Out of curiosity, where was the 'one-click action' thing posted? I can't find it in the last update. If it's true, fuck that noise.
I didn't see them confirm the one-click interface anywhere, was hoping they'd at least have a separate look function.
Grim Fandango/Longest Journey/all-goddamn-Verb-coins.. Not a fan of any of those interfaces. I guess I've accepted the Wadjet Eye action/look two-button style, but it's annoying if DF is appropriating the classic-style Lucasarts cursor for a one-click game.
Broken Age plays very much like an old-school point-and-click adventure; Rice used a mouse to play, and everything was very streamlined. There's a single icon for interaction—just hold the cursor over an object and click. The approach is simplified significantly from the "Push/Pull/Talk/Etc." options in adventure games past. Characters walk where you click, and move along pre-ordained "rails," just like in Monkey Island or Grim Fandango. You have an inventory. Sometimes you pick up objects from that inventory and click them on objects in the world. You get the idea: It's an adventure game.
You don't have to take my word for it: check out Matt Barton's (the actual one's) interview with Josh Mandel, where he mentions how the switch from parser to set commands reduced their ability to be creative with puzzles. The switch from several to one interaction (two, if you're lucky) reduces this even further.
Look/use/talk/push/pull interactions don't make an old-school adventure game. Good riddance, that system should stay dead.In the latest update they said that there will only be one form of interaction. So no look/use/talk/push/pull/pick up etc.
So much for this being an old-school adventure game.
Tedium? fuck off. The whole point of parsers, and why point and click was such a decline to begin with, is that they forced you to THINK about what you were trying to do, since the number of possible things you could try was endless. You're complaining about trying every button on every item? couldn't do that with parsers. Well actually after reading your posts it's pretty obvious that this is exactly what you do with parser games, you have a list of all possible verbs in the language and try them one at a time on every item in the game. No wonder you hate parsers so much.Now you are suggesting that point and click games should have parser commands? Good, make the game even more of a tedium to play.
Let's face it, you're no an adventure gamer. You have no interest in puzzle-solving and in thinking about what you're doing, what you're trying to achieve, and how the items in your hand and in the gameworld can help you get there. You want to click your way through the game ASAP, and anything that gets in your way must be removed. Multiple icons? nevar! Parser? vade retro satanas! Any puzzles that can't be solved instantly and without thinking must go. Because let's face it, why the hell would you otherwise think that the one and only reasonable way to solve a puzzle is to "try every button on every item"? Nobody did that! (well, you did clearly, but you don't count) The only time you'd end up doing this was in shitty adventure games - and nobody wants to remember these anyway. You'd love Noctropolis, it's an "adventure" game where puzzles solve themselves; if the puzzle required combining two items then using the combination on a third item in the world, all you needed to do was click on one item in your inventory and the game did the rest for you. No puzzle-solving required, no thinking required, just click on each item in your inventory in each screen and you can brute-force through the whole game. And this is supposed to be fun?usually you had only one way to solve them, so if you didn't know what you have to do, you just tried every button on every item.
The difference between old-school adventures and the simpler ones is that in older trying clicking all the stuff would only get you so far. Having multiple commands, access to quite a lot of areas at the same time, existence of fluff objects in environment (for every truly important object there would be 5 that only serve as a distraction/source of a funny comment from main character) ensured that trying to use everything wouldn't be effective.You don't have to take my word for it: check out Matt Barton's (the actual one's) interview with Josh Mandel, where he mentions how the switch from parser to set commands reduced their ability to be creative with puzzles. The switch from several to one interaction (two, if you're lucky) reduces this even further.
Of course I've seen the episode. I made it goddamit!
I think talk/push/pull buttons didn't add anything to the games regarding to puzzles, since usually you had only one way to solve them, so if you didn't know what you have to do, you just tried every button on every item.No, not really.
Good to know that every good adventure games from the 90's and 2000s are play itself no-puzzles no brains games. Just because they don't have a parser in them.Tedium? fuck off. The whole point of parsers, and why point and click was such a decline to begin with, is that they forced you to THINK about what you were trying to do, since the number of possible things you could try was endless. You're complaining about trying every button on every item? couldn't do that with parsers. Well actually after reading your posts it's pretty obvious that this is exactly what you do with parser games, you have a list of all possible verbs in the language and try them one at a time on every item in the game. No wonder you hate parsers so much.Now you are suggesting that point and click games should have parser commands? Good, make the game even more of a tedium to play.
Let's face it, you're no an adventure gamer. You have no interest in puzzle-solving and in thinking about what you're doing, what you're trying to achieve, and how the items in your hand and in the gameworld can help you get there. You want to click your way through the game ASAP, and anything that gets in your way must be removed. Multiple icons? nevar! Parser? vade retro satanas! Any puzzles that can't be solved instantly and without thinking must go. Because let's face it, why the hell would you otherwise think that the one and only reasonable way to solve a puzzle is to "try every button on every item"? Nobody did that! (well, you did clearly, but you don't count) The only time you'd end up doing this was in shitty adventure games - and nobody wants to remember these anyway. You'd love Noctropolis, it's an "adventure" game where puzzles solve themselves; if the puzzle required combining two items then using the combination on a third item in the world, all you needed to do was click on one item in your inventory and the game did the rest for you. No puzzle-solving required, no thinking required, just click on each item in your inventory in each screen and you can brute-force through the whole game. And this is supposed to be fun?usually you had only one way to solve them, so if you didn't know what you have to do, you just tried every button on every item.
Now you go have fun with vaporware play-itself no-puzzles no-brains Broken Age, and I'll go play my tedium-filled Gateway and Eric The Unready.
Oh and Girm Fandango is old-school now? Roofles.
Now you are suggesting that point and click games should have parser commands? Good, make the game even more of a tedium to play.
I think talk/push/pull buttons didn't add anything to the games regarding to puzzles, since usually you had only one way to solve them, so if you didn't know what you have to do, you just tried every button on every item.
Please correct me, but I don't think there ever been adventure game, where you had different solutions to a puzzle.
So you had to use one button in the end anyway.
Now I admit that it can expand on interactivity, but it all boiled down to the character saying something funny when you push the wrong button. I can live without that.
In the end, you can make exactly the same puzzles whether you use SCUMM buttons or just a cursor with 2 states (look at, activate).
And don't say that Hepler shit, she is saying that games should have one button, which you just have to push to overcome the combat. Broken Age will still have puzzles, inventory, item combination. You just don't have to push every talk/push/pull buttons to interact with the items, but you use a look at/activate cursor.
That's exactly what happened. He wrote and designed the game too big,they said this in the documentary.he's fucked up with the finances pretty badly, as though he was some kind of rank amateur. If this had been because of the extra content he's put into the game
Fuck off again with your strawmen.Good to know that every good adventure games from the 90's and 2000s are play itself no-puzzles no brains games. Just because they don't have a parser in them.
And if you'd bothered to read what I wrote, I never said you need a parser to make puzzles. I was specifically calling out your bullshit argument about "tedium" and about how the only way to go through a puzzle is to mindlessly click everything on everything. Redlands has already described at length how you CAN make very complex puzzles with a one-click-does-all interface in Myst (actually Riven is in an even better example since its puzzles are a LOT tougher) and I fully agree with him. What I don't agree with are your statements that "you had only one way to solve them, so if you didn't know what you have to do, you just tried every button on every item" and "it all boiled down to the character saying something funny when you push the wrong button". Both are bullshit statements. First, if you don't know what to do, you keep thinking about what you're trying to do, and what tools are available for you to do so; and the more options you have, the less likely it is that you'll resort to brute-forcing through the puzzle because you can't be bothered to stop and think, simply because brute forcing will then take longer than actually stopping and thinking. Second, the increased options aren't just there so you get some funny responses (though LSL and SQ did quite well with this, including "fake" puzzles in SQ4). Again, they're there to make you THINK. Not just about what item to use, but HOW you're using this item, and why this helps. Legend parsers were great about this, "use this with that" almost never works and usually elicits (customized, different ones per puzzle) responses that yes, you've got the right idea, but before the game will let you do it, it wants you to know WHY you're using these items. And Eric The Unready managed to do this with a parser, and with some puzzles that were, at the end of the day, really quite easy. But being fully in control of exactly what you were doing and why you were doing it made solving the puzzles a LOT more satisfying than simply clicking.Ok, Grim Fandango and every other adventure game without Scumm engine and parser commands are not old school games. I can still enjoy them thank you very much, because inspite what you were bullshitting about, they had puzzles, many good puzzles, I liked the puzzles in them, and I didn't need parser to do so.
Not parsers per se, but more complex inputs that allow for more than a singular option. And I got it from your statements that I have already quoted, see above. If that's not what you meant, then maybe you shouldn't have said things like "I think talk/push/pull buttons didn't add anything to the games regarding to puzzles, since usually you had only one way to solve them, so if you didn't know what you have to do, you just tried every button on every item." You're quite explicity saying that, since the puzzle only has one solution, all options that do not solve the puzzle should be removed, leaving you with a one-click-win button. Maybe if you'd phrased it differently...I don't know where do you get that if I don't like parser, I don't like puzzles in adventure games from.
And if you think I said that, you're both retarded AND illiterate.If you think parser is needed to make a good adventure game, than you are retarded.
You need both actually. Shitty input methods CAN ruin what would otherwise be good puzzles, that's the whole point. See my Noctropolis example above. Likewise, a lot of the early parser games had shitty parsers, and those severely detracted from the games. Infocom and Legend both made excellent parsers, Sierra's was not up to par (especially pre-SCI), and in games like Codename Iceman (even though that one was SCI) the parser downright sucked.You need good puzzles, not an input method.
About the Project
Over a six-to-eight month period, a small team under Tim Schafer's supervision will develop Double Fine's next game, a classic point-and-click adventure. Where it goes from there will unfold in real time for all the backers to see.
Tedium? fuck off. The whole point of parsers, and why point and click was such a decline to begin with, is that they forced you to THINK about what you were trying to do, since the number of possible things you could try was endless.Now you are suggesting that point and click games should have parser commands? Good, make the game even more of a tedium to play.
Sadly, some dumbfucks still don't realize this, right J_C?Double Fine is a fucking joke way beyond defending at this point.