What's Wrong with Adventure Games: Difference between revisions

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DGM: Lol about Ben and Bernard! {{Smiley}}
DGM: Lol about Ben and Bernard! {{Smiley}}


Quote from: netmonkey on August Sunday 10 2003 01 47 25 PM MDT
{{Quote|author=netmonkey|date=10/08/2003|text=So, from what I'm reading so far puzzles need to be less dumb and pointless, and a lot less rigid and more flexible. With this flexiblity, tho, there's the chance of going back to the old adventure games. for example, on King's quest 1 you have to find the three lost items, but that's really all you know. then you have to walk around and find out where they are, and you're totally clueless of what to do, therefore losing your attention span. Yeah, I haven't finished King's Quest I mainly because I have no idea what I'm supposed to be doing. With zak mckracken and maniac mansion it was the similar style because you could basicly go anywhere and do stuff. Of course, this has changed over the years but to a super-rigid linear style that still has the same old I don't know what I'm supposed to be doing style here and there. So maybe players need more direction on what to do,... but that's all I've got. I have no idea how to accomplish this without making the game too stupid.
'''So, from what I'm reading so far puzzles need to be less dumb and pointless, and a lot less rigid and more flexible. With this flexiblity, tho, there's the chance of going back to the old adventure games. for example, on King's quest 1 you have to find the three lost items, but that's really all you know. then you have to walk around and find out where they are, and you're totally clueless of what to do, therefore losing your attention span. Yeah, I haven't finished King's Quest I mainly because I have no idea what I'm supposed to be doing. With zak mckracken and maniac mansion it was the similar style because you could basicly go anywhere and do stuff. Of course, this has changed over the years but to a super-rigid linear style that still has the same old I don't know what I'm supposed to be doing style here and there. So maybe players need more direction on what to do,... but that's all I've got. I have no idea how to accomplish this without making the game too stupid.


Maybe we should start working on some set of general rules we can use for future adventure games; we could call it something like "the adventure game code" (idea stolen from the comic book code {{Tongue}})'''
Maybe we should start working on some set of general rules we can use for future adventure games; we could call it something like "the adventure game code" (idea stolen from the comic book code {{Tongue}})}}


Good idea about the game code, seriously. It could be a great sort of guide/tutorial on making games. It should be very deatiled and extensive though, so it would take a lot of work,
Good idea about the game code, seriously. It could be a great sort of guide/tutorial on making games. It should be very deatiled and extensive though, so it would take a lot of work,
Anonymous user