Boleskine
Arcane
- Joined
- Sep 12, 2013
- Messages
- 4,045
Because casual gamers don't care about adventure games, especially casual gamers that use phone and tablets.
There's this interesting adventure/experimental game on the smartphones called DEVICE 6, easily one of the best things you can get out of the platform. I never saw one person besides myself even trying it, let alone play it. And that's a game that fully utilizes the smartphone functions, unlike a typical adventure game where point and clicking and dragging might get tedious.
Casual gamers are rather preoccupied with Angry Birds, Candy Crush Saga, Hold my Water, 2048, Flappy Bird and other assortment of small puzzle or arcade games or tower defense games. The smartphones are not a great platform for "serious" gaming, they consume a fuckload of battery for every simple thing, only have one single physical button, you need to hold the goddamn thing in your hands, smooch the already small screen to reach objectives and all the things that would rather make consumers play small games than that shit.
Right, and I agree with all of that, which begs the question: why do so many developers dumb their games down to the "casual" mobile market, when those people probably aren't interested anyway? Casual gamers want something they can pick up and play for 5 minutes, put down, and revisit later. That approach doesn't work well for games relying on narrative and more complex puzzle solving. All these developers do is cannibalize their own sales by alienating their core fans/supporters and trying to get the attention of people who don't give a shit and would rather play Candy Crush.
Personally, I don't think Tim's number 1 priority was selling the game to the Wii U and Candy Crush audiences. Broken Age is still at the end of the day an adventure game in most of its functionality. There is a big part of the game spent on Machinarium-type of puzzles, but afterwards it's all about adventurey puzzles like reaching unreachable objects, mixing objects, finding lost shit, riddles, the Space Weaver quest was clever enough on its own. The game is easy, yes, but I don't think one released kickstarter adventure game did the opposite. Not Broken Sword, not Moebius, not even Tex which most people liked. It's like everyone still has a trauma from the 90s when everyone complained about shitty and illogical puzzles, and they just don't want to dip into that territory any longer.
Machinarium is a good example - it was one of those games that attracted audiences from outside the typical adventure/puzzle markets. While I liked Broken Age, nothing stood out as particularly remarkable in terms of gameplay, and we barely scratched the surface of the story. I think it ultimately lacked a distinguishable, extremely well-done element that could grab a wider audience in the way something like Machinarium (quirky, challenging, charming) or Amnesia (scary, tense, physics-based puzzles) did. Broken Age isn't simply average, but it's not outstanding, and adventure games simply struggle big time to find wider audiences unless they're outstanding. People will spend $60 on CoD sequels without thinking twice, but getting them to play $20 for an adventure game is like pulling teeth. So, even a good adventure game can fall through the cracks.
Like I said, what really was missed in Broken Age was that humane touch and the attention to details. For me, the comments your characters make while observing everything around them is what made adventure games tick for me. BA sorely lacks that, too many things are just background and the art style doesn't help either. They've spent so much animating a bunch of bland, not-funny characters and it didn't impress anyone.
At the end of the day, it wasn't the mechanical depth or the puzzles that drew people to LucasArts adventure games in specific, it was everything else from the music (did Broken Age even had a soundtrack? lol) to the characters and that feeling that you're truly exploring something new and fun.
From what I remember BA did have unique responses for trying to combine inventory items or using items on people or hotspots on screen. But yes, I agree that some of the locations just didn't have enough content and felt empty.