Dear DG,
*Ba-dum Ching!*
Yours Sincerely,
Comedy-drum-sound
*Ba-dum Ching!*
Yours Sincerely,
Comedy-drum-sound
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Show posts MenuQuoteAlthough, I must say it bothers me to hear that any facts he mention aren't true
QuoteA good adventure game (insert your favorite title here) tells a story. The puzzles, while they can enhance or detract from that story, serve as a vehicle for player immersion into the game world.
QuoteDespite bad puzzles, a world can be a memorable experience due to the designer's storytelling ability.
QuoteEven with good puzzles, no one will remember a banal world...
Quote...or a poor story
QuoteBut my point is this -- the puzzles should not be the focus. Players tend to remember a game holistically, so it's the story that matters.
QuoteThe only reason we consider games like MI, FOA, or DOTT to be classics is because Lucasarts managed to create worlds we were interested in.
QuoteSo get off of "combine object A with object B" or "distract NPC C" already. Nobody cares about yet another pirate game ripoff.
QuotePuzzles exist solely to allow interactivity, enhancing a bond between the player and the game.
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