What's Wrong with Adventure Games: Difference between revisions

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smileys :)
*>Dasjoe
*>Dasjoe
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(Is this some sort of official discussion always started after Mittens, each time a new topic?)
(Is this some sort of official discussion always started after Mittens, each time a new topic?)


That's about all for now... Smiley
That's about all for now... {{Smiley}}


==Riot Discussion==
==Riot Discussion==
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About  wether they are the Gameplay or part of the story, I think they should be the story, but very often become solely the gameplay, which is when they feel unnatural and disconnected.
About  wether they are the Gameplay or part of the story, I think they should be the story, but very often become solely the gameplay, which is when they feel unnatural and disconnected.


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 from: netmonkey on August Sunday 10 2003 01 47 25 PM MDT
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About the visible interface: In BW there is no visible interface as I already mentioned, but as I said it isn't exactly good for AG's.
About the visible interface: In BW there is no visible interface as I already mentioned, but as I said it isn't exactly good for AG's.


Your forgetting one great pure AG with no visible interface though: Grim Fandango Smiley
Your forgetting one great pure AG with no visible interface though: Grim Fandango {{Smiley}}
You move with the keyboard and your inventory is your jacket. You pick things up and you hold them in your hand when you use them. The only interface in that game is the menu, and the dialogs. I think the dialogs are one of the hardest interfaces to get rid of, because the only way would be to allow the player to type in what he wants to say, and this is generally impossible cause we never know what he will type, and how to respond.
You move with the keyboard and your inventory is your jacket. You pick things up and you hold them in your hand when you use them. The only interface in that game is the menu, and the dialogs. I think the dialogs are one of the hardest interfaces to get rid of, because the only way would be to allow the player to type in what he wants to say, and this is generally impossible cause we never know what he will type, and how to respond.
The menu is also not yet "get-rid-of-able" but it might not be such a problem because it's outside the game. Saving the game will always be required for example.
The menu is also not yet "get-rid-of-able" but it might not be such a problem because it's outside the game. Saving the game will always be required for example.
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==eVOLVE Discussion==
==eVOLVE Discussion==
  I like the B&W interface Smiley I was at Lionhead and was directly asked about the interface, and that was something that I had some input in Smiley Check the manual for my name in the creds if you wanna give me an ego boost too...
  I like the B&W interface {{Smiley}} I was at Lionhead and was directly asked about the interface, and that was something that I had some input in {{Smiley}} Check the manual for my name in the creds if you wanna give me an ego boost too...


Back to the top though, the problem will cross genre games is that you're limiting your audience if you cross them too much... Take a game that mixed lots of adventure elements with a FPS game or something... if you were a fan of both genres it might be the perfect game for you... if you didn't like adventures, even if the FPS portion was incredible, you may not get it, and equally vice versa for adventure fans...
Back to the top though, the problem will cross genre games is that you're limiting your audience if you cross them too much... Take a game that mixed lots of adventure elements with a FPS game or something... if you were a fan of both genres it might be the perfect game for you... if you didn't like adventures, even if the FPS portion was incredible, you may not get it, and equally vice versa for adventure fans...
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==Riot Discussion==
==Riot Discussion==
GinnyW: I was referring to "must do's" without a puzzle behind it, as asking a character the right question or just exiting your apartment. The MI example is an excellent example however on a succesful imlementation of a puzzle into the story. It simply makes sense. But IMHO, if there's a "must do" with a puzzle, it's a puzzle Smiley
GinnyW: I was referring to "must do's" without a puzzle behind it, as asking a character the right question or just exiting your apartment. The MI example is an excellent example however on a succesful imlementation of a puzzle into the story. It simply makes sense. But IMHO, if there's a "must do" with a puzzle, it's a puzzle {{Smiley}}


Parsers: I think parser is the salvation. I've fiddled around with the idea since the first version of WTII, which was horrid due to the rest of the GUI stole the game design. But I love the parser, a good one that is...
Parsers: I think parser is the salvation. I've fiddled around with the idea since the first version of WTII, which was horrid due to the rest of the GUI stole the game design. But I love the parser, a good one that is...
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Another good example is Apprentice, which provided hints in dialogs, but not only that, it also provided some inside an interactive elements of the enviorment, which has nothing to do with any puzzle. It's a crytal ball which you can interact with, which gives funny responses to things you ask, and you can also use any item with it, and it will give a small hint about it vaguely, and these too are humorous.
Another good example is Apprentice, which provided hints in dialogs, but not only that, it also provided some inside an interactive elements of the enviorment, which has nothing to do with any puzzle. It's a crytal ball which you can interact with, which gives funny responses to things you ask, and you can also use any item with it, and it will give a small hint about it vaguely, and these too are humorous.
Smiley
{{Smiley}}


Hmm, looks like I'm gonna replay GF again. Grin
Hmm, looks like I'm gonna replay GF again. Grin
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P.s. You're right about having too many topics here, perhaps we can focus it later on one specific subject. Looks like puzzles are getting the most attention, but it might still be a topic too wide.
P.s. You're right about having too many topics here, perhaps we can focus it later on one specific subject. Looks like puzzles are getting the most attention, but it might still be a topic too wide.


Is this an annual thing, starting a debate about something after Mittens? Like a sort of activity? Smiley
Is this an annual thing, starting a debate about something after Mittens? Like a sort of activity? {{Smiley}}






[[Category:Game Theory Discussions]]
[[Category:Game Theory Discussions]]
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