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Why Adventure Games Suck (1989)

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Re: Why Adventure Games Suck (1989)

#41
post #9

"If I could have my way, I'd design games that were meant to be played in four to five hours. The games would be of the same scope that I currently design, I'd just remove the silly time-wasting puzzles and take the player for an intense ride. The experience they would leave with would be much more entertaining and a lot less frustrating. The games would still be challenging, but not at the expense of the players pat…

I couldn't go past the first few scenes of Thimbleweed Park either. I think I would have loved it when I was a teenager, but the point-and-click genre is just not for me anymore. (Also, and I know this is heresy, I couldn't finish the much lauded Psychonauts back then either). I think I simply had more patience for this kind of games when I was younger. I'm more willing to give experimental Interactive Fiction a go t…

Pope nailed in with Obra Dinn in how he implemented the detective gameplay and story telling. The game had me with several wtf story moments. This is one of those games that I'm reluctant to start playing as I don't want it to end to soon but can't stop playing once I've started it.

Also worth watching are these insights into the game design (and a chance to enjoy the soundtrack again) (spoiler warning): https://www.youtube.com/watch?v=OMi6xgdSbMA https://www.youtube.com/watch?v=V0qxLrFycrc

Re: Why Adventure Games Suck (1989)

#42
post #2

Interesting and amusing read. Of course Ron Gilbert is a well-known authority on Adventure Games, but the original Old Man Murray article is even better (and funnier). In case anyone hasn't read it yet: "Who Killed Adventure Games?" http://www.oldmanmurray.com/features/77.html (As an amusing aside, point-and-click adventure games were considered to be for "clever" gamers in 90s Spain and Latin America; gamers who moc…

When I first got an iPad I was almost certain this was going to herald a great resurgence of point-and-click style adventure games. I still don't really understand why it didn't. Unwillingness to pay for software I suppose?

The interaction is perfect for a touch screen, the display is amazing, and the casual demographic seems like the ideal one to pick it up. Even puzzle games, like Phoenix Wright, would have worked well. It's really a shame that stuff like Candy Crush ended up dominating the space instead. There are some bright spots, like "The Room" or some Professor Layton games, but they're few in number.

Re: Why Adventure Games Suck (1989)

#43

Tangential question, does anyone have any tips for someone who has lost all interest in video games? I used to like them as a teenager and whenever I pick up a game now (I'm in my early 40's) I am just completely bored. Part of it I think is because it requires some form of mental engagement after a day's hard work?

Similar. 37 yo. I loved NES, Sega, and SNES. I really enjoyed Doom. Later, half life and a couple counterstrike mods. Heros of might and magic, StarCraft 1 and 2.

Nowadays, nothing perks my interest really. I did really enjoy Breath of the Wild and Ori and the Blind Forest. Everything else is just kinda meh.

I have scarce time. Something has to be really worth it to take away from family time, home projects, chores, work, professional development, working out, and hobbies (reef aquarium, banjo, audio books, and smaller interests like ATV, bows and guns, and emergency prep).

Re: Why Adventure Games Suck (1989)

#44

Tangential question, does anyone have any tips for someone who has lost all interest in video games? I used to like them as a teenager and whenever I pick up a game now (I'm in my early 40's) I am just completely bored. Part of it I think is because it requires some form of mental engagement after a day's hard work?

Same. My reasons: 1. I understand software better and can see that my in-game actions are mostly changing variables, or values in a database. 2. Games are 'balanced' and therefore limit the upside for a potential great strategy I might come up with. 3. Nothing new under the sun: How many more pseudo-scifi research trees or weapon mechanisms or unit capabilities am I supposed to learn in my lifetime? 4. They don't mak…

> 4. They don't make them like they used to. Older games had a hardcore element to them, were often quite difficult and unforgiving (a result of less market pressure and less polish). Instead of online guides and pro streamers showing how they are played, the games had a mystery about them; we often didn't even have a manual for a game we copied.

Right. Pick up a copy of Dead Cells and come back here in 100 hours.

Re: Why Adventure Games Suck (1989)

#45
post #9

"If I could have my way, I'd design games that were meant to be played in four to five hours. The games would be of the same scope that I currently design, I'd just remove the silly time-wasting puzzles and take the player for an intense ride. The experience they would leave with would be much more entertaining and a lot less frustrating. The games would still be challenging, but not at the expense of the players pat…

I couldn't go past the first few scenes of Thimbleweed Park either. I think I would have loved it when I was a teenager, but the point-and-click genre is just not for me anymore. (Also, and I know this is heresy, I couldn't finish the much lauded Psychonauts back then either). I think I simply had more patience for this kind of games when I was younger. I'm more willing to give experimental Interactive Fiction a go t…

I thought Thimbleweed was a little half-baked at first, too, but I stuck with it and ended up liking it. I dunno if I'll ever play it again, but I did end up enjoying it the first time.

Re: Why Adventure Games Suck (1989)

#46

Sierra adventure games were my favorite single-player games from my childhood. I understand why a lot of people don't like them, e.g. many of the puzzles have nonsensical solutions, it's possible to get stuck because you didn't get an item in an area that you can't return to, etc. And the games haven't really aged well. But for the time they were my favorite.

It'd be interesting to me to play the KQ series but with the parser replaced with something more state-of-art.

Re: Why Adventure Games Suck (1989)

#47
post #9

"If I could have my way, I'd design games that were meant to be played in four to five hours. The games would be of the same scope that I currently design, I'd just remove the silly time-wasting puzzles and take the player for an intense ride. The experience they would leave with would be much more entertaining and a lot less frustrating. The games would still be challenging, but not at the expense of the players pat…

I couldn't go past the first few scenes of Thimbleweed Park either. I think I would have loved it when I was a teenager, but the point-and-click genre is just not for me anymore. (Also, and I know this is heresy, I couldn't finish the much lauded Psychonauts back then either). I think I simply had more patience for this kind of games when I was younger. I'm more willing to give experimental Interactive Fiction a go t…

How does Thimbleweed Park compare with something like Stardew Valley, where the narrative is almost minimal, rather the gameplay is about understanding and manipulating complex interlocking systems. I find that a much more engaging game design that the point and click adventure games I have seen.

Re: Why Adventure Games Suck (1989)

#48
post #2

Interesting and amusing read. Of course Ron Gilbert is a well-known authority on Adventure Games, but the original Old Man Murray article is even better (and funnier). In case anyone hasn't read it yet: "Who Killed Adventure Games?" http://www.oldmanmurray.com/features/77.html (As an amusing aside, point-and-click adventure games were considered to be for "clever" gamers in 90s Spain and Latin America; gamers who moc…

I remember Doom in particular being considered the poster child for what some considered to be lowbrow gaming. Of course people dividing entertainment into highbrow and lowbrow groups is nothing new - it's common for people to think of someone who's entertained by Shakespeare to be more "cerebral" than someone who's entertained by Twilight.

Which is funny, because that would not have been true at the time. Shakespeare was pop culture.

Re: Why Adventure Games Suck (1989)

#49

Earlier quoted context omitted.

I remember Doom in particular being considered the poster child for what some considered to be lowbrow gaming. Of course people dividing entertainment into highbrow and lowbrow groups is nothing new - it's common for people to think of someone who's entertained by Shakespeare to be more "cerebral" than someone who's entertained by Twilight.

Which is funny, because that would not have been true at the time. Shakespeare was pop culture.

Some big literature classics in Brazil (I suspect other places too, Dickens maybe?) were published as weekly columns on newspapers. Kind of the soap opera of the times.

Now they are treated as high brow art, with the good and bad parts of this stereotype (e.g. sophisticated/boring).

Re: Why Adventure Games Suck (1989)

#50
post #2

Interesting and amusing read. Of course Ron Gilbert is a well-known authority on Adventure Games, but the original Old Man Murray article is even better (and funnier). In case anyone hasn't read it yet: "Who Killed Adventure Games?" http://www.oldmanmurray.com/features/77.html (As an amusing aside, point-and-click adventure games were considered to be for "clever" gamers in 90s Spain and Latin America; gamers who moc…

When I first got an iPad I was almost certain this was going to herald a great resurgence of point-and-click style adventure games. I still don't really understand why it didn't. Unwillingness to pay for software I suppose? The interaction is perfect for a touch screen, the display is amazing, and the casual demographic seems like the ideal one to pick it up. Even puzzle games, like Phoenix Wright, would have worked…

Hovering the mouse was an essential mechanic in all the best point-and-clicks. Games that don't give a hint that an object is interactable on hovering are impossible to play. Games that highlight all interactable objects from start are boring and cut all the fun of discovery.

That could be a a reason.

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