You're awesome Khris, thanks a lot. There was indeed a blocking event going on.

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Show posts MenuQuote from: Ascovel on Tue 25/10/2011 17:38:03
Please post the pic of the same room, but from the opposite side. I'd like to have some idea how the rest of it looks.
Quote from: Grim on Sun 02/10/2011 02:46:37
And Dual, if I hear Brazil one more time... I might even watch the damn thing at last
Quote from: Baron on Mon 05/09/2011 03:03:27Quote from: Ascovel on Sun 04/09/2011 21:14:40
To me one of the key paragraphs is this one:
Since those days, our expectations have changed. We expect more of a flow these days, and for our stories to have pace. Your character standing gormlessly on the screen, while you scan a mouse cursor over every pixel in the attempt to find a single nail that can be used to pick a lock, is the equivalent of a roleplaying game expecting you to map a dungeon with a pen and paper. There’s a certain old-school charm in that, perhaps, but we all know our time could be better spent having actual fun.
It's not really about pixel-hunting - it's about getting stuck in adventure games in general. It means that today's mainstream audience is too impatient to play traditional (real?) adventure games, something you could argue with to a point, but it's probably true. Other genres have a more consistent rewarding systems.
So I guess the obvious solution is to speed up the reward system in adventure games. Eliminating dead-ends is unambitious: let's cut out getting stuck! Who's going to be the first to set an optional variable at the beginning of their game (easy, medium, hard) that is really just a timer; each puzzle restarts the timer and when it times out, you get a clue, then a hint, and then finally a "this is how you do it, stupid" that advances the game? Let's idiot-proof this genre, mainstream-style! Who's with me?
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