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Leisure Suit Larry *2* Reloaded by this Christmas/early 2014? And Larry 8!

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Toefur - 29 April 2013 10:21 AM

But the question is: should there be grounds for reasonable explanation that that item (sunscreen) will be required? You can’t put a random bottle of sunscreen in a room, that isn’t currently needed, and then punish the player a few hours later in the game for not picking up that item at the time.

I think bad design would include the idea of having to pick up random (currently unrelated) objects simply because they exist within the game.

Of course, but that isn’t the case here. You’re going on a cruise to a tropical location and it’s not like there are hundreds of items in the shop. Let’s give some credit to the player, they aren’t totally stupid and can’t make decisions on what they will need until they are told so. Or maybe they are.

     
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Hah, that was the idea with early adventure games.  Take everything that isn’t tied down.  I used to try to take EVERYTHING I saw.  Even the castle doors in King’s Quest 1 the first time I played it.


Bt

     

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Oscar - 29 April 2013 10:37 AM
Toefur - 29 April 2013 10:21 AM

But the question is: should there be grounds for reasonable explanation that that item (sunscreen) will be required? You can’t put a random bottle of sunscreen in a room, that isn’t currently needed, and then punish the player a few hours later in the game for not picking up that item at the time.

I think bad design would include the idea of having to pick up random (currently unrelated) objects simply because they exist within the game.

Of course, but that isn’t the case here. You’re going on a cruise to a tropical location and it’s not like there are hundreds of items in the shop. Let’s give some credit to the player, they aren’t totally stupid and can’t make decisions on what they will need until they are told so. Or maybe they are.

In the old sierra games, death itself was a puzzle. Sometimes you would die without realising you needed something. Then you would reload and try to figure out how to solve the death puzzle. That by itself is not too bad. The Last Express has the same mechanic where you reach a dead end and then rewind time and replay certain areas to prevent the dead end, and that was one of the most praised features of the game.

The problem in sierra games was that often you had no idea where to look to solve the puzzle. If you don’t remember seeing a particular item then you were pretty much doomed and had to start over and look at everything carefully again. I think in one of the space quests you need an item from right at the beginning and you carry it with you until you use it right at the end Meh

If they used some sort of hint then it might work, like “your skin starts to burn” just before you enter the cruise, which you might ignore the first time, but you remember it after you die so you know that the solution is somewhere there.

     
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I like deaths in adventure games.

There are differences between dead-ends and deaths though. Not every death is a dead end.

The worst is a walking dead-end - when you’re stuck without something, but you don’t die.  You just keep walking about.


Bt

     
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Blackthorne - 29 April 2013 11:10 AM

I like deaths in adventure games.

There are differences between dead-ends and deaths though. Not every death is a dead end.

The worst is a walking dead-end - when you’re stuck without something, but you don’t die.  You just keep walking about.


Bt

that is really good a statement ...and i think Cranberry did a good job with these death’s incidents ...to keep you alert somehow.

     
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Blackthorne - 29 April 2013 11:10 AM

The worst is a walking dead-end - when you’re stuck without something, but you don’t die.  You just keep walking about.


Bt

And that’s pretty much LSL2 for you. It’s full of situations where you are just left thinking what you’ve missed. Like if you don’t dive in the pool to get the bikini, or you don’t get the airsick bag, or you don’t order the blue plate special.

It in no way good game design or even fair towards the player.

     
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Oscar - 29 April 2013 09:42 AM

So because you don’t like it, it’s a dead end and bad design? I don’t think so. If you forgot to pick up the sunscreen when you know you’re going on a sunny cruise and might need it, you’ve messed up, not the designer.

Since it’s an adventure game, I pick up *everything* I possibly can, but often certain items are only a few pixels large and/or easy to miss.
If you miss an item and can’t get to it at the time you need it, then that is the very definition of a dead end. You’re stuck in an unwinnable state without really knowing why (since you originally missed the item). Even Al Lowe says that’s bad design, and I couldn’t agree with him more.

Blackthorne - 29 April 2013 11:10 AM

There are differences between dead-ends and deaths though. Not every death is a dead end.

The worst is a walking dead-end - when you’re stuck without something, but you don’t die.  You just keep walking about.

That’s exactly what I mean by a dead end.

I don’t mind deaths. Eat spoilt food while on the raft, die from poisoning. No problem with that, just get rid of the spoilt food before Larry is going to eat it, and survive.

     

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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tomimt - 29 April 2013 11:35 AM
Blackthorne - 29 April 2013 11:10 AM

The worst is a walking dead-end - when you’re stuck without something, but you don’t die.  You just keep walking about.


Bt

And that’s pretty much LSL2 for you. It’s full of situations where you are just left thinking what you’ve missed. Like if you don’t dive in the pool to get the bikini, or you don’t get the airsick bag, or you don’t order the blue plate special.

It in no way good game design or even fair towards the player.

Yeah, I agree - and it’s that kind of stuff that could be fixed in an LSL2 remake!  The prospect of that, along with new jokes and material - hell, the whole airport stuff could be WAAAAAAY different because of how times are now…. I’m interested to see what they would do.


Bt

     
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Kasper F. Nielsen - 28 April 2013 01:22 PM

I’d say remaking the first trilogy and then trying to get Larry 8 off the ground would be ideal. While 5 could do with a remake, neither 6 nor especially 7 needs one, and it would probably just confuse people that a 4th game isn’t available and they’re instead releasing Larry 5 reloaded. So going forward with a new game after 3 would be what I’d do anyway, even though it’d be tempting to try and milk the franchise as much as possible right away.

Agreed with this. Not only to the remakes get less necessary as the series advances, they also get more costly to produce, and there’s also going to be gradually declining excitement by virtue of there being one per year. Even Larry 2 and 3 seem like they’ll cost a lot more than the first. There’s probably at least 3 times the number of backgrounds to draw, for one.

So yeah, I hope they consider doing the 3, which have always formed a nice, neat trilogy, and then move on to something new. That seems to make the most sense to me.

     
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tomimt - 29 April 2013 11:35 AM
Blackthorne - 29 April 2013 11:10 AM

The worst is a walking dead-end - when you’re stuck without something, but you don’t die.  You just keep walking about.


Bt

And that’s pretty much LSL2 for you. It’s full of situations where you are just left thinking what you’ve missed. Like if you don’t dive in the pool to get the bikini, or you don’t get the airsick bag, or you don’t order the blue plate special.

It in no way good game design or even fair towards the player.

Yeah, Larry 2’s design is indefensible. Deaths are not the issue. Trial and error is not the issue. The problem is that the game often leaves you stuck with no feedback or way to know that you’ve dead-ended, leaving the player to bang his head against the keyboard trying to figure out if the puzzle he’s on is even solvable or not.

It’s also full of unintuitive puzzles, timers that aren’t disclosed to the player, and all kinds of other issues. It needs to be pretty much overhauled from scratch. The story is ok (needs some fleshing out though, especially the villain), and the gags are funny, but the rest needs to be jettisoned pretty bad.

     
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Al just left Replay: http://venturebeat.com/2013/12/11/leisure-suit-larry-creator-al-lowe-leaves-replay-games-exclusive/

Trowe tried to spin it his way, but Al corrected some things, and indicated that “the parting was not on good terms”.

     

Max: Right! We’ll travel through this dimensional portal on the top of the bar!
Sam: That’s spilled beer, rockhead.
Max: Oh in that case ...

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I missed this discussion somehow.
Larry 2 is one of the worst-designed adventure games of all times. It’s completely indefensible. It’s the only game I know where you lose by having an item in your inventory, an item which you got points for picking up. It also has that thing from SQ1 where you can only enter a room several times until it becomes unavailable, but unlike SQ1 there’s no indication of this and it has no in-game reason.

It might benefit from a redesign but they may as well make it an entirely new game, it’s not as though the plot was that great or anything.

     
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• 18 minutes ago, adressing LSL fans:

Paul Trowe:

Well, I hope you guys are proud of yourselves. Now there will never be another Leisure Suit Larry game ever made again.

This man never seizes to amaze! Paul Troll should run a kickstarter campaign to raise money for some self insight.

     

Duckman: Can you believe it? Five hundred bucks for a parking ticket?
Cornfed Pig: You parked in a handicapped zone.
Duckman: Who cares? Nobody parks there anyway, except for the people who are supposed to park there and, hell, I can outrun them anytime.

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This tweet from Trowe is also an interesting ‘confession’:

“I’m a work in progress, man….it’s pretty much all I can say, really. I’m doing my best and obviously need some leadership coaching.”

I don’t think it’s just the leadership issues he has to work on Wink

Anyway, I’m ok with not another LSL AG game, plenty of other games available.
Also, my guess for the Replay Games announcement in January (

) will be a lame LSL casino game.

     

Max: Right! We’ll travel through this dimensional portal on the top of the bar!
Sam: That’s spilled beer, rockhead.
Max: Oh in that case ...

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jaap - 12 December 2013 01:52 AM

Al just left Replay

This is good news.

     

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