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Show posts MenuQuote from: Snarky on Sat 20/11/2004 22:47:11
I think seguso's document is interesting. It is not the final word on the matter by any stretch, but that may not be a bad thing. Some things he's right about, some things he's probably wrong about. When he is right, that's great. When he is wrong, others will point out the correct answer, and that's great too.
In any case, it is just one point of view, one way of doing things (or at least thinking about doing things). Yeah, I agree that the tone comes across as arrogant and pontificating, but that may be a language/cultural thing. My Italian friends are the same way.![]()
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Hopefully, this too may serve a purpose, if it motivates others to articulate their alternative perspectives.
That's why I think it's so unfortunate that this discussion is starting to descend into a flamewar.
There hasn't been a lot of innovation in adventure game interfaces lately, and I for one am happy to see any fresh ideas. And to be honest, I think the proposed interface isn't half bad as an updated parser UI. It doesn't really do much to resolve the deeper problems with text interfaces, though, as highlighted by the hilarious statement: "there are usually only a few ways to express an action".![]()
QuoteTrue.
Still, I'd quite like to see a game that used this interface. (Or should I say another game? Anyone played LSL7?)
Some of the disagreements I had with the document...
Most of the reasoning is based on the assumption that players should approach the game as if it was real life, and that anything else is "cheating". To me, this is as absurd as insisting that people should be forced to play chess as if it was a real war.
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Adventure games are games, and they're meant to be fun. What's right for an adventure game is what makes it more entertaining and more interesting. Meta-reasoning is only bad when it leads to tedious try-everything-with-everything attempts to solve a puzzle, or makes everything just too easy.
The idea that games should be fun, which I'll call the Fun Principle (TM pending) also leads me to criticize the whole direction of the argument. Adventure game puzzles shouldn't be more like lateral thinking puzzles, because lateral thinking puzzles aren't fun.
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OK, a small minority of enthusiasts think they're a great hoot, but for most people something like "The music stops, and a woman dies" is not a fun puzzle.
To the idea that animated backgrounds lead to increased immersion, which presumably leads to more FUN, I have to ask: Doesn't this imply that live-action movies should be more immersive than animated movies?
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After all, animated movies look fake, while live-action movies look very real (with shimmering lights and all). Yet I found The Lion King more immersive than, oh say The League of Extraordinary Gentlemen.
Also, the claim that by acknowledging that the game isn't real, players will be less involved in the game is pretty bold. Someone like Shakespeare filled his plays with sly references to the fact that they were mere theatre ("All the world's a stage..." etc.), and he's generally pretty well regarded. On the other hand, he put jokes into his tragedies, which clearly makes them LESS SAD, so what did he know?
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But I ramble... Let me conclude with this: Fitts's Law does not state that "buttons that are often used should be either very large, or located along the edge of the screen." It merely gives a formula for the time it takes to point at a target in terms of its size and distance. Specifically, MT = a + b log2(2A/W).
Quote from: Radiant on Thu 18/11/2004 17:19:56There is no irony. Only someone who ignores someone else's arguments and tries to put him in riducule, providing no counter-arguments at all.QuoteI hope the irony in that passage is not lost on you
Indeed they would, but people don't always understand what's best for them, or why they don't like something. There are unexpected details that impress the subconscious only.
QuoteQuoteWell, you may not have meant it that way, but your article does imply that your 'type-a-word-once' GUI is the one and only best way to create an adventure game.
Also, the interface I proposed is meant to be used as a last resort, only if you can't afford to renounce to some puzzles. And I stated that clearly. A thing you keep ignoring.
QuoteQuoteNeither are puzzles born to justify the story, good puzzles.
You keep ignoring it, but I clearly states that adding puzzles to a story is an iterative process, not sequential, in which you should start with the story, because stories that are born to justify puzzles rarely make good games.
QuoteRadiant, your conscious attention can only focus on one task at once. You either think about the story, or about the puzzles. Not both at once. Therefore the word "iterative" it much more appropriate than "concurrent". (Of course I know your objection was only a provocation)Quote
I would say that puzzles and story are two concurrent processes, rather than one iterative (which in this context is a synonym of sequential, by the way).
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Your document has a clear outline of steps, one of which is story design, another of which is puzzles. That part of the document implies that you should do one after the other. If that's not what you meant, you should consider fixing it.QuoteNot true. You can get a better flicker in true animation, because it's more versatile, and you can get better fire effects using particle engines. Try the fire plugin.
Untrue. Color animation is the only way to animate lights.
QuoteI never said it was new.Quote
Once again, I am not confusing anything.I am proposing a very simple thing: since current cards cannot simulate palette animation in hicolor modes,
What you propose is nothing new, but you do have your terms mixed up
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Well, I'd hate to be rude, but it seems to me that you ignored most of the feedback given to you by people in this thread. I believe that if you were to make a game as you explain in the text, people would critique on its lack of user-friendliness in the GUI department,
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on the cliches that you suggest as must-haves for a good story,
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and the strange gameplay that is created when you first write a story, then add puzzles, then add rooms and then add items, as you suggested.
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As a long-time graphics programmer, I feel I must comment on the passage below, quoted from your text, because you really don't know what you're talking about.QuoteFirst, 'true' animation (e.g. crashing waves) always looks better than 'palette' animation (i.e. rotating the colors of the sea).
Palette animation is even more important than ordinary animation. Imagine Monkey Island 2 (e.g. the woodsmith's cabin) or Indiana Jones 4, or even Ultima 7, without animated palettes: everything would seem “fake†and still. Palette animation is a must, at least for lights and water. Modern games don't use this technique anymore, because hicolor modes make it difficult for 2d games to dynamically change the color of objects in a non-uniform way; this is, in my humble opinion, a big deficiency that should be solved at any costâ€"even if this requires using the CPU for blitting sprites, instead of the hardware blitting capabilities of graphic cards.
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Second, what you say about hicolor modes is bogus, the fact of the matter is that a 16-bit (or more) color game does not have a palette, and therefore by definition can't cycle its palette.
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Third, what you say about using the CPU for blitting sprites is more bogus. Blitting is just moving pixels around, and a graphics card can handle that, that's what it's there for. You seem to be confusing blitting with hardware-vs-software rendered polygons.
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And finally, blitting has absolutely nothing to do with palette cycling. Palette cycling was used in older games to save on processor cycles, instead of using true animation. With comtemporary high-performance computers, true animation is the way to go, and luminescence could be used as an added bonus. Not the other way around.
Quote from: big brother on Sun 14/11/2004 00:46:31
I found the document interesting, though I am a bit confused as to its purpose. How can you write a guide to making adventure games if you have never made one yourself? I believe it's more typical to establish credibility in a field before you write rules about it.
Quote from: veryweirdguy on Sat 13/11/2004 17:13:45Quote from: Iago on Sat 13/11/2004 09:45:20
So do you know any puzzle compilation?
I haven't read through the whole topic (I'll look at your article another time), but whenever someone mentions something like this, I feel as if I have to point them towards:
THIS
and
THIS
Quote from: Iago on Sat 13/11/2004 09:45:20
So do you know any puzzle compilation?
Quote from: Radiant on Fri 12/11/2004 16:37:42
I'm afraid I have to disagree with you on the entire verb issue. Contrary to what you say, most people do not actually prefer text parser games to point 'n click games,
Quote from: Radiant on Fri 12/11/2004 16:37:42
Also, every text parser game I've played, can be solved with a basic set of verbs, say two dozen max. If you have to guess a specific verb that is only relevant in one particular puzzle, I'd state that was a poorly designed puzzle.
Quote from: Radiant on Fri 12/11/2004 16:37:42
Note also that most of the verb list can be removed by allowing the 'use item on ...' approach.
Quote from: Radiant on Fri 12/11/2004 16:37:42
Early lucasfilm games had verbs for 'unlock door with key' and 'fix staircase with tools'... but these are obvious applications for the USE verb. Unlock only makes sense when done with a key - but using a key only makes sense if you're unlocking something with it. So USE isn't that bad after all, as many objects only have one purpose.
Quote from: Radiant on Fri 12/11/2004 16:37:42
Turn on, turn off, fix, put on, take off - all can be replaced by use.
Quote from: Radiant on Fri 12/11/2004 16:37:42
Your text seems to imply that games with insufficient verbs are just too easy. But this is not, after all, the case. Most people get temporarily stuck in just about any game, and many have to resort to hints or walkthroughs.
Quote from: Radiant on Fri 12/11/2004 16:37:42
Contrary to what you say in 3.5, it should in fact be easy to reach the inventory items. This has to do with user-friendliness, and accessibility of your game. Because you'll be using them a lot,
Quote from: Radiant on Fri 12/11/2004 16:37:42
How exactly are you suggesting that your lateral thinking example is a good puzzle?
Quote from: Radiant on Fri 12/11/2004 16:37:42
(most lateral thinking puzzles are word games where the player has to figure out what on earth was happening, e.g. "a man passes an apartment building, hears a phone, screams and dies". That is lateral thinking)
Quote from: Radiant on Fri 12/11/2004 16:37:42If you had seen one, I wouldn't have written the document.
Page 23. Graphics... I have never in fact seen a game in which 'every branch of a tree shakes in the wind'.
Quote from: Radiant on Fri 12/11/2004 16:37:42
While this would certainly immerse the player, it is far beyond the capacities of most programmers (and CPUs), and immersion can be achieved with considerably less than that. If 'every light is trembling', this might severely annoy the player.
Quote from: Radiant on Fri 12/11/2004 16:37:42
Page 25, animating palettes... most contemporary games do not use palettes, but instead use 16-bit or higher color quality graphics
Quote from: Radiant on Fri 12/11/2004 16:37:42
Finally, some other topics you may want to think of are
* full parser games, as opposed to 'type a verb and click on the item'
* pixel hunts
* word hunts (e.g. "put airsick bag in hair rejuvenator bottle")
* read the article on puzzle design on the AGS links page, it's very good
* puzzles that are too obscure
* commanding other characters (e.g. infocom games)
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