Adventure Game Studio

Community => Adventure Related Talk & Chat => Topic started by: theatrx on Tue 08/01/2008 05:40:39

Title: Does life propose plot points or set ups?
Post by: theatrx on Tue 08/01/2008 05:40:39
Is life scripted or lived? Is a script provided and we live it or do we make a new reality? I've always had a problem with this since I think that WE make the reality.  So, in an adventure game shouldn't it be a little off the wall?  Ask you to do something out of the ordinary?  I'm ranting.  Thanking Chris at this point for the ability to make that alternate reality.  What's your view?  Should adventure games be as they were 25 years ago or new and provacative.  I'm thinking new and provacative.
Title: Re: Does life propose plot points or set ups?
Post by: Renal Shutdown on Tue 08/01/2008 06:36:18
Life is more like a very restrictive improvisation workshop.  We make things up as we go, but we don't go out of character, or bring in something that's out of place.

I mean, I'd love to throw away the rule books and create my own reality.  I'd weigh a less, have better hair, and be some sort of space traveller hundreds of years in the future.  I'd also have a collection of clothes that would look ridiculous if I wore them today.

In all honesty, I'm not sure how "new and provocative" you mean.  Like some kind of dating sim, with cartoon nudity?  Something that makes you realise how dull and pedestrian people's real lives actually are?  Or some kind of Dadaist experiment into nonsense and bright colors?
Title: Re: Does life propose plot points or set ups?
Post by: Radiant on Tue 08/01/2008 09:34:48
I should hope we have enough free will to make life non-scripted, yes.
Title: Re: Does life propose plot points or set ups?
Post by: OneDollar on Tue 08/01/2008 12:18:56
My script's got a few spelling mistakes... :)

Quote from: theatrx on Tue 08/01/2008 05:40:39
Is life scripted or lived? Is a script provided and we live it or do we make a new reality?

I'd go for it being a basic script but very open for interpretation. Society dictates that you're supposed to be born, grow up, go to school, get some qualifications, get a job, get married, have kids, retire and finally die, but there's nothing stopping you putting your own spin on that, and doing something really radical with your life is always a possibility (though will probably come up with more opposition). So yeah, I'd say we were in control of the vast majority of our lives (save for those runaway trucks or piano lifting cranes).

As to how this relates to adventure games, this is how I interpret your questions:

1) Because we are in control of the game reality, shouldn't we explore something outside of our own experiences?
Well, just because we can create a fantastical new reality doesn't necessarily mean we should. I think it boils down to why the game is being made. If its a form of escapism, a way to tell a larger than life story, symbolism, an exercise in creativity or just the opportunity for someone else to explore a world you have made or are interested in, then yes, making a game that's "out of the ordinary" would be a good, or the only, way of achieving that.

But if you're making a game to make a serious point, a commentary on a social situation, or even about yourself to tell your stories, a "normal" setting would be a less confusing way of getting your message across.

2) Should adventure games be pushing the bar? Should they constantly be looking for new features?
I'd say this depends on audience, and again a little about why you're making the game. If you're making a game for this community I don't think there's anything wrong with a bit of nostalgic gameplay. Most of us mourn the death of the adventure game genre (although it does twitch now and then), and the opportunity to play games that are just like those we were brought up on is a welcome idea to quite a lot of the people here. Some people are perfectly happy with the same old cut-down-LucasArts-GUI, comedic script, moody detective guy, wisecracking sidekick etc. etc. and for some game makers this is a level they are happy to achieve. However, if you were to do something different, I think it would be well received by the community, and even if it didn't come out quite right, you'd still get respect for trying.

If we're talking a wider audience then the best option is reinvention. Classic adventure games don't sell well anymore, so the way to create a marketable game seems to be doing something different (lots of choice and quick time events in Fahrenheit, episodic releases in Sam and Max, use of 3D acceleration and high res graphics, adding fighting or platforming...). As for provocative? I think that's an aspect of a certain kind of game. I don't think its necessary in every game.

Personally I like creating my own realities for games, stories and so on, and I always try to be different. Pushing the bar isn't something I do frequently, especially in game making, because the tools I use are geared towards specific types of games and it's helpful to work within those bounds. It is something I respect though.

Essay over.
Title: Re: Does life propose plot points or set ups?
Post by: theatrx on Tue 08/01/2008 14:53:39
Thanks to everyone for the wonderfully thoughtful responses. So, maybe I will make a game where the 'game board' is a womans naked body... maybe I won't.  Just kidding.  Thanks.
Title: Re: Does life propose plot points or set ups?
Post by: radiowaves on Tue 08/01/2008 15:44:47
Life is scripted, end of story, There is nothing you can do, everything is scripted. So don't even think about changing it. Your life is scripted.
Title: Re: Does life propose plot points or set ups?
Post by: vertigoaddict on Wed 09/01/2008 12:19:07
Quote from: radiowaves on Tue 08/01/2008 15:44:47
Life is scripted, end of story, There is nothing you can do, everything is scripted. So don't even think about changing it. Your life is scripted.

What if my script has bugs in them, am I not allowed to fix them or download a patch? What if my files are corrupt?
Title: Re: Does life propose plot points or set ups?
Post by: Akatosh on Wed 09/01/2008 13:12:29
In that case, try not to fall through the ground and save often, in different slots.
Title: Re: Does life propose plot points or set ups?
Post by: LUniqueDan on Wed 09/01/2008 13:41:00
Life is a giant 1:1 scale MMORPG with no heal-potion.

- Any intellectal attemps since mid-19th century to crack the code failed, or gave severe bug into some sidequests.
- In other hand, trainers did a good jobs, but they need to get update themselves oftenly, are rarely giftware and have tendencies to be limited-olny editions.

Now, for games, instead of being imaginative, try Maniac Mansion. If not you risk to end up with 'The sims' who are obviously not an adventure game.




Title: Re: Does life propose plot points or set ups?
Post by: Gamer_V on Wed 09/01/2008 22:21:21
I want to continue the main quest of my life but I'm stuck doing stupid side quests.
Title: Re: Does life propose plot points or set ups?
Post by: Galen on Thu 10/01/2008 16:45:47
My life has a few red herrings. Such as me having the body of a swimmer and the fingers of a pianist. It's a pity my fingers tangle so easily (a mild motor dysfunction :( ) and I'm an aweful swimmer (most likely another side effect of the dysfunction).
Title: Re: Does life propose plot points or set ups?
Post by: Stupot on Thu 10/01/2008 23:34:32
In terms of Adventure gaming.  Most of us are here because we love the classics and that is shown in the style of most of the games made with AGS... they nearly all hark back to the golden age of Monkey Island et al.  If life was a script, I would say there would be nothing wrong in altering that script as life goes on.  Baz Luhrmann's vision of Romeo and Juliet was a lot more 'new and provocative' for its time than Shakespeare's when it was released ten years ago.

So think of life as a script - with a basic plot; a beginning, a middle and an end - but one to which you have the power to edit as you go along.   Otherwise you'd still be wearing shell-suits and bermuda trousers when your 80.