Excellent, excellent interview. I don’t post much at the Codex or the Internet, because writing in English takes a lot of time and work for me. But this interview really makes me want to share some impressions, especially with
MRY. Now, because the interview is very long and contains a lot of information, I’m going to divide my comment by topic, without citing exact parts. So, here I go.
Hardcore adventure gamers
I share your impression, MRY, that there isn’t an adventuregamecodex on the Internet. I’ve been playing adventure games since the 90’s and I’ve followed various sites of adventure fans: adventuregamers, adventureclassicgaming, adventure lantern, quandary (now metzomagic, but they don’t post almost anything anymore), etc., and to a lesser extent the AGS community. And the “feeling” is that a lot of people (the majority I would dare to say) prefers adventure games that “flow”, without obstacles that make the player stop for a while (hours, weeks, even months sometimes). I think the article that best summarizes this is one from the editor-in-chief of adventure gamers (aka Jackal):
http://www.adventuregamers.com/articles/view/24000. The article is interesting, and so is his discussion, in the comments section, with Kurufinwe. There, it can be seen that he thinks typical adventure puzzles aren’t fun, because they’re frustrating. I quote from the comments: “Puzzles are designed primarily to frustrate, and the act of solving them isn’t particularly fun. Rewarding, stimulating in other ways, yes. Fun, no.”
Don’t get me wrong: I’m not saying that is bad some people, like Jackal, prefer adventure games with easy puzzles or almost non at all. His article is interesting too. But I think it shows what the adventure game community expects. In that regard, the people who expect difficult puzzles, the kind that get you stuck, are a minority. I have more “evidence”.
For example, if we read the review made by Nathaniel Berens, mentioned above, of Primordia we can read that the game is good, but that the “gameplay is satisfying but not particularly memorable”. Then, he explains that the puzzles are very well done, even with multiple solutions, but that they are not memorable enough, because they aren’t outstandingly clever, an evaluation that –I think from his comments- MRY shares. At the end, the game receives 4 stars. It’s a good grade. But let’s see other two reviews from the same reviewer: Journey (
http://www.adventuregamers.com/articles/view/24211) and L.A. Noire (
http://www.adventuregamers.com/articles/view/18569). Both games receive 5 stars. In the respective reviews, it said that they almost don’t have any puzzles. In the L.A. Noire review, the word “puzzle” doesn’t even get mentioned. So I think this reviewer doesn´t consider the puzzles important in the case of the games categorized as adventure games.
In the end, adventure gamers that look mainly for solving puzzles in a narrative frame are few. And, at least in English, there isn’t any site, as a whole, that loves the hardcore feeling of difficult puzzles. (In Spanish, there are at least two of which I know: Aventuraycia and Indiefence, but they post very little, in comparison with English sites). That’s one of the reasons why I prefer to read Codex comments on adventure games than those of sites dedicated to that type of games.
I can write more regarding this topic, but I think is enough.
Analyzing adventure design
There isn’t anything complex as the discussions at the Codex regarding RPG design. You have some old articles here and there, but nothing deep. We have some exceptions: the article of MRY already cited, “Visually Directing the Player” (of Joshua Nuremberg), in English; or, in Spanish, indifence has some nice articles regarding puzzles and design. (For example:
http://indiefence.blogspot.com.es/2013/09/como-empezar-o-no-una-aventura-1-grim.html or
http://indiefence.blogspot.com.es/2012/11/new-york-crimes-crimenes-contra-la.html). But they are sporadic. And in the forums of the adventure games sites I haven’t seen discussions with the same passion or attempt to understand the design, as occurs here regarding RPGs. It would be interesting having more of these, a lot more.
Games
I also think, MRV, that Lucas Arts has, in proportion, better games than Sierra. But I think that saying that only the QFG Series (I-IV, right?, because V, at least to me, is one of the worst games I’ve ever played) and GK1 have resisted the test of time is too much. For example, the last 2 Larry games, especially Love For Sail, are excellent and on par with S&M: hit the Road or Monkey 3 and, in my opinion, are better than Full Throttle or The Dig. I also think that the last Space Quest, Freddy Pharkas, KQ3 and 6, and GK2 are really good, but it’s true they’re inferiors when compared to the best games of Lucas.
Regarding new games, in other threads I have shown my admiration for Edna & Harvey: The Breakout and the Second Season of the new Sam & Max (also the fifth episode of the FS and the second of the TS are really good). I haven’t played anything better, including the indies I’ve played. I have Primordia and Resonance but haven’t played them yet, because right now I play almost nothing (which it’s a shame, but, well, work and personal projects and all that). But of the rest I’ve played, the only other interesting games are The Blackwell Legacy saga, as a whole, and Gemini Rue, The Shiva, Tales of Monkey Island (third and fourth episodes specially), and maybe Gray Matter and Perry Rhodan. Their main problem is the puzzle design: too easy and not that memorable.
The other new games I’ve played I find terrible. Black Mirror 1 and 2, Lost Horizon, The Book of Unwritten Tales, for example, are boring and with terrible puzzles. The last one is an interesting case, because is nice and has a nice sense of humor, but it makes you believe that it has puzzles. Interaction with the environment without thinking is a puzzle? Maybe on the surface. And it says a lot about the expectations of the players that this is one of the most praised ones in recent years.
Well, following the spirit of the interview, a wall of text.