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The Rise of Computer Games, Part I: Adventure

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Re: The Rise of Computer Games, Part I: Adventure

#52
I think the most annoying thing of a lot of modern games is the whole crafting thing that is bolted onto everything. But there are some real gems out there for old school gamers. I loved Baldurs Gate 3, Divinity 2, Expedition 33 and Disco Elysium for example as really fun and interesting CRPG's. It's just that the cost of taking a risk these days is to high for studios and most kids are playing "free" games for most of their time. So even though the market is big it feels like the "growth" is mostly in the "free" games part of the market which is terrible.

Re: The Rise of Computer Games, Part I: Adventure

#53

Earlier quoted context omitted.

I feel like the indie-games are almost as clustered in small areas of potential "game design space" as AAA-games are, but just clustered in different areas, in particular around "games inspired by ha handful of SNES games and early Playstation JRPGs" (and maybe a tiny amount of vague Rogue-like-likeness). If you read much about old games (e.g. [1]) it is obvious that the history of games is full of evolutionary dead-…

Yeah, it's hard not to consider the runaway success of games like Stardew Valley as counterexamples to the idea that the creativity is completely gone. But you wouldn't blame someone if they superficially looked at screentshots and thought it was a run of the mill retro pixel game. But it's wild to me that there are people who come from broken homes or rough childhoods who say the game was literally therapy for them…

Stardew Valley is HarvestMoon++

It is a lovely, very enjoyable game but it is _incredibly_ derivative.

Re: The Rise of Computer Games, Part I: Adventure

#54
post #50
post #40

Earlier quoted context omitted.

UU was an RPG. What adventure games became were either full hybrid 3D mechanics (Tomb Raider) and niche point and click ones.

Tomb Raider isn't an "adventure" game, no matter what the "mainstream gaming press" says. Monkey Island is.

It was a real time action-adventure game with puzzles. TR made point and click adventures obsolete as they drove a puzzle-event bound game with free exploration. OTOH, text adventures would still be featureful and playable as they achieved incredible things very expensive to do with graphical games.

Re: The Rise of Computer Games, Part I: Adventure

#56
post #54
post #50

Earlier quoted context omitted.

Tomb Raider isn't an "adventure" game, no matter what the "mainstream gaming press" says. Monkey Island is.

It was a real time action-adventure game with puzzles. TR made point and click adventures obsolete as they drove a puzzle-event bound game with free exploration. OTOH, text adventures would still be featureful and playable as they achieved incredible things very expensive to do with graphical games.

If Tomb Raider is an "adventure game" so is Donkey Kong. Tomb Raider is basically a platformer like Donkey Kong but in 3D. Neither made actual adventure games "obsolete" because taxing your hand-eye reflexes is a different sort of fun than taxing your brain.

Re: The Rise of Computer Games, Part I: Adventure

#57

Earlier quoted context omitted.

100% agreed. The golden age of gaming is right now, Kickstarter and Steam have opened up the field to smaller studios in a way that has never happened before. The biggest, most advertised titles are often very good-looking and very "bubblegum", for the exact same reason that the most popular genres of pop are like they are. To appeal to the widest audience, you have to file off all the sharp corners, and if that's th…

I feel like the indie-games are almost as clustered in small areas of potential "game design space" as AAA-games are, but just clustered in different areas, in particular around "games inspired by ha handful of SNES games and early Playstation JRPGs" (and maybe a tiny amount of vague Rogue-like-likeness). If you read much about old games (e.g. [1]) it is obvious that the history of games is full of evolutionary dead-…

> I feel like the indie-games are almost as clustered in small areas of potential "game design space" as AAA-games are, but just clustered in different areas, in particular around "games inspired by ha handful of SNES games and early Playstation JRPGs

Huh? That is also an artifact of what kind of games you follow. Just of the top of my head:

  - colony sims
  - strategy games (tactical/operational/grand-, with rt, rt+pause, turnbased options for each)
  - racing games
  - 4x games
  - flight sims
  - spaceflight sims 
  - rpgs
  - survival games
  - shmups/ bullet hell
  - roguelike/roguelite
  - exploration
  - rhytm games
  - horror
  - factory builder / management sim
are all having a great time.

Re: The Rise of Computer Games, Part I: Adventure

#58
post #54

Earlier quoted context omitted.

It was a real time action-adventure game with puzzles. TR made point and click adventures obsolete as they drove a puzzle-event bound game with free exploration. OTOH, text adventures would still be featureful and playable as they achieved incredible things very expensive to do with graphical games.

If Tomb Raider is an "adventure game" so is Donkey Kong. Tomb Raider is basically a platformer like Donkey Kong but in 3D. Neither made actual adventure games "obsolete" because taxing your hand-eye reflexes is a different sort of fun than taxing your brain.

TR has more to do than platforming, and more convoluted puzzles than DK.

Re: The Rise of Computer Games, Part I: Adventure

#59
post #53

Earlier quoted context omitted.

Yeah, it's hard not to consider the runaway success of games like Stardew Valley as counterexamples to the idea that the creativity is completely gone. But you wouldn't blame someone if they superficially looked at screentshots and thought it was a run of the mill retro pixel game. But it's wild to me that there are people who come from broken homes or rough childhoods who say the game was literally therapy for them…

Stardew Valley is HarvestMoon++ It is a lovely, very enjoyable game but it is _incredibly_ derivative.

I'm currently playing a game that is a blatent rip-off of Stardew Valley to the point where I frequently question why they were so obvious. (Or maybe those elements are rip-offs of Harvest Moon, I haven't played Harvest Moon to know.) Still, it's enjoyable. The design elements and places where it does diverge from Stardew Valley make it more enjoyable in my opinion.

As the saying goes, "good artists borrow, great artists steal."

Re: The Rise of Computer Games, Part I: Adventure

#60
post #59
post #53

Earlier quoted context omitted.

Stardew Valley is HarvestMoon++ It is a lovely, very enjoyable game but it is _incredibly_ derivative.

I'm currently playing a game that is a blatent rip-off of Stardew Valley to the point where I frequently question why they were so obvious. (Or maybe those elements are rip-offs of Harvest Moon, I haven't played Harvest Moon to know.) Still, it's enjoyable. The design elements and places where it does diverge from Stardew Valley make it more enjoyable in my opinion. As the saying goes, "good artists borrow, great art…

Harvest Moon defines the "Turning round a dilapidated farm in a small village where you give everyone gifts all the time" genre. It all comes from there.

EDIT: Stardew Valley has so many QoL improvements over harvest moon though. The early HM games are punishing.

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