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Quote from: miez on Mon 13/10/2003 13:17:05Quote from: DGMacphee on Sat 11/10/2003 02:28:34
* Graphics in adventure games are unnecessary, because adventures are narrative-based, and such narrative advances primarily through interactions.
Ok - but a lot of puzzles in point-n-click adventures are based on visual clues, so how can you stick with this argument?
Quote from: Igor on Sun 12/10/2003 20:33:38
Oh, it seems i missed one of your replys yesterday DGM... no wonder with the speed this thread is evolving.
Well, wasn't there some talk about getting personal a few messages back? I won't respond though, as i think i'd get too low with any reply and don't want to additionally heat up otherwise interesting thread.
No hard feelings, but sometimes it's better to "go ride a bike or hang out at your bowling alley" as you wrote, before replying with big letters and exclamation marks.
QuoteDG now says that text, graphics and sound are not necessary for an adventure game, so i take it the only thing that is necessary is the story/narrative and how you choose to tell that story/drive that narrative is unnecessary?
Quoteso all the arguements you have made about graphics being unneeded because the same can be done with text is in a way added to by saying that text is unneeded cause the same can be done with another medium?
Quoteand you'll be apologizing to remixor and igor? hehe
Quote from: Nellie on Sun 12/10/2003 18:04:34
But if films function on a visual-narrative level, and books/scripts function on a textual-narrative level, how come adventures can only function on an interactive-narrative level?
It seems to me that text-adventures function on a textual-interactive-narrative level, while graphic adventures function on a visual-interactive-narrative level.
Quote from: SteveMcCrea on Sun 12/10/2003 16:34:18
1) graphics aren't necessary.
Now you back this up by saying that anything that doesn't add to the loop of "interaction -> narrative" is unnecessary. And that graphics can be substituted with text leaving the same game. Therefore graphics are unnecessary. However, I see several excellent counterexamples in this thread to your substitution argument (loom's music, indy's following the fez). You can't argue that *either* text or graphics or sound aren't necessary to advance the narrative.
Quote2) graphics are cosmetic.
While this is true to an extent, it implies (in many people's minds) that graphics are inferior to other elements of the game. As they are being used to advance the narrative, I suggest that good looking (in some sense) graphics are at least as important as good writing and good sound.
Quote3) an implication that films need good visuals but games don't.
Looking at the book-film versus text adventure-graphic adventure, I can't see evidence for that.
Quote4) you put a lot of stock in narrative.
Most of the adventure games I've played, from Infocom to Sierra to LucasArts, has the most inane, ridiculous, cliched, or banal narrative, and served only to string a bunch of entertaining puzzles, text or graphics off, much like blockbuster movies serve as vehicles for spectacular stunts and effects.
Quote5) comparison with Galileo
For every Galileo, there are thousands of crackpots proved wrong by history. Anyway, Galileo was in a scientific field where the answers are pretty black and white. Here, it's mostly down to semantics. By comparing yourself to Galileo, you suggest that you are the misunderstood genius, rather than just another opinionated punter.
Quote from: rEmiX0r!!11one on Sun 12/10/2003 12:59:26
DG, I think you're being far too narrow-minded.
QuoteSometimes atmosphere is such an important part of a game that removing it by stripping the game of what gives it atmosphere will leave you with a completely different game.
QuoteThat's irrelevant because that text game would have nothing in common with Grim Fandango!
QuoteNobody wants to just play through a bunch of interactions, they want a full experience.
Quotehowever, it must be gone about in COMPLETELY different ways.
QuoteAnd by the way, the genre of game we here at AGS create and play is actually called the "graphic adventure"--one reason the genre has been dubbed as such is to differentiate it from text adventures, which are very different games.
QuoteWhen graphics were introduced to adventures, it was revolutionary. It wasn't some minor thing that just got tacked on.
QuoteWith graphics, one is able to tell stories without having to spell out every word of it--instead of saying "You are in a majestic cathedral", you can SHOW the player a beautifully rendered shot of a vaulted church, light pouring in through the stained-glass windows.
QuoteI don't understand how you could think that they are fundamentally the same. They aren't.
QuoteDG, your point now seems to be that atmosphere merely adds on to a game, and is not fundamentally necessary. This is SOMETIMES true, but by no means is it always. Every game has different strengths, and sometimes atmosphere is a big strength.
QuoteI don't understand why you don't just say "I, DGMacphee, don't care about graphics."
QuoteThe fact that you're trying to make such a broad statement as "Graphics are not necessary in adventures" (especially considering we're talking about GRAPHIC adventures) is absurd!
QuoteYou're the only person in this thread with that opinion, and these are the AGS forums, for crying out load, where nobody expects a high graphic standard.
QuoteIf most adventure gamers think graphics can be very important in a game, and you seem to be the only one here who doesn't, where do you get the authority to make such an absolute judgment?
QuoteGames exist for the purpose of enjoyment. Obviously, for most people, graphics can substantially improve the amount of enjoyment one derives from a game. I don't understand where the lack of understanding occurs at this point.
QuoteBut again, even aside from your point being more of a personal opinion than an axiom, I firmly maintain that graphics absolutely positively provide a different GAMEPLAY experience than text.
QuoteI mean, you're saying that at their core adventures rely on interactions.
QuoteSo do all other games.
QuoteJust because you can ALSO script interactions using a text parser doesn't mean that text is equivalent to graphics.
QuoteBut the way those interactions function is one big thing that differentiates genres.
QuoteFor example, take the pixel hunt. It doesn't matter whether one likes them or not, but it cannot be denied that they are very common in graphic adventures. Now, how would you go about doing this with text?
QuoteHooray! What about musical puzzles, like those in Loom (and some in Myst, if I recall)? Those would be pretty dumb with just a text parser.
QuoteWhat about mazes? They're possible in both text and graphics, but utterly different.
QuoteFor a somewhat tangential example of this, take the scene in Fate of Atlantis when you're trying to run into the fez guy on the streets of Algiers. That wouldn't make much sense with text.
QuoteYou could argue that the game doesn't absolutely need scenes like that--it doesn't matter.
QuoteAnd in the Loom example, you really couldn't justify that game at all in a text setting.
QuoteBasically, I think you are a VERY nostalgic person when it comes to games. There's nothing wrong with that at all, just don't try to pass off your own personal expectations or opinions as dogma.
Quote from: MrColossal on Sun 12/10/2003 11:25:06
what game do you mean dg? gunbound?
Quotebut what you suggest doesn't create the same atmosphere at all it doesn't matter that a puzzle can be done without graphics it matters that the graphical representation is sometimes necessary to do more than just look pretty
Quotei was depending on the people's ability to actually observe their surroundings in 6da instead of relying on the ego to spell everything out for you. in a text adventure it's pretty damned impossible not to spell everything out for you
some people don't notice that the light turns on next door, in a text adventure the words "a light is on nextdoor" would give it away.
and "examine body" would yield what? "her hair is kempt" then what examine hair?
i don't see how you've proven anything except the possibility that one can rewrite some puzzles so that they can exist in a purely textual form, but to say the same for all puzzles everywhere in every game is a little bold wouldn't you say? You're lucky 7th Guest isn't an adventure game... hehe
and don't you think a graphical representation of a character moving through a forest as you follow him to the swordmasters house creates an entire different mood than
"You are in a clearing surrounded by trees, everything looks the same, why do all forests have to be mazes?
Exits are N S E W
You see the storekeeper walk off to the east."
and it's funny that you read that book cause a lot of what he is saying seems you were repeating and then when i signed off and read last night a lot of what he said i had just read from this topic
Quoteit seems you've done a slight course change because now it seems you're trying to entertain the thought that adventure games could be done without graphics when before you were saying adventure games don't need graphics.
Quoteand as far as my opinion is concerned, the majority of the narrative advancement in adventure games is done through long dialogues and cutscenes not interactions [unless you mean dialogue/character interaction] the puzzles rarely reflect the actual plot of the game
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