Elder Scrolls map. Making the map an on-going game-element (like Miasmata seems to have done) looks interesting too.
- Traditional point-and-click gameplay could really benefit from the Special Edition of Monkey Island 2’s system (with the scroll button for the inventory and the quick-access verbs).
- Zoomed inventory examining (let us rotate and watch the items like in Phantasmagoria so that we may find hidden compartments or serial numbers ourselves)
- Unnecessary inventory items that are never used but that can increase the difficulty (like a lot of the items in And Then There Were None) or that are just plain fun (like the abomination prosthetics in Escape from Monkey Island)
- Journals/Notebooks with clues and info on characters you meet and locations you visit. Being able to combine notebook clues to get to new insights is a plus.
- Bonus scenes or bonus content for doing optional stuff in the game (that is the ‘right thing to do’), like returning the flute in Lost Horizon (for which you get a bonus medal) or returning Wonkers’ brain in Dreamfall (which gives you an absolutely amazing extra cutscene hours later in the game).
- Bonus content that gets unlocked in the game’s menu as you get further into the game (the option to replay cutscenes, or play the game’s sound tracks, or seeing concept art, etc.)
- Innovative gameplay elements that get added halfway in the game (like in Discworld Noir, or the added psychic abilities in Cognition) - things that keep the game fresh or suddenly breathe some new life in it
- Multiple solutions to puzzles (for instance: acquiring an item from a shopkeeper can be done by simply buying the item, distracting the shopkeeper and stealing the item, or trading him for another item or a service)
- Currency (like in Larry 1 or Zak McKracken)
- Day/night cycles and people having their own agendas (shops aren’t open at night, people go home after work, etc.)
- Good/bad, light/dark, paragon/renegade, karma, (in)sanity meters based on your actions, and having the environment react to your rating (doing good means people like you more, doing bad means people fear/dislike you more)
- Optional sidequests that help with your rating/status ^
- Factions and organizations: allying yourself with one faction means they can help you out with some things, while members of rival factions might dislike you for it
- etc.

Basically I want my games to be as varied as possible in terms of gameplay, and give you the illusion of free will as much as possible… which actually brings me close to actionless RPGs… Tongue

I therefore also fully endorse badlemon’s post ^^^

     

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: 70

Joined 2012-04-11

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More games should have Amnesia-like item manipulation (click and drag to pull at objects) and integrate it into inventory so you would be able to manipulate things with more freedom. It could allow a new sort of puzzle or hint system. This has already been done to some extent in things like Phoenix Wright DS as mentioned above.

     
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Total Posts: 198

Joined 2012-08-03

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I also agree on most of the ideas above, like having short term/long term memory as “objects” (Resonance), having the ability to examine inventory up close to add problem solving possibilites, and having a notebook to rely on and integrate with to solve different puzzles (maybe like the Uncharted games for PS3 (not a pure Adventure Game though, but you get the idea)).

     

Anticipating:The Devil’s Men

Recently played:GK1 Remake (4), A Golden Wake (3), Child of Light (4) Memento Mori 2 (4) Face Noir (3.5) Tex Murphy: Tesla Effect (4) Blackwell Epiphany (4.5),Broken Sword 5(4.5), The Shivah Remake (4.5), Monkey Island 2 Remake (4.5)

Top 10 Adventure Games:Tex Murphy: Pandora Directive, Gabriel Knight:The Beast Within, Broken Sword:Shadow of the Templars, Gabriel Knight:Sins of the Fathers, Indiana Jones and the Fate of Atlantis, Tex Murphy: Under a Killing Moon, Lost Horizon, Grim Fandago, The Longest Journey, Blackwell Epiphany

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Total Posts: 70

Joined 2012-04-11

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Yeah Resonance had a neat idea. It increased complexity without having to add a million items, solving the issue of brute force puzzle-solving.

     
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Total Posts: 359

Joined 2012-02-16

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Let me be the umpteenth person to mention Resonance. I think that the interface innovations Vince XII introduced in that game will prove to be a huge leap forward for the AG genre. While playing it though, I was nagged by a feeling that the game can use these short-/long-term memory mechanics better by integrating them into more puzzles; for example, by allowing the interaction of items with memories. So I’d like to see where that is going to go…

I will one-up Tim’s post: I would really like to see a mature full-fledged Western RPG (think Fallout 2, Planescape: Torment, The Witcher) with integrated hardcore adventure-game puzzles. Or, since this is an AG forum, an adventure game with fully-fledged RPG mechanics. Quest for Glory doesn’t exactly cut it since the RPG elements there are somewhat lacking in my opinion. And I don’t mean tossing in some stand-alone Myst-like contraptions in, either. And, yes, please keep the combat Naughty

(Thinking about it, one can say that RPGs have utilized dialogue puzzles for a long time with the added realistic twist of not allowing you to retry…)

     
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Total Posts: 8471

Joined 2011-10-21

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TerminusEst - 12 December 2012 08:13 PM

And, yes, please keep the combat Naughty

But make it turn-based (which I would prefer, like in the RPGs of old), or impossible to lose (like in Jake Hunter Detective Story), or skippable (like in L.A. Noire). This is the AG forum after all… Wink

     

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: 2996

Joined 2012-03-09

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TimovieMan - 13 December 2012 06:37 AM
TerminusEst - 12 December 2012 08:13 PM

And, yes, please keep the combat Naughty

But make it impossible to lose…

Please, no more Monkey Kombat…

     

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