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Deadly Sins of Graphic-Adventure Design

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Re: Deadly Sins of Graphic-Adventure Design

#21

Some of these games (eg, SQ) essentially little post-modernist satires of their own genre, in that they make save/restore part of the game mechanic, and when you hit an obstacle, the search space isn't just the four screens you can walk to now, but the game thus far. Hitch-hiker's Guide to the Galaxy played this up in a very fast and funny way -- where there's about eight things you need to do in quick succession to…

I side with the author. Not every bad game design has to be post-modernist satire of something, and how could it be, of a genre that was that new? Seeing it that way is a coping mechanism, and I bet that it is replacing just normal failure with something that is not there.

I remember such a Fantasy book and dying by taking the wrong way. The interesting part is that I still remember it, the concept of a playable book was totally fascinating for me at that time. But that it was unfair – there was no way of knowing which way of the cave, up or down, would kill you – I did not like even back then.

Re: Deadly Sins of Graphic-Adventure Design

#24
I grew up on these games.

I guess you had to be there, since all of his complaints are not applicable to the games. They were designed that way on purpose. If you don't like them now, decades later, that's understable, but the feedback and complaints are ridiculous for old games.

Back then they were 100% fantastic! Missed an item at the start of the game? It was no problem, we loved the games and had no problem with that (for example).

Re: Deadly Sins of Graphic-Adventure Design

#25
Possibly one of my favorite articles on the subject with special emphasis on Sin #1 is detailed in an article from back in 2000 on Old Man Murray, titled Who Killed Adventure Games

http://www.oldmanmurray.com/features/77.html

It has given me my favorite phrase to use on coworkers who are engaged in unnecessary work:

"The first step in [disguising yourself as] a man without a moustache, is not to construct a fake moustache."

Re: Deadly Sins of Graphic-Adventure Design

#26
Some gems of adventure games are among my all time favorite games and I revisit them once every couple of years but I still have to admit that the genre is almost always broken.

Adventure games very often rely on puzzles based on lateral thinking, it makes a lot of sense on paper in order to entertain the player and make him feel smart but I can't remember how many times I thought up a good lateral thinking solution, just to be thwarted by the game. It was just not the solution the designers expected, and the game does not even bother explaining why and push the player in the right direction.

Not to mention frantic pixel hunting & obscure death conditions forcing you to check a walkthrough.

Having a player die in an action game usually means that he will need to replay the last segment. It is a bit bothering if it happens too often, but these action sequences are why the player is here and with good emergent gameplay playing twice the same sequence can turn out very differently and be extremely entertaining.

In an adventure game, it just means that you will have to listen again to the same dialogues, and make the exact same actions, with just a slightly different step somewhere along the way.

Re: Deadly Sins of Graphic-Adventure Design

#27
post #25

Possibly one of my favorite articles on the subject with special emphasis on Sin #1 is detailed in an article from back in 2000 on Old Man Murray, titled Who Killed Adventure Games http://www.oldmanmurray.com/features/77.html It has given me my favorite phrase to use on coworkers who are engaged in unnecessary work: "The first step in [disguising yourself as] a man without a moustache, is not to construct a fake mous…

I miss Old Man Murray, they wrote some really wonderful (if not quite polite) scathing critiques. One of my favorites is when they savaged Origin for not having the server component finished by the retail ship date of an Ultima Online expansion:

"In these two short paragraphs, Origin has effectively ended what will someday be known as the golden age of games. They've broken the sacred bond of trust between gamer and gaming mega-corporation: that there is actually a game in the box you're purchasing."

http://www.oldmanmurray.com/news/288.html

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