Quote from: MrColossal on Sat 11/10/2003 04:55:24
"You couldn't simply remove elements from graphic adventures and have a text adventure without substantial modification. "
"Not really. Text adventures use the phraser that early Sierra game do. Remove the graphics and you have a text adventure. For the best example of this, look at Softporn's evolution into Leisure Suit Larry"
You wouldn't call this substantial modification? entire scenes had to be created through image and not graphics. in a softporn you walk left usually by typing W and hitting enter. In LSL you walk left by moving the character to the location and off the screen or through a door or whatever. This is substantial modification. Removing the visuals from a movie and you get the script which is still very much readable. You remove the visuals from Full Throttle and you get nothing playable without substantial modification.
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hell yes graphics are necessary for many things, just cause adventure games used to be text doesn't mean that they were better when they were. They are completely different experiences and also can't be compared. the same way you can't compare books to movies which i don't see you doing, don't you see any relation between this?
I've read the same book and I'm against it too -- That misdefinition of Grim Fandango pissed me off too.
I take granted the 'subtantial modification' bit, however it does not actually prove that graphics are necessary.
Even a 'substantial modification' shows that there are methods to make a graphicless game.
As for 6 Day Assassin, image if you had the same idea 20-30 years ago -- I'm sure you would have found a way to create the same atmosphere.
Here's one idea -- When you TAKE PHOTOGRAPH, the game displays a set of co-ordinates that you must shoot to kill the sniper.
After that, you AIM AT SNIPER and the game launches into an action sequence where you must hold down the space bar for a certain amount of time for the X and Y co-ordinates.
Similar to another great game, isn't it, Eric?

loominous:
QuoteGranted that the premise is true the conclusion seems to follow. I m not sure that it is though.
As 6DA possibly proves (I havn t played it yet) the premise contradicts empirical facts. And even if 6DA, or any other game to date, wouldn t prove this, we could still imagine an adventure game that would rely on graphics (for puzzles etc), which would prove that it isn t an analytical truth either.
The premise therefore seems highly questionable to me. What s left to claim, a claim I d agree with, is:
Most adventure games to date don t rely upon visuals.
I doubt your thesis, since you're using an example of a game you haven't played.
Perhaps if you provided an example of a game that DOES find graphics necessary, I'd be more swayed to your argument.
But when you look at it, most of the puzzles in an adventure games are simply interactions that can be replicated with a non-graphical interface (WALK, TALK, LOOK, etc).
And the rest of the puzzles can be "substantially modified", as Eric suggests, into something conveyed as text (Action sequences), as I've proven with 6 Day Assassin.
Yufster:
I agree that graphic design enhances a game, but that's just an example of graphics being cosmetic.
Even though graphics look appealing, they're not necessary to create an adventure game.
Everyone:
I just want to make clear: I'm not trying to say we should all give up on graphics and make text adventures -- All I'm suggesting is that developers, reviewers, and gamers sometimes place too much emphasis upon graphics, when graphics really aren't aren't as vital to adventure creation as people seem to think.