gromit
Arcane
Use a fucking teaser break, you queer.
No you are not, in my not-so-humble opinion, and you make a legitimate point about adventure game design being a learned skill. Even Daedalic, which shits out adventure games like nobody's business is just now started to produce halfway decent games. It's definitely a long process. I do think that there were some real gems produced in AGS over the years though. I should really make some sort of retrospective thread at some point...MRY said:Anyway -- am I being too hard on current games, even those for which I have a soft spot (like the WEG catalogue)? Is the design not as bad as I think?
Good point about some of the early adventure games giving you a group of characters. However, I would say that for most of them, you were "lonely" even as a group. Gabriel Knight, on the other hand, is probably a good early example of the newer type of adventure game. Gabriel is no outsider - he's very much in his element in New Orleans.
Here's the perfect example of the tonal shift that I'm referring to - Sierra's Space Quests 1-4 vs Dynamix's Space Quest 5.
Mark Yohalem:
Interesting. I'm not sure I'd consider Space Quest V a "modern" game though -- it was released in 1993, the same year as Gabriel Knight: Sins of the Father and Quest for Glory: Shadows of Darkness (i.e., QFG4) and just two years after Monkey Island 2. I would say that's the period we'd still call games "classic."
I do think you're onto something, though.
If you mean combat in the form of physical violence, then you could replace it with many alternatives, e.g. sanity points. But I don't see any point in having resources unless there is some type of combat in an abstract sense, depleting an opponent's resources and defending your own.So, here is the question : Could you totally avoid combat in a good resource/ability-based adventure game ?
when it comes to puzzle design, a good adventure should have a few complex, multi-layered, clever puzzles that will leave an impression on the player and the rest should be designed in order to accommodate the plot as much as possible and not be very difficult, in order to let the game flow.
But that doesn’t make them less of an obstacle. They have to be a real obstacle to the advance to be a valid puzzle. If not, there´s only interaction. And there lays another difficulty in the design of adventure games: how to make a puzzle that doesn’t feel as an obvious one.the puzzles felt like a part of the game, rather than obstacles that prevented me from getting the next bit of story.
I do think that there were some real gems produced in AGS over the years though. I should really make some sort of retrospective thread at some point...
Absent from the discussion are the Japanese family of adventure games ranging from PnCs like Snatcher, VNs, and puzzlers like ace attorney, prof layton, 999/virtue's, danganronpa etc. It's not all tentacle rape and schoolgirls.
KQ6 didn't really have many of those (dead ends), and none of them that forced you to go back very far. Those were more KQ5's thing. Missing things in general just put you on the 'short' path.It's been years since I played it, and my recollection is that the puzzles were pretty decent, but too many typical Sierra "walking dead" scenarios and unpredictable puzzle solutions / failures.
If you need handholding for a game with multiple solutions to the overwhelming majority of puzzles that are mostly class themed... well, i'd consider consulting a psychiatrist. Very fun though. You might have actual trouble in deciding that there is a puzzle to solve in some cases, since there are quite a few optional ones scattered through. For instance i didn't think QFGIV had a paladin nomination quest until very recently (it does, it's that thing with the 'special' wraith/burgomeister that Erana eventually directs you to). QFG is a very rich game series textually; remember to look at things, and speak to yourself.Still, this article made me start setting up Quest for Glory on the tablet. I'll try and resist all handholding.
I just don't think adventure game puzzles ever were so complex as to actually require thinking about them for days. Usually one got stuck because of missing some detail/item.thesisko:
Yeah, I think you’re right in a sense and maybe I haven’t expressed myself clearly enough. Also, I think that maybe “difficult” vs. “easy” isn´t the best way to put what I mean. Maybe “complex” vs. “simple”, or “subtle” vs. “obvious”, or maybe both because they don’t overlap. I’m not sure. But let me explain with more detail the idea I wanted to express.
When I said that a good a puzzle is one that keeps you stuck for weeks or months, I wanted to capture one of the consequences than can happen to players when they find a puzzle and not its solution. The puzzle doesn’t “need” to get the player stuck. The puzzle only has to be complex. And, if it’s complex enough, some players (not all) are going to get stuck for a time: some a day, others a week, etc. The good thing about this is that, when you solve a puzzle after a while, you feel good, great in some cases. You feel pleasure. And you realize that you’ve been having fun with the game and its obstacles. Jasede has explained this feeling and how your brain works when you’re not playing better than me, in a subtle way, and, when you return, you have an epiphany (well, I’m exaggerating a little) and solve the puzzle. And this kind of puzzles are lacking in the majority of new adventure games. This doesn’t mean that all the puzzles need to be this way.
Have you played Schizm: Mysterious Journey?I just don't think adventure game puzzles ever were so complex as to actually require thinking about them for days. Usually one got stuck because of missing some detail/item.
No, but reading the Gamespot review I get the impression that the puzzles are more like complex problems that require multistage solutions - I doubt that you can simply solve them by having an "epiphany" and trying something new.Have you played Schizm: Mysterious Journey?I just don't think adventure game puzzles ever were so complex as to actually require thinking about them for days. Usually one got stuck because of missing some detail/item.
You don't get stuck because you missed something.
...
I would like an adventure game that gave you all the necessary information up front
There's too many variables, which is perhaps why the genre remained in 'static' 2d and never really made the move to 3d.
If you need handholding for a game with multiple solutions to the overwhelming majority of puzzles that are mostly class themed... well, i'd consider consulting a psychiatric. Very fun though. You might have actual trouble in deciding that there is a puzzle to solve in some cases, since there are quite a few optional ones scattered through. For instance i didn't think QFGIV had a paladin nomination quest until very recently (it does, it's that thing with the 'special' wraith/burgomeister that Erana eventually directs you to). QFG is a very rich game textually; remember to look at things, and speak to yourself.Still, this article made me start setting up Quest for Glory on the tablet. I'll try and resist all handholding.
Also QFG combat was always crap, except 'barely acceptable minigame' on the QFG2 fan-remake. Bloodnet was even more horrid RtwP, although it had the potential to be a lot better if not for that terrible interface usability.
BTW, i'm playing the PSP growlanser wayfarer of time recently and this is reminding me of adventure gamer logic. If you're not familiar with it, growlanser is a stock RTwP jrpg, with gridless movement on the same maps where you move (very similar to a much better bloodnet combat system actually). What's surprising about it is that it's got a unfair C&C mechanic - the game can be playing normally just by following the plot hook - however that will lead to 'tragedies' to almost all characters. To avoid this, you often need to use misable items you have in your inventory that you can't see on the main screen on the characters. And finding them. And the characters are often connected. And you can miss opportunities to do so.