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Why Adventure Games Suck (1989)

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Re: Why Adventure Games Suck (1989)

#71
post #60

Earlier quoted context omitted.

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…

> 2. Games are 'balanced' and therefore limit the upside for a potential great strategy I might come up with. Wouldn't a 'balanced' game make the impact of strategy even greater? Many of the most strategic games in the world like chess or go are balanced. > 4. Less need to prove myself in competition with my peers through games and play (which is aparently a fundamental thing for children) It's never been easier to f…

#2 Well chess isn't quite balanced, with white having a big advantage. If it was a modern game, people would complain in the forums and the developers would try to help out black, maybe with an extra pawn. Even if that was a good idea, it would take something away from the game.

#4 Just as we get older, it's no longer about computer games, the playground, or sports where we need to prove ourselves? Don't mind me if that's not actually a thing, psychologically.

Re: Why Adventure Games Suck (1989)

#72
post #5

I so desperately want to like adventure games. I love the visual styles, I love the storytelling opportunities, but the idea of being defeated by an opaque puzzle infuriates me.

Check out Kentucky Route Zero. It has all the visual styling and storytelling of an adventure game, but no way to be defeated by opaque puzzles.

Re: Why Adventure Games Suck (1989)

#73
post #10
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…

Interesting thing about life in the 90s without internet is that we were able to consume something without being part of any larger culture around it. I loved and played a lot of adventure games. All LucasArts' and a few others. I never even heard of this cultural trace of adventure gamers thinking of themselves as more clever and looking down to action games players. For me it just something easier to play because i…

That isolation really contributed to a sense of wonder & discovery for me. The growth of game guides and later the internet pulled back the curtain, so to speak.

Not all bad of course. The dev console in Oblivion both broke me of my video game habits & got me interested in programming.

Re: Why Adventure Games Suck (1989)

#74
post #10
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…

Interesting thing about life in the 90s without internet is that we were able to consume something without being part of any larger culture around it. I loved and played a lot of adventure games. All LucasArts' and a few others. I never even heard of this cultural trace of adventure gamers thinking of themselves as more clever and looking down to action games players. For me it just something easier to play because i…

Man, LucasArts' 90's games were the best! I have vivid memories of feeling totally immersed in Monkey Island and Loom in particular.

Do you have any recent favorites with a similar feel?

Re: Why Adventure Games Suck (1989)

#76

I finished Grim Fandango because it is a wonderful, beautiful, heart-breaking game. Still dear to my heart. But let me be honest, I looked up most of the solutions. I don't have a sense for the weird solutions to a good chunk of the problems. Often I don't even know what is the problem. I purchased the HD remake of the game on Steam in 2015 to experience it once again. Just followed the solutions. It was much like wa…

I haven't tried it, but there's a website where you can get hints for these adventure games, if you don't just want to follow a walkthrough. You've reminded me I need to give another shot at Grim Fandango. http://www.uhs-hints.com/uhsweb/grimfand.php

Re: Why Adventure Games Suck (1989)

#77
post #10

Earlier quoted context omitted.

Interesting thing about life in the 90s without internet is that we were able to consume something without being part of any larger culture around it. I loved and played a lot of adventure games. All LucasArts' and a few others. I never even heard of this cultural trace of adventure gamers thinking of themselves as more clever and looking down to action games players. For me it just something easier to play because i…

Man, LucasArts' 90's games were the best! I have vivid memories of feeling totally immersed in Monkey Island and Loom in particular. Do you have any recent favorites with a similar feel?

I really enjoyed "Thimbleweed Park" also by Ron Gilbert.

It came out a couple of years ago, the look and feel is just like the old ones, the humour as well. I was completely immersed.

Re: Why Adventure Games Suck (1989)

#79
post #53

> There is nothing more frustrating than solving pointless puzzle after pointless puzzle. Each puzzle solved should bring the player closer to understanding the story and game. A friend of mine was recently complaining about how adventure games and even rpgs (in both video and board game formats) lack significant character development, even the best ones with great worlds and stories. I don't personally have enough e…

For (C)RPGs the problem might be that developers try to give players so much freedom that the character ends up being more of a blank slate, and it is pretty difficult to write meaningful development for that. And even when the character is not a blank slate then it might be something very bland/average so that most people can identify with and immerse in that character. As it turns out, most people don't really seem to want to play a role, they want to play their own thing which is very different.

Think how much character development a play writer can write if they expect the actors to form their characters on a whim? And the actors being not professional ones who would be very good at it but your average common people.

Re: Why Adventure Games Suck (1989)

#80
post #10

Earlier quoted context omitted.

Interesting thing about life in the 90s without internet is that we were able to consume something without being part of any larger culture around it. I loved and played a lot of adventure games. All LucasArts' and a few others. I never even heard of this cultural trace of adventure gamers thinking of themselves as more clever and looking down to action games players. For me it just something easier to play because i…

Man, LucasArts' 90's games were the best! I have vivid memories of feeling totally immersed in Monkey Island and Loom in particular. Do you have any recent favorites with a similar feel?

About a decade ago or so, there was a spate of fan-made games using the free Adventure Game Studio. I recall fondly Yahtzee's "7 Days a Stranger", which sparked some sequels. A horror game with the look of a LucasArts game and some experimental gameplay.
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