Deadly Sins of Graphic-Adventure Design
11–20 of 27 posts
Re: Deadly Sins of Graphic-Adventure Design
#12Re: Deadly Sins of Graphic-Adventure Design
#13Have a look at the table of contents to see just how comprehensive Jimmy Mahers ongoing work is: http://www.filfre.net/about-me/sitemap/
Re: Deadly Sins of Graphic-Adventure Design
#14He makes some really god points, such as the magic pixel locations, blind alleys to the no win-scenario, and the guess-the-verb syndrome, but other points are simply opinions that are highly arguable. One is the elaborate death messages in the SQ games. Those aren't there to simply make you feel bad, they're part of the humor. One may not LIKE that type of humor, but then one probably wouldn't play too many SQ games…
The elaborate death messages insulting the player: a matter of taste. These messages not including a "go back to last non-fatal point" button: objectively horrible.
Re: Deadly Sins of Graphic-Adventure Design
#15I agree with MANY of these points. In enjoyed this category of games, both in my youth and when there was a post-Curses revival in interactive fiction/text adventures. I was never able to get through Zork because of the inherent illogic (e.g. if I go west, going east should take me back). Hitchhiker's Guide was perhaps the only one of these games that I finished, and that because it had a built in hint system. As I r…
Zork is a graph, not a grid. It makes sense, it just isn't rectilinear. For instance, You start by the mailbox, west of the white house. Going north takes you to the north of the house. From there you have to go west back to the west of the house. On a map it looks like this: http://i.imgur.com/g9Wd39x.png
Note the inside of the house makes perfect sense, as I'd argue the areas around the house do to, once you picture them.
The areas that aren't like that are purposeful. The forest is confusing because it's easy to get lost in forests. The maze is also intentionally confusing. Quite a bit of zork takes place in an underground cave, and so it makes sense that leaving one room through a tunnel that curves will make you enter the new room from a different direction than you'd expect. It may be unfair to not mention that in game, though.
Re: Deadly Sins of Graphic-Adventure Design
#16Since a lot of this adventure-gaming-retro-examination comes on the heels of the King's Quest revival...I think it's worth noting that the original KQ suffers from quite a few of these "sins"...and yet, from my hazy memory, it was one of the most open-ended adventure games, back then and even today. There are at least a couple of key puzzles that can be solved in several ways...and in different order. The one that co…
Re: Deadly Sins of Graphic-Adventure Design
#17I agree with this article. Classic adventure games have a lot of terrible, frustrating design. On the other hand... I think there's something to be said for obscurity as a mechanic. Games these days tend to be easy and digestible. They're built on systems that we're all intimately familiar with, and we can usually tell how a game's going to go from the first 15 minutes. So when I played Metro 2033 for the first time,…
I really doubt that that's true. Have you tried, say, moving to Zambia?
Re: Deadly Sins of Graphic-Adventure Design
#18Re: Deadly Sins of Graphic-Adventure Design
#19The exclusive use of female pronouns for 1980s adventure game players is quite amusing to me, though.