Adventure Game Studio

Community => Adventure Related Talk & Chat => Topic started by: edmundito on Fri 28/11/2003 22:36:49

Title: Let's complain about adventures...
Post by: edmundito on Fri 28/11/2003 22:36:49
I'm sure we're all hear for the good reason that we like adventure games, right? But I bet we all agree that there are some things in adventure games (sometimes based on the developer) that we really dislke. So, I created this thread to point out these things; maybe we can learn from them. Maybe I'll write a website with the information that'll be gathered here or somethign.

I'll point out a few examples to see what I'm talking about:

Walking dead - when you miss something in an earlier puzzle and you're basicly stuck forever without really knowing it. This happens in sierra games from time to time. This just... pisses me off :P

Dying for stupid reasons - Ok, maybe in the days of text adventures this made sense, but with point and click it's extremely hard to click in the right place sometimes. It's like you were playing warcraft and all of the sudden you click in a deep region of water all the people you have selected go there and drown. Dumb!

I think it was Pumaman/Chris who said once that he hated the whole LucasArts thing where you try to use an object, and the main char walks all the way to it and says "I can't do that!" wasting your time waiting for him to get there and do absolutely nothing. Correct me if I'm wrong.

Well, now it's your turn. I have more things to point out, but I'll just wait and give the chance to someone else to do it. If nobody does, then I'll point them out later.
Title: Re:Let's complain about adventures...
Post by: DragonRose on Fri 28/11/2003 23:48:38
Sudden endings with loose ends: Kings Quest 8. Torins Passage. What the heck happened here?  There is nothing left to do so... we'll end the game right now! We'll leave Connor stranded in that funky Temple! We'll ignore the fact that Torin supposedly fell in love and is supposed to be King! We'll just end. Boom. Done. Cut and Print.
Title: Re:Let's complain about adventures...
Post by: Esseb on Sat 29/11/2003 00:23:21
Kings Quest 8? I believe the topic was adventure games Dragonrose.

I hate badly designed puzzles, which is endemic to amateur adventure games sadly.
Title: Re:Let's complain about adventures...
Post by: MillsJROSS on Sat 29/11/2003 04:14:20
I hate newer games that make the character walk over to something to use it. But only when, lets say, the character goes up to something to flip a switch, so they walk there and their is no animation of the character flipping the switch, it flips on its own. I think older adventure games, it was more accepted, because the games were so short, and you could only fit soo much into a game, that it made the game take longer (which for some old games, works well, considering today you could beat them in an hour). With new adventure games, that are long, though, this isn't needed. The game is long enough, just have the switch do it's thing without the character moving, or have the character move to the switch, just make an animation where the character does just that.

I also don't like games where you don't have a map, or a fairly easy way to get everywhere in the game. If it takes me more than three screens to get somewhere, it aggravates me, more so, if I have to go right back. This is also tied in with, characters that go accross the whole screen, where one isn't able to simply double click and go to the next screen.

I also don't like when I play a game, and can find a solution that makes more sense than the one that actually is involved. I don't blame anyone, because different people think in different ways, but sometimes I'll be stuck thinking logically, and that doesn't always work.

Looooong cutscenes, where you can't save.  A gripe about ags, and actually any game engine, it would be nice to be able to save while using a diolog. Becuase I can't count the times (in TLJ more than any other game), where a cutscene would start and it would be sooo long, and I'd end up having to leave for something, and having to quit the program and restart the cutscene from a previosly saved game, some other time.

Walking dead, but only in new adventure games. I think sierra's walking dead were needed, when one considers the length of the games.

Bad voice acting, or just bad diolog. It just pisses me off (unless its a free AGS game).

Not enough hotspots to interact with. An adventure game should open up a world to you, not just only really allow you to solve the puzzles (Syberia).

No music. I like to listen to something while I'm playing a game. Mind you, I don't want anything that makes me want to tear my hair out. Something catchy, or just something that provides atmosphere.

And this has more to do with amatuer games, but games that don't provide a menu screen so that everytime you play them you have go through the intro cutscene.

That's all for now.

-MillsJROSS
Title: Re:Let's complain about adventures...
Post by: DGMacphee on Sat 29/11/2003 04:36:51
Endless shitty sequels.
Title: Re:Let's complain about adventures...
Post by: Eggie on Sat 29/11/2003 11:24:19
Twiddle Puzzles/ Action sequences.
Okay, these CAN be done well but more often than not they're just bunged in there with no warning.

Also, Dialogs that don't feel like a real conversation. Y'know where you just have a list of options and character says the same thing each time.
Title: Re:Let's complain about adventures...
Post by: Finer on Sat 29/11/2003 17:44:24
Building a complex solution to a yet unpresented puzzle.

Whenever I am half stuck, I start using inventory items with other inventory items in the hope for something to happen, suddenly I find that some do mix into some complex or bizarre contraptions, seemingly without any reason for these objects to go together. Of course this is supposed to be an original solution to a puzzle. Problem is, often I haven't yet encountered the puzzle! Or maybe I have seen the puzzle and didn't take any notice of it, in which case, it's fair enough.

I think it would be more logical to wait until the character we are controlling arrives to the puzzle, so he/she has a reason to mix the previously unrelated inventory items. Before this happens, the character should refuse to mix, argueing that it wouldn't make sense.

I can understand why the game would allow us to do this, so that if we are really stuck, we can at least start building the final inventory item, but this just makes me feel cheated when I solve the puzzle, as I already had the solution built, without knowing why. It would also make the protagonist more believable, as it feels like it's reacting to the game in a realistic and human maner.
Title: Re:Let's complain about adventures...
Post by: edmundito on Sat 29/11/2003 22:19:53
Quote from: Finer on Sat 29/11/2003 17:44:24
Building a complex solution to a yet unpresented puzzle.

Whenever I am half stuck, I start using inventory items with other inventory items in the hope for something to happen, suddenly I find that some do mix into some complex or bizarre contraptions, seemingly without any reason for these objects to go together. Of course this is supposed to be an original solution to a puzzle. Problem is, often I haven't yet encountered the puzzle! Or maybe I have seen the puzzle and didn't take any notice of it, in which case, it's fair enough.

I think it would be more logical to wait until the character we are controlling arrives to the puzzle, so he/she has a reason to mix the previously unrelated inventory items. Before this happens, the character should refuse to mix, argueing that it wouldn't make sense.

I can understand why the game would allow us to do this, so that if we are really stuck, we can at least start building the final inventory item, but this just makes me feel cheated when I solve the puzzle, as I already had the solution built, without knowing why. It would also make the protagonist more believable, as it feels like it's reacting to the game in a realistic and human maner.

This kind of reminds me of that part from The Longest Journey where you need that tool to open the fuse box by the movie theater, and what you have to go is go back to venice and do all that stuff with the machine and whatnot. I thought It was kind of obscure and didn't make much sense (obviously the first time I did it I had to go to gamefaqs and get a hint from the walkthrough  :-\
Title: Re:Let's complain about adventures...
Post by: Harvester on Sat 29/11/2003 22:38:11
Pixel hunting! AAAAAAAAAAAAAAAAAAAAARGH!!!!!!!!!
Title: Re:Let's complain about adventures...
Post by: Raggit on Sun 30/11/2003 16:34:23
I may get yelled at for saying this but:

I'm kinda sick of seeing AGSers making "joke" games or comedy game all the time.

I don't have a problem with comedy games, but I think we should also try to make some more serious games now and then.  I find serious games to be alot of fun, just in a different way!   :)
Title: Re:Let's complain about adventures...
Post by: Duzz on Mon 01/12/2003 05:28:43
A disproportionate amount of the longer ags games are serious (compared to short games): Uncertenty machine, pleurgburg, the KQ's, Bestowers of Eternity, etc
The fact that most AGS games are short is one of the reasons that there's so many comedies. It's hard to have a short game that develops characters and plot enough to be serious without being cheesy.  It's definately possible though (look at Mourir en Mer...)
I think a lot of people are daunted by the thought of working on a serious game for this reason (I know I was)
In my opinion, a serious game is much more difficult to create in this genre. (but ultimately more rewarding)


The only thing I can add to the topic is that I really don't like the SCUMM interface.  Unless you can right click to scroll through the functions.  It gives me the irrates.  Plus it takes up so much space on the screen...
Title: Re:Let's complain about adventures...
Post by: TerranRich on Mon 01/12/2003 15:28:34
QuoteThis kind of reminds me of that part from The Longest Journey where you need that tool to open the fuse box by the movie theater, and what you have to go is go back to venice and do all that stuff with the machine and whatnot. I thought It was kind of obscure and didn't make much sense (obviously the first time I did it I had to go to gamefaqs and get a hint from the walkthrough  :-\

I just recently got through that part. I managed to figure out everything on my own, except the part where you have to turn off the water to get the clamp. I tried hovering over every single hotspot I could find. But somehow I managed to miss the little valve near the top-left area of the screen. I had to cheat just to get that one part. Otherwise, I didn't find it very obscure. Maybe I've been playing too many adventure games.  :o

:)
Title: Re:Let's complain about adventures...
Post by: Dave Gilbert on Mon 01/12/2003 18:43:49
This isn't about the games per se, but I have a problem with AGSers releasing their games and saying that it sucks.  "It's my first game.  It sucks.  Play it."  Whatever happened to being proud of what you do?  Ever hear of PR?  If the author thinks his/her game sucks, I certainly have no desire to play it.
Title: Re:Let's complain about adventures...
Post by: Raven_Gray on Mon 01/12/2003 19:51:48
Well, I agree with alot thats been said so far. Pixel hunting, walking dead, unreasonable dieing. All very very good things, but here are a few that havn't been said which really #*@! me off...

LONG cutsceenes where you can't load/override: Everytime I start up a Carver Island game I want to strangle  the creator for not making a titlescreen which includes a LOAD button. I have to sit through his 3 hour introsceenes, where I usually get up to get coffee or somthing. I mean, at least allow the player skip though it after watching it the first time!!

NEW games which use the OLD interfaces:
It just drives me up the wall! Yes, I know that we all used to use them to when there wasn't anything better, but DEAR GOD peoples, its 2003! New games who use the standard 9-button Give, Pick up, Use, Open, Look at, Push, Close, Talk to, Pull  GUI's should be thrown into the infernal blazes of the Underworld until they are nothing more than squishy blobs of melted pixels!!

Hey, I feel a lot better getting that off my chest. Toodel-oo peoples.
Title: Re:Let's complain about adventures...
Post by: DragonRose on Mon 01/12/2003 20:05:51
Quote from: Esseb on Sat 29/11/2003 00:23:21
Kings Quest 8? I believe the topic was adventure games Dragonrose.

I'm not quite sure whether you're joking or not. Either way, zing!

Another big annoyance of mine is overuse of random stuff.  I'm thinking like in the Kings Quest games where monsters randomly appear and you have no way to prepare.  I think the only one where there wasn't random death was KQ6.  Wizards in 1, 2 and 3; sharks in the water in 4; scorpions in the desert of 5, and the Boogy man in 7.  Also random things that you NEED to appear to finish the game.  Like the whale in KQ4, or that fuzzy brown thing that I can't remember what it's called in the Black Cauldron... Roberta Williams seemed to have a bit of a hang up on randomness.  

Final annoyance, then I'm going to stop posting in this thread. Un-obvious visual clues.  In KQ7, if the "stick that looks like a snake" was pointing down, you could get into the Boogyman's house. If it was pointing up, you should run away.  The problem is, a snake looks like a squiggly line. So does a branch.  Which of the dozens of branches on the screen looks like a snakey squiggle as opposed to a branchy squiggle?
Title: Re:Let's complain about adventures...
Post by: Eggie on Mon 01/12/2003 22:53:09
Quote from: Raven_Gray on Mon 01/12/2003 19:51:48
NEW games which use the OLD interfaces:
It just drives me up the wall! Yes, I know that we all used to use them to when there wasn't anything better, but DEAR GOD peoples, its 2003! New games who use the standard 9-button Give, Pick up, Use, Open, Look at, Push, Close, Talk to, Pull  GUI's should be thrown into the infernal blazes of the Underworld until they are nothing more than squishy blobs of melted pixels!!

So..um...whats the new and better interface we SHOULD be using?
Title: Re:Let's complain about adventures...
Post by: on Mon 01/12/2003 23:17:52
Walk to, look at, use, abuse.

The things that annoy me are dying in adventure games (seems to be quite a common annoyance to others too!). Also, bizarre, unexplainable puzzles like use brush with spit roast to create Sprootyrooty fumes that kill the Blibabagabab Aliens. I mean, wtf?

But then, I'm not a big fan of fantasy where you might see something like that.

I don't like getting stuck. Well, okay, I can handle it providing there is a clue. Even if the clue is ten screens back, I prefer having some clue to no clue.

I've always wanted a way also to know which Inventory items to mix with each other. I've always mixed them by chance, never because of any hints or anything.

m0ds
Title: Re:Let's complain about adventures...
Post by: BerserkerTails on Tue 02/12/2003 00:36:28
Wow... It looks like I'm the only one who likes the over-abundance of dying in adventure games. I mean, I don't like dying for no apparent reason, but nothing pleased me more back in the day than saving my game, then seeing what happened when I walked too close to that snake... Heh...

I can see how this could be an annoyance in amature games though. With not many game designers taking the time out to make animation after animation, most deaths would just be text based and boring.
Title: Re:Let's complain about adventures...
Post by: Duzz on Tue 02/12/2003 00:53:12
yeah, I like game you can die in, as long as there's no dead ends.  
It's a fine line between unexpected deaths (ie, falling off cliffs), and obvious ones (ie 'drink acid') but as long as the deaths are creative (like the death by Orat in SQ1) I like them.  

the Quest For Glory series (one of my favourite) was an example of when dying in adventure games works perfectly.  It didn't seem to have many dead ends or unexpected deaths that I can think of, compared to other sierra games of it's time anyway.  And the ability to die was a part of what made that game great.

So long live death... (in moderation)
Title: Re:Let's complain about adventures...
Post by: After on Tue 02/12/2003 05:41:25
No progress allowed until one does the one most obviously stupid thing, so that the author can abuse you first.
Especially dialogue where you know what's coming, and you'd rather not start down that line, but there's probably a trigger tacked onto the end of it.

Having one's intentions interpreted the stupid way:
USE cabinet.
"Why would I want to carry that around."
only to be followed by:
TALK TO toilet.
*vomit* "Hey! It's that key I swallowed."
(Well, ok. Not that bad, but you get the idea.)
Title: Re:Let's complain about adventures...
Post by: Scummbuddy on Tue 02/12/2003 16:56:31
Quote from: Raven_Gray on Mon 01/12/2003 19:51:48
NEW games which use the OLD interfaces:

Adventure Game Studio (AGS for short) allows you to create your own point-and-click adventure games, similar to the early 90's Sierra and Lucasarts adventures.

soooo we shouldnt be using ags to make super spectacular 3d games with lensess flares for Gui buttons.  there goes my game
Title: Re:Let's complain about adventures...
Post by: After on Tue 02/12/2003 19:44:48
Oh, and how could I forget the ever popular
Auto-dequip item with unfindable hotspot on every USE attempt, complete with inventory that must be explicitly opened, mode selected, scrolled, clicked, and closed to equip anything.
Title: Re:Let's complain about adventures...
Post by: Hinders on Tue 02/12/2003 21:12:51
games mad in sci0 agi graphics was good, but the sci looked like a mess, you couldn´t see what it was supposed to look like. for example lsl3 AAAAAAAGGGHH! :P
Title: Re:Let's complain about adventures...
Post by: edmundito on Tue 02/12/2003 22:15:08
Quote from: Scummbuddy on Tue 02/12/2003 16:56:31
Quote from: Raven_Gray on Mon 01/12/2003 19:51:48
NEW games which use the OLD interfaces:

Adventure Game Studio (AGS for short) allows you to create your own point-and-click adventure games, similar to the early 90's Sierra and Lucasarts adventures.

soooo we shouldnt be using ags to make super spectacular 3d games with lensess flares for Gui buttons.  there goes my game

Adventure games are not about guess the verb puzzles... thery're about problem solving with your mind. The problems should be clever enough for you to figure out what to do without having also to guess which verb to use. They (LEC, sierra, etc) learned this a while ago and decided to drop everything down to the 4 basic verbs: Walk, Intereact, Look, and Use Mouth (speak, taste, etc.). So, what this guy meant was that he doesn't like the old 9+ verb interface....
Title: Re:Let's complain about adventures...
Post by: big brother on Wed 03/12/2003 00:56:42
How about pixel hunting puzzles with unlabeled hotpsots?
At least in Lucasarts games you can move the cursor over the entire background and watch the text line for the hotspot's name to appear.
Title: Re:Let's complain about adventures...
Post by: Cerulean on Wed 03/12/2003 03:31:43
Equivalent objects that each have one use and are not interchangable. This rock you can throw at a bird, and that rock you can drop in a well. The knife is for cutting the string, the scissors are for opening the envelope. A game designer should always try to be sure that when the character says, "That doesn't make sense," the player doesn't scream at the screen, "Yes it does!!!"
Title: Re:Let's complain about adventures...
Post by: After on Wed 03/12/2003 06:42:11
Perhaps we should declare a ban on all default messages. :-\
Title: Re:Let's complain about adventures...
Post by: Joelman on Thu 04/12/2003 21:03:39
Quote from: After on Wed 03/12/2003 06:42:11
Perhaps we should declare a ban on all default messages. :-\
YES! ROCK! I second!
Title: Re:Let's complain about adventures...
Post by: ratracer on Sat 06/12/2003 10:19:14
The worst thing I can think of an adventure game is it having no plot! Apart from that, my gripes are for those darn type of puzzles like:

slider puzzles (or worse, timed slider puzzles)
illogical labyrinths (even logical labyrinths, if too complex)
mechanical puzzles (like Myst's)
dying!
(although Tex Murphy's games has many of the above and they still qualify in my favorite games)


or

bad dialogue trees (I didn't like Mystery of the Druids', although after playing the second time, I thought there weren't that bad - in fact, I quite liked the game when I played it the second time)

I'll say it again, no plot (just puzzles or going from one place to another to get stuff to make something that some character asked for - although I can perfectly accept that in short games)

or

many, many things from my favorite Bad game: The City of Lost CHildren (amazing graphics and ambiance, but NO PLOT, terrible pixel hunting, absolutely no purpose in the game, and, really, no ending!!!!)
Title: Re:Let's complain about adventures...
Post by: on Tue 16/12/2003 11:12:24
1) Characters that are flat, silly cutouts. Like in Phantasmagoria. Half the time I sat there saying, hey, there must be something interesting in that lady. There must. I paid 80 bucks, so there must be something. but there wasn't.

2) Puzzles that don't translate. The root beer and monkey wrench stuff in MI was bad enough, even a german (like me, i wasn't very good at english these days) can figure that out. The stuff in Simon2 (with the hush puppies) was worse. And sometimes I get the feeling that people don't realise that their game will be puplished out of their own country. Sad but true.

3) Recycled inventory items. Okay, earlier in this threat someone said it's not sensible to have a scissor for cutting, a knife fur opening envelopeds, but some games (Sam&Max is among them) make you use one inv item with x others to make all sorts of funny geegaws. the hand on the spring i'm talking about.

4) Puzzles that require very specific knowledge. I can't recall the name, but recently my friend has a Myst-style adventure where you had to spot the mistakes in a classic painting!!! That's not a puzzle, it's sadism!

5) While I really like the old interfaces, especially the SCUMM-based ones, they should not be present in a game just so's one can say, "Classic retro style adventure". If you can live without buttons for push/pull, don't include them. "I Must Scream, And I Have No Mouth" had a huge interface just like in DOTT, but at least GIVE, OPEN and CLOSE could be ignored- USE worked just as well. That#s especially depressing if the game pre-selects CLOSE but sometimes comes up with "I can't close that"- but USING the object closes it.

6) Open Puzzles. I fondly remember "Lurking Horror", an old interactive fiction (text adventure). It was great, but there was a small puzzle in the very beginning where you had to pick up a stone in a small "dream sequence". Without the stone the game became very tricky close to the finish. If you're in a sequence containing a crucial object you should not be allowed to leave it without having it.

Apart from that I still LOVE adventures ;)

Title: Re:Let's complain about adventures...
Post by: Gonzo on Tue 16/12/2003 12:23:17
Quote from: Raven_Gray on Mon 01/12/2003 19:51:48
NEW games which use the OLD interfaces:
It just drives me up the wall! Yes, I know that we all used to use them to when there wasn't anything better, but DEAR GOD peoples, its 2003! New games who use the standard 9-button Give, Pick up, Use, Open, Look at, Push, Close, Talk to, Pull  GUI's should be thrown into the infernal blazes of the Underworld until they are nothing more than squishy blobs of melted pixels!

Monkey Island 2 / Indy FoA / DoTT SCUMM style is my favourite interface. I like that people still use it for their AGS games, I think it's brilliant. 3 of the best adventure games ever used it, to me that says there's nothing wrong with it.

Also I'm not that keen on Broken Sword-style interface of an intelligent click. It doesn't ruin a game for me but it removes a bunch of options and makes the thinking element of adventure gaming less of a challenge I think.

As AdventureSoft pointed out, giving someone a chainsaw and using a chainsaw on someone are two very different things. Long live multi-verb interfaces.

The thing that annoys me is games that don't reward you, or move the story on, enough. If you solve 3 puzzles in a row and there isn't some interesting animation, cutscene, new area or something, then I can get fed up very quickly.
Title: Re:Let's complain about adventures...
Post by: Raven_Gray on Fri 19/12/2003 07:56:22
Hey peoples, I just now found my way back to this thred. I didn't know that my opinion caused an all-out war concerning GUIs.

Lets review, shall we?....

QuoteYada yada yada...."its 2003! New games who use the standard 9-button Give, Pick up, Use, Open, Look at, Push, Close, Talk to, Pull GUI's"...blah blah blah
-Me!

QuoteSo..um...whats the new and better interface we SHOULD be using?

Look, its just this. I like to have to do as little clicking as possible to get my point across to the game. Its my personal belief that we dont need so many buttons! Just 4 work.

QuoteHaving one's intentions interpreted the stupid way:
USE cabinet.
"Why would I want to carry that around."
only to be followed by:
TALK TO toilet.
*vomit* "Hey! It's that key I swallowed."

QuoteEquivalent objects that each have one use and are not interchangable. This rock you can throw at a bird, and that rock you can drop in a well. The knife is for cutting the string, the scissors are for opening the envelope. A game designer should always try to be sure that when the character says, "That doesn't make sense," the player doesn't scream at the screen, "Yes it does!!!"

These kinds of confusions just get worse with more complicated actions. You have to open and close objects and doors, you have to GIVE objects to people instead of just using them together. Bah, it just annoys me and makes the game longer and not in a good way.

Quotesoooo we shouldnt be using ags to make super spectacular 3d games with lensess flares for Gui buttons. there goes my game

Though you probobly know this now, i wasn't talking about how fancey or pretty the GUI looks.

QuoteAdventure games are not about guess the verb puzzles... thery're about problem solving with your mind. The problems should be clever enough for you to figure out what to do without having also to guess which verb to use. They (LEC, sierra, etc) learned this a while ago and decided to drop everything down to the 4 basic verbs: Walk, Intereact, Look, and Use Mouth (speak, taste, etc.). So, what this guy meant was that he doesn't like the old 9+ verb interface....

I couldn't have said it better myself, and "this guy" appreciates your clarifying my post for everyone.

QuoteMonkey Island 2 / Indy FoA / DoTT SCUMM style is my favourite interface. I like that people still use it for their AGS games, I think it's brilliant. 3 of the best adventure games ever used it, to me that says there's nothing wrong with it.

Yeah, MI, Indy and DoTT were awesome games, and I'll be the first to tell you that I loved their plots, characters and graphics. But I have always hated the multitude of unneeded buttons.

Now look, I'm not out there starting a campaign to reform all adventure games and bring unto the world a new age of GUI enlightenment. The title  asked what I, ME, MYSELF found irritating about adventure games and so I said what I thought didn't work. As to dying in adventure games, yeah. I'm up for it when it makes sense. But not plunging to your death off a cliff because you accidently clicked a river in Kings Quest

Merry xmas.
Title: Re:Let's complain about adventures...
Post by: on Fri 19/12/2003 23:14:43
I like dying, especially in KQ6.  My favorites were on the island with the catacombs.  One: you could fall off the steps going up the mountain several times and Alex would eventally tell you to stop.  BUT once you finally finished the puzzle, you didn't need to click carefully every time you go there.  TWO: I like where you end up falling into the dark roo, and if you don't light your tinderbox soon enough, the minotaur pops your eyes out. All you see are these two white spots falling on the floor. :)  I don't mind it when the game says to me, "That was VERY dumb.  Ihope you saved your game....."

What I do hate is poor plots.  Torin's passage, in particular.  MoE doesn't EVEN count.  Also, during beta testing, it would make sense to check for illogical puzzles and fix them.  At least give better hints.  Like in pleurghburgh.  What would make you think to paint the soap with the chocopaint?  Besides, I thought the poster said Chocoprint.
Title: Re:Let's complain about adventures...
Post by: Meowster on Sun 21/12/2003 09:13:33
I hate linear gameplay.
Title: Re:Let's complain about adventures...
Post by: c.leksutin on Mon 22/12/2003 18:24:35
The only thing I hate about adventure games is that I've yet to make one...



....and walking dead sucks too I guess....



C.
Title: Re:Let's complain about adventures...
Post by: Meowster on Mon 22/12/2003 20:45:10
Huh. Here are some more things I hate.

Pixel Hunt Puzzles, in the fucking pitch darkness, you sons of whores. What, do you get some kick out of that? Is this some sort of sexual fetish? I mean, pixel hunting is one thing, but on a completely black screen, that's sadistic. You're sadistic. God, I hate you all. Examples of these puzzles are The Tunnels at the end of MI2, which I didn't mind so much because it added to suspense... but god DAMNIT, the Dig Site in FOA, what the HELL was that for?!

Fighting sequences that involve clicking the mouse on the enemy to throw a punch, like every single fight sequence in FOA.

Puzzles that revolve around revolving stones with pictures on them, like in FOA.



Title: Re:Let's complain about adventures...
Post by: Erwin_Br on Mon 22/12/2003 22:24:33
Quote from: Immensely HAPPY Santa-Style Elf-Type THING on Mon 22/12/2003 20:45:10

Puzzles that revolve around revolving stones with pictures on them, like in FOA.



FOA was one FANTASTIC game, don't you agree? Well, don't you?  :-X  :P

--Erwin
Title: Re:Let's complain about adventures...
Post by: Shattered Sponge on Tue 23/12/2003 03:26:18
Quote from: Immensely HAPPY Santa-Style Elf-Type THING on Mon 22/12/2003 20:45:10
Fighting sequences that involve clicking the mouse on the enemy to throw a punch, like every single fight sequence in FOA.
You actually used the mouse-control for those?  Are you mad, woman?  Use the fucking numpad, like everyone else in the entire world.
Title: Re:Let's complain about adventures...
Post by: Meowster on Tue 23/12/2003 06:42:38
Yes, smartass, but first you have to press F to turn ON keyboard fighting and then you have to find the keys for it, which is probably fine when you have the MANUAL, but when you ILLEGALLY DOWNLOAD the game, like I did, you don't GET a fucking manual, DO you, SMARTASS?
Title: Re:Let's complain about adventures...
Post by: MillsJROSS on Tue 23/12/2003 07:17:25
Um...if you illegally downloaded a game, you can't really complain about it not having a manuel. And please curb you language and use of Cap Locks. Its not something an Immensly Happy stanta-style Elf-type thing would do.

I don't like the 9 word MI2 style. The games mentioned that use it, are good games, but I prefer the eye/hand/mouth for games. I also don't consider those games the best three adventure games there are. There is no definative top three, to each their own.

I don't like fighting, either. Not in my adventure games anyway. Like in Mask of Eternity, I couldn't play the game, because I didn't feel like I could spend time thinking about puzzles, but had to think about enemies (given the fighting wasn't horribly hard).

I don't like not having the ability to move quickly off of a screen. Like in The Longest Journey, I had to walk all the way accross the screen, I felt like I should be able to double click and instantly go to the next one. Watching April run just wasn't entertaining.

Speaking of which, I don't like hidden rooms. Sometimes exits and entrances aren't marked clearly enough, so you could be stuck, thinking you've done enerything, for hours or days, until you realise you missed one room with one item that makes the difference.  

I get annoyed when characters repeat things. To some extent, this needs to be done. But let's say to save so and so a character tells you what you need to do, (and this applies more with AGS games), I feel that option should be removed and a "How do I save so and so" should be used.

That's all I can think of for now.

-MillsJROSS
Title: Re:Let's complain about adventures...
Post by: Erwin_Br on Tue 23/12/2003 12:21:01
Quote from: MillsJROSS on Tue 23/12/2003 07:17:25
Um...if you illegally downloaded a game, you can't really complain about it not having a manuel.

I agree. More than that; you can't complain about the game itself as well. So what if you didn't like it? It's not that you lost any money on it.

--Erwin
Title: Re:Let's complain about adventures...
Post by: Shattered Sponge on Tue 23/12/2003 15:26:03
Quote from: MillsJROSS on Tue 23/12/2003 07:17:25
Um...if you illegally downloaded a game, you can't really complain about it not having a manuel. And please curb you language and use of Cap Locks. Its not something an Immensly Happy stanta-style Elf-type thing would do.
You do realise that she was being facetious, don't you?  It was her own special way of thanking me for pointing out they numpad control to her.  Also; considering she only used caps in blocks of one or two words, I consider it more likely that she was holding shift, rather than hitting caps lock.

You utter fool.
Title: Re:Let's complain about adventures...
Post by: MillsJROSS on Tue 23/12/2003 17:38:50
I am so shamed.

I will commit sepku in my defeat.

-MillsJROSS
Title: Re:Let's complain about adventures...
Post by: Shattered Sponge on Tue 23/12/2003 18:27:18
I suggest that you learn how to spell it, first.
Title: Re:Let's complain about adventures...
Post by: MillsJROSS on Tue 23/12/2003 18:59:56
Nah...If I'm going to spell it in English, I'd rather spell it incorrectly. Anyway, I've decided against it. Too messy. Unless you want to use your sponge like qualities to clean me up.

-MillsJROSS
Title: Re:Let's complain about adventures...
Post by: Shattered Sponge on Tue 23/12/2003 19:33:00

Clean up?  Gladly.
/me hands Mills ritual knife

But before you die, let me point out that you were not attempting to spell the word in English, but that you were attempting to spell the word with the Roman alphabet, which is use by many other languages, too, you racist pig-dog.
Title: Re:Let's complain about adventures...
Post by: MillsJROSS on Tue 23/12/2003 21:00:24
Speaking of which, dealing with the Roman alphabet, kind of, and back to the subject.

I hate it when games from other countries come over here and mistranslations occur. Yes, I know it's bound to happen, it just irritates me. Then again, it irritates me more, when they are from the U.S. and have bad grammar, too (this only really irritates me, with comercial games).

-MillsJROSS
Title: Re:Let's complain about adventures...
Post by: Meowster on Wed 24/12/2003 08:49:33
You know, I'm being totally hypocritical here, seeing as BR fell fault to this... but I think more serious games should be released. There are too many games with zany, wacky plotlines. It's not like they shouldn't be funny; Grim Fandango had a serious enough plotline and was extremely funny at the same time. The humour just came from a different source. It came from the character interactions with each other, as apposed to their surroundings and inane behaviour and inability to perform the requested tasks.

I would love to see more serious plotlines for AGS games, and more stories based on folklore or non-european stories, counties, etc.

And I find it interesting (If relieving) nobody has tried a Grim Fandango sequel... (Except maybe Lucasarts, but time will tell...)
Title: Re:Let's complain about adventures...
Post by: TheQisSilent on Wed 24/12/2003 13:24:34
Nonsensical puzzles- IE, puzzles over the smallest, mundane tasks that are there just for the sake of having puzzles.  Why do you have to search your house for a key just to start your car when you already have a key ring?  And I swear, if I have to fix one more elevator (with a safety pin nonetheless) I'll scream.

I have a future project coming up called SKRIBBLEZ.  It's about a man who finds out that he lives in an adventure game and wants out.  It makes fun of almost everything you've posted here.  Look for it- I don't know when.  I have the story, some character art, now all I need is some time.