poetic codex
Augur
- Joined
- Aug 14, 2010
- Messages
- 292
I did not enjoy Torment, nor did I think it was particularly profound (I understand saying this equates to trolling around here because Torment is held up as being the sacred, untouchable game, but it is my honest opinion, and it's not because I was too stupid to "get it")
However, the following list are some games which were thought-provoking, and whose stories and settings were very engrossing and compelling to me:
Culpa Innata
Amber:Journeys Beyond
Sanitarium
Obsidian
The Dig
The OP expected people to list RPG's, and I'm an RPG fan first and foremost, but notice that my personal list includes only adventure games, and I do not think that this was a coincidence. In the adventure game genre, the story and setting takes priority, while the puzzles are there to provide user interaction in the form of obstacles to the progression of the story. So story and setting come first,while puzzles come later to provide obstacles to the former. Granted, only the best adventure games manage to find the right balance between the story and the obstacles.
For example, Benoit Sokal's games might be compelling when it comes to setting and story, but his "obstacles" part invariably fail in my opinion.
Honorable mentions: These games had thought-provoking setting and story, but the obstacles were very badly implemented:
Experience 112 (aka The Experiment)
Amerzone (Benoit Sokal)
However, the following list are some games which were thought-provoking, and whose stories and settings were very engrossing and compelling to me:
Culpa Innata
Amber:Journeys Beyond
Sanitarium
Obsidian
The Dig
The OP expected people to list RPG's, and I'm an RPG fan first and foremost, but notice that my personal list includes only adventure games, and I do not think that this was a coincidence. In the adventure game genre, the story and setting takes priority, while the puzzles are there to provide user interaction in the form of obstacles to the progression of the story. So story and setting come first,while puzzles come later to provide obstacles to the former. Granted, only the best adventure games manage to find the right balance between the story and the obstacles.
For example, Benoit Sokal's games might be compelling when it comes to setting and story, but his "obstacles" part invariably fail in my opinion.
Honorable mentions: These games had thought-provoking setting and story, but the obstacles were very badly implemented:
Experience 112 (aka The Experiment)
Amerzone (Benoit Sokal)