Muty
Prophet
- Joined
- Apr 8, 2009
- Messages
- 1,462
Starship Titanic
Fuck that article and fuck you.
The game sold 500k copies and was profitable for Lucas Arts.I think Tim Schafer's Grim Fandango had something to do with it. Watching a game that's a critical success and a commercial disaster probably convinced a lot of publishers there's no future to be had in adventure games.
Adventure games are funny; what some people loathe in them is what I love about them, at times.
Sure, you can't sell a million copies of an adventure game, but at least they're still be made for the 5% of us who like them. I have to chuckle, though, because a lot of us who like them end up making them because we have to!
Bt
Fuck that article and fuck you.
Korgoth might be a terrible troll but his Drog-style threads are great moron detectors, people keep falling for them.
I like pixel hunts and inventory puzzles. I enjoy the challenge - some pixel hunts blow chunks, but sometime I enjoy pouring over a background and seeing what I can do. Inventory puzzles can be really fun, if done well. People bitch about both like they're automatically bad, and I think with some reasonable thought and design, both can be fun mechanics in an adventure game. If I don't want either of those things, I'll play Mega Man.
Bt
Yes.
They didn't die. Some were renamed as RPGs. Instead of calling them RPG-lite. Some were reclassifed action-adventure. Some are survival horror now or other. It's really all over the place honestly.Adventure Games were the leading genre of PC gaming until around the late 1990s. Myst came out in 1993 and in 1995 became the highest selling PC game of all time until the year 2000; Before that, King's Quest V held that title from 1990 through 1995. Adventure games in the early - middle 1990s especially were huge; even as late as 1997, games like the Curse of Monkey Island were hits. My two questions are thus:
Why did Adventure games die then?
Why have they seen a revival the past few years?
The really excellent adventure games had good art direction and atmosphere, and that clouded the main problem which was the retarded, nonsensical "puzzles". Meanwhile other genres started delivering in the story/atmosphere that adventure games were known for, without the retardation of having to shape your ass hairs in a specific shape to fit the tavern lock so that you can get the ring of fate that allows you to speak to the bird that holds the secret.
Fucking newfags regurgitating that retarded article by proto-RPS, I might as well Copy/Paste my extended rant from the Broken Age thread here: http://www.rpgcodex.net/forums/inde...ter-adventure-game.69252/page-75#post-3062420
BS3 has caused for a bit of controversy on game forums. The foremost reason for the skepticism is probably how other adventure games have failed to implement 3D succesfully. King's Quest 8 and Alone in the Dark became miserable action games; Monkey Island 4, Simon the Sorcerer 3D, and even Gabriel Knight 3 couldn’t benefit from the new engine. How will BS3 be different?
You’re right, of course. But where I think those games went wrong was in the translation; their move to 3D was literally just that--essentially the same game, but with an added dimension. Broken Sword: The Sleeping Dragon is so much more than that. We’ve maintained the same visual style, but moved to realtime 3D, sure--but we’ve radically redefined the control system and exploited this to open up more gameplay options. The puzzles will remain essentially the same--we’ve always had sections where you’ve needed to elude a guard or perform a task quickly. This move to 3D will hopefully make the game more appealing to those that have dismissed 2D adventures in the past. Then they’ll see what they have been missing.