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Topic: Microids to add actions elements in upcoming games

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All Forums : [Adventure Games Forum] : Adventure Game Discussion > Microids to add actions elements in upcoming games
2 FEB 2005 at 11:53am

Agustín Cordes

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Originally Posted By SquarejawHero (2 FEB 2005 8:55am)
Hell, no-one even knows what they've got up their sleeve yet. And that book analogy doesn't make any sense either - the storytelling won't be affected by their inclusion and the metaphor doesn't fit with the changes anyway.

How can you say no-one knows what they've got up their sleeve and then something like "the storytelling won't be affected by their inclusion"? Seems to me negative thoughts are absolutely prohibited while, by all means, bring on the happy thoughts! The truth is the adventure fans have been too many times disappointed with stuff like this, so it's completely understandable if the negative thoughts outweight the happy ones. Plus the short, basic sentence "adding action elements to their games" leaves absolutely no room for doubts. There will action in their games. And adventure fans tend to dislike action. Try to be open-minded about that!

And sorry but action can wildly affect the storytelling. There can be exceptions (ie: all the 'action' BS3 sequences could've been turned into cutscenes, although that isn't the happiest example either) but usually it tends to so do.

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2 FEB 2005 at 12:26pm

Syberian

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After all adventure games are about adventure


I agree one of the chief focuses of a good adventure should be "adventure." But remember that action is usually a core element of adventure in books, film, and other media. There's swordplay and gun battles, fights with dangerous beasts, nick-of-time rescues, races to flee sinking ships, etc. In other words, adventure normally involves great and immediate danger to the protagonist or his companions, not just placid and peaceful exploration.

To create a sense of that immenent danger in games, what do you do? You make it so the character can die (so there are real stakes to failure and extra motivation to succeed), and you include elements with time pressure, requiring quick thinking and reflexes, just like the heroes in adventures use. If an adventure is going to make you feel like an actual adventurer and not someone just wandering around solving puzzles, it should by all means include shootouts and daring jumps and so forth insofar as the story and setting call for it.

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2 FEB 2005 at 12:35pm

Agustín Cordes

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Originally Posted By Syberian (2 FEB 2005 12:26pm)
To create a sense of that immenent danger in games, what do you do? You make it so the character can die (so there are real stakes to failure and extra motivation to succeed), and you include elements with time pressure, requiring quick thinking and reflexes, just like the heroes in adventures use.

All good points, really. But the possibility of having your character killed has nothing to do with the inclusion of action. Most of the times I felt I was in danger while playing the Space Quest series because (ie) Roger Wilco could get killed by that furry creature. Should I come closer or investigate further first? Saddly, the SQ series had these sequences to the point of being frustrating, but my point is: you can have a sense of impending danger without having to tap buttons quickly.

Moreso, I firmly believe there are other ways to create the feeling of 'pressure' and 'drama' without resorting to action sequences and quick reflexes. Appropriate music, good acting, the right atmosphere, etc. can be some of them.

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2 FEB 2005 at 12:54pm

Ksandra

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Originally Posted By SquarejawHero (1 FEB 2005 10:44pm)
BTW, talking about it, I'm glad you now understand that you can have 3D direct control without action. I've been trying to tell you this for ages.  

I've never denied it, SJH. You're the one who always seems to equate 'action' with '3D' whenever we have a discussion on the subject. I have other problems with 3D and direct control, but this isn't one of them - although I do believe that the move to 3D sometimes tempts developers to add action elements where they wouldn't otherwise.

Originally Posted By Agustin (2 FEB 2005 11:53am)
How can you say no-one knows what they've got up their sleeve and then something like "the storytelling won't be affected by their inclusion"? Seems to me negative thoughts are absolutely prohibited while, by all means, bring on the happy thoughts! The truth is the adventure fans have been too many times disappointed with stuff like this, so it's completely understandable if the negative thoughts outweight the happy ones. Plus the short, basic sentence "adding action elements to their games" leaves absolutely no room for doubts. There will action in their games. And adventure fans tend to dislike action. Try to be open-minded about that!

And sorry but action can wildly affect the storytelling. There can be exceptions (ie: all the 'action' BS3 sequences could've been turned into cutscenes, although that isn't the happiest example either) but usually it tends to so do.

Touché, Agustin. Seems to me that some people are being the tiniest bit hypocritical here.

Moreso, I firmly believe there are other ways to create the feeling of 'pressure' and 'drama' without resorting to action sequences and quick reflexes. Appropriate music, good acting, the right atmosphere, etc. can be some of them.

Again, I completely agree - and I should add that for me at least, nothing destroys a game's atmosphere more completely than having to replay an action sequence over and over again, as I did in BS3. Drama and tension turned very quickly to boredom and extreme frustration, and I'm not exaggerating when I say that I almost gave up playing at several points.

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2 FEB 2005 at 1:25pm

Syberian

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Augustin, good points all, though the things I listed are certainly strong ways of adding tension and creating the requisite sense of danger and adventure. Perhaps more importantly, they're often thematically apropos. For an adventure (in the broad sense) with physical dangers, it makes sense to have physical challenges/responses to them. Sometimes Indiana Jones outwits his foes, sometimes he outruns or outshoots them. But a lot of adventure games make you feel more like some 98-pound librarian on holiday than a brave adventurer


Of course, adventure and exploration can be mental or spirtual, but when you have an adventure game where the hero is, say, a cowboy like in Wanted, you expect action and violence and quick reflexes. Wanted actually included a bit of that, but it was so sloppy, watered down, and cartoony that it didn't count for much, which is another reminder that if you're going to include any element in a game, do it right or don't bother.

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2 FEB 2005 at 2:51pm

Ksandra

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Originally Posted By Syberian (2 FEB 2005 1:24pm)
Augustin, good points all, though the things I listed are certainly strong ways of adding tension and creating the requisite sense of danger and adventure. Perhaps more importantly, they're often thematically apropos. For an adventure (in the broad sense) with physical dangers, it makes sense to have physical challenges/responses to them. Sometimes Indiana Jones outwits his foes, sometimes he outruns or outshoots them. But a lot of adventure games make you feel more like some 98-pound librarian on holiday than a brave adventurer


Of course, adventure and exploration can be mental or spirtual, but when you have an adventure game where the hero is, say, a cowboy like in Wanted, you expect action and violence and quick reflexes. Wanted actually included a bit of that, but it was so sloppy, watered down, and cartoony that it didn't count for much, which is another reminder that if you're going to include any element in a game, do it right or don't bother.

But the trouble is that even if action is 'appropriate' in the context of the story, many people still hate playing through it. Personally I'd far rather sacrifice a certain amount of thematic realism in games like 'Wanted' than have to force myself to play through action sequences, especially if they're badly done. I suppose you could argue that action-haters shouldn't play games with that kind of setting, but then you can find an excuse to include (or not include) action in just about any type of story.

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2 FEB 2005 at 6:44pm
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Originally Posted By Agustin (2 FEB 2005 11:53am)

How can you say no-one knows what they've got up their sleeve and then something like "the storytelling won't be affected by their inclusion"? Seems to me negative thoughts are absolutely prohibited while, by all means, bring on the happy thoughts! The truth is the adventure fans have been too many times disappointed with stuff like this, so it's completely understandable if the negative thoughts outweight the happy ones. Plus the short, basic sentence "adding action elements to their games" leaves absolutely no room for doubts. There will action in their games. And adventure fans tend to dislike action. Try to be open-minded about that!

And sorry but action can wildly affect the storytelling. There can be exceptions (ie: all the 'action' BS3 sequences could've been turned into cutscenes, although that isn't the happiest example either) but usually it tends to so do.


Storytelling won't be affected by their inclusion. Fact. Gameplay will. As Ksandra and yourself say, it could be cutscenes - why not make them playable and streamline them into the game? I hate action sequences in adventures, I sure do. I don't being like taken for a ride. Teach the player the skills they need from the beginning, and given a good framework, I think you'll be suprised.

True, you could make tension through good direction... but it's a very rare case when a game creator makes for a good director.

We are playing games, not movies, after all... and there's room for everything. There will always be more "traditional" (sic) adventures around made by your good self for example.

So go ahead, have your doom and gloom and adventure armageddon. See if I care, there will always be non-action games about anyway. As for adventure fans not liking action, unfortunately for you there seems to be an equal portion of people over the internet within the community who couldn't care less either way. As long as a good game comes out from it which, at least, sticks to principals which always have been a staple of the genre, action or no action. I stand with them.

The line has been drawn. Pick your sides, for what it's worth.

2 FEB 2005 at 7:46pm

Agustín Cordes

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Originally Posted By SquarejawHero (2 FEB 2005 6:44pm)
Storytelling won't be affected by their inclusion. Fact.

Not quite. Back to my SQ example - imagine Roger Wilco in this same situation where he approaches the furry creature. In 'traditional' adventure we have options such as go closer and hope it's harmless or be cautious and consider another way around. Now with the inclusion of action we could have another option. Roger can pick-up a stick and beat the furry creature to death. Roger, who has always been a non-violent character is suddenly transformed by the inclusion of action. Maybe beating the creature has no direct impact in the story because it's an isolated event. But the perception of Roger as a likable hero who never killed someone or something is wildly affected (notice how you could always outwit your enemies indirectly via non-confrontatinal means, ie: Arnold). Sure, Roger could also jump over the creature but my point is: action can affect the storyline in ways you can't even imagine.

As I said, BS3 wasn't a good example because it suffered of minigames-like sequences which could be easily turned into cutscenes. But there are ways to achieve this inclusion and some of them can affect the storyline much more than others. That's what I'm saying.

So go ahead, have your doom and gloom and adventure armageddon.

I'm bothered by your indifference. After a few years of obscurity, the 'traditional' adventure resurfaced only to be pushed into the background once again with announcements like this. Just because you couldn't care less doesn't make "us" the-sky-is-falling-mass-hysteria-crybabies (not your own words but you know what I mean). It's not the Armageddon nor the death of anybody, but we're talking the type of games we ("us"
most enjoy playing here. Moreso, comments like this...

The line has been drawn. Pick your sides, for what it's worth.

... aren't helping. It'd seem is you the one picking sides. No one ever talked or implied the community is divided until now.

PS: As an afterthought, you said "there will always be non-action games". The whole point of this discussion (so far) is the huge blow this announcement is supposing for the 'traditional' adventure genre. I assume none of its fans could care less whether non-action games keep existing if the genre we're talking about here fades into oblivion.

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2 FEB 2005 at 9:30pm

Pippa

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NO NO NO to Action sequences in adventure games, even more so if they are timed. In the shops in england you have problems finding adventure games. I'm sure the developers would say that pure adventure games don't sell but that is because the are not there to buy. If you ask 100 people about PC games 85 per cent wouldn't have heard of the sort of games we all love.Isn't it time we all made our voices heard got the the games in the shops and i'm sure there must be thousands out ther who would love them, like people like a good book where you use your mind. after all puzzle books sell by the million, but if they wern't in the shops no one would buy them and then they would say ther was no demand. Talk about a chicken and egg situation!!!!!
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2 FEB 2005 at 10:07pm

Terry Penrod

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Originally Posted By PIPPA (2 FEB 2005 9:30pm)


NO NO NO to Action sequences in adventure games, even more so if they are timed. In the shops in england you have problems finding adventure games. I'm sure the developers would say that pure adventure games don't sell but that is because the are not there to buy. If you ask 100 people about PC games 85 per cent wouldn't have heard of the sort of games we all love.Isn't it time we all made our voices heard got the the games in the shops and i'm sure there must be thousands out ther who would love them, like people like a good book where you use your mind. after all puzzle books sell by the million, but if they wern't in the shops no one would buy them and then they would say ther was no demand. Talk about a chicken and egg situation!!!!!



The problem of dwindling exposure and reduced access to AGs at the retail level has been discussed here in another recent thread that also expanded to include suggestions on how publishers could better tap into the bookish crowd. We also touched upon specific demographic groups like older women who already buy millions of mystery novels and romance novels that might be a very good potential market for interactive fiction games.

I suggested that even daytime TV soap operas could be used along with well known paperback novel franchises to reach a certain segment of the audience right where they live - assuming that the games were properly designed, packaged and marketed directly to them in a very familiar way through existing advertising channels.

Tie-ins to other heavily watched TV programs like the current CSI and Law & Order series were also discussed, as well as ground level book store cross promotions in various chains. These entertainment commodities and outlets all have popular web sites too where the same interactive products could be introduced and sold as natural extensions to top selling properties from other well established media.

Fact is that a handful of smart game publishers are already beginning to take advantage of these new marketing opportunties and I would love to see them flourish. That's because anything that increases awareness and trial of AG style products will help the overall business climate in that general sector. More investment capital and better marketing budgets, along with a renewed retail presence for all sorts of interactive fiction / AGs could open back up as a result.

IMO, it is crucial that these untapped / under-tapped market segments be fully explored and penetrated in order to instill a naturally recurring market demand well beyond the current status of AGs. If this can be achieved through a combination of interactive soap opera digest serial episodes, romance novel games and borrowed interest from popular mystery / crime shows, then so be it. The main goal is to expand the market by a very large percentage in new directions, which would in turn cause a spill-over into the traditional forms of AGs for the PC and other systems.

That is where I see the current market for traditional AGs of all types and a few ideas about how the situation could be turned around - using non-linear logic and time tested marketing concepts.

Cheers,  Terry  



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2 FEB 2005 at 10:13pm

Jenny100

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In other words, tying in to what people know they like.

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2 FEB 2005 at 10:21pm
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Originally Posted By Agustin (2 FEB 2005 7:45pm)

Not quite. Back to my SQ example - imagine Roger Wilco in this same situation where he approaches the furry creature. In 'traditional' adventure we have options such as go closer and hope it's harmless or be cautious and consider another way around. Now with the inclusion of action we could have another option. Roger can pick-up a stick and beat the furry creature to death. Roger, who has always been a non-violent character is suddenly transformed by the inclusion of action. Maybe beating the creature has no direct impact in the story because it's an isolated event. But the perception of Roger as a likable hero who never killed someone or something is wildly affected (notice how you could always outwit your enemies indirectly via non-confrontatinal means, ie: Arnold). Sure, Roger could also jump over the creature but my point is: action can affect the storyline in ways you can't even imagine.


That's bad games design and writing. Not a cause of action. In fact, it's such a bad example I'm completely suprised you're actually writing it.

As I said, BS3 wasn't a good example because it suffered of minigames-like sequences which could be easily turned into cutscenes. But there are ways to achieve this inclusion and some of them can affect the storyline much more than others. That's what I'm saying.


Which I'm afraid doesn't make sense. You STICK to the storyline and characters you have in your head. If you make unrealistic concessions and go against character to include an element that doesn't make sense, you have failed as a designer. Adding action for the sake of it doesn't make sense to me, so you've appeared to have missed the point of my stance.

You can implement action in a creative fashion without making it a twitchfest. CREATIVITY and IMPLEMENTATION are the keywords when dealing with adventure games with an action bent. Don't use action for the sake of it, think of creative ways to involve the player in the scene so they don't become passive.

This is an ADVANTAGE of action - to completely involve you without taking the player away from their involvement and interaction with the gameworld and its characters. Implement it so it makes sense to the world and feelings you are trying to achieve.

I'm bothered by your indifference.


My indifference is fed by years of circular argument without discussion of positive ways around things.

After a few years of obscurity, the 'traditional' adventure resurfaced only to be pushed into the background once again with announcements like this.


Really. I see many, many other developers out there other than Microids pushing innovative adventure games design, as in Mysterious Island, as in Detalion's games. I see your own title as being something worth watching. If it's being pushed into obscurity it's by the vehemence of the fans to change just a part of the genre and accept them, even if they don't like them.

Games like Uru and BS3, even though they're not particularly great games, have still brought people to this website asking questions and finding out more about these games. I mean... BS3 has been one of the most asked-about titles for first posts, and it WASN'T EVEN POPULAR.

Just because you couldn't care less doesn't make "us" the-sky-is-falling-mass-hysteria-crybabies (not your own words but you know what I mean). It's not the Armageddon nor the death of anybody, but we're talking the type of games we ("us"
most enjoy playing here. Moreso, comments like this...


Am I not one of "you"? Or Terry? Or Syberian? Or many of the others who think like us, even in other sites like Adventure Gamers? I ACCEPT people can be disappointed, but I don't think they should crap on developers ideas, particularly establshed ones with a proven track record of appeal, without knowing about them first. Commenting on concrete previews is another thing, or screenshots, as to the overall quality as a first-glimpse, but knowing the game proper is a different thing.

2 FEB 2005 at 10:22pm
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... aren't helping. It'd seem is you the one picking sides. No one ever talked or implied the community is divided until now.


Read what I post, then have a look at the arguments people like Syberian, myself, Terry and others on other forums are having to put up with. Look at the reaction above by Jalex, and tell me there isn't a division. I'm being realistic here.

PS: As an afterthought, you said "there will always be non-action games". The whole point of this discussion (so far) is the huge blow this announcement is supposing for the 'traditional' adventure genre. I assume none of its fans could care less whether non-action games keep existing if the genre we're talking about here fades into oblivion.


Christ, don't overreact. They haven't even released Still Life yet, and we don't know how that'll impact if at all as yet. A "huge blow" hasn't occured, much as the "huge blows" of Charles Cecil's somewhat misplaced "adventure is dead" comment didn't bring about anything. IF anything, more people are buying and playing adventures than before, and more are being made.

We'll talk about it being a "huge blow" if and when the repercussions, if negative, are actually felt. You forget I myself am a fan, but I'm all for variety if it brings new players and new games development in future. Microids have not emphatically stated they're leaving p'n'c for good, have they?  


3 FEB 2005 at 1:17pm

Syberian

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This is an ADVANTAGE of action - to completely involve you without taking the player away from their involvement and interaction with the gameworld and its characters.


Agreed. Not only is action thematically relevant to many adventures, but it can keep you immersed and in control to a stronger degree than cutscenes can. And that's because interactive action sequences can tap right into the chief strength of games as an entertainment/art medium: the creation of stories and worlds with a high degree of interactivity, where the player shapes the story and events instead of just sitting back and watching them unfold, as in a film or book.

Further, action can add a gripping edge-of-your-seat emotional punch to a game, whereas if you play a game where you know there will be no action (or no chance for death or permanent failure), the tension and stakes are reduced. There you know you can just dawdle about, can't fail, can't mess up. That can make it feel, from an emotional and storytelling perspective, like it doesn't matter whether you complete the task at hand or save the day (when, it turns out, it doesn't really need to be saved).

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3 FEB 2005 at 4:07pm

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Good writing can also provide a "gripping edge-of-your-seat emotional punch" to an adventure game. I quite prefer that approach. Amber: Journeys Beyond pulled it off, as did Dark Fall: Lights Out. I have yet to experience the same level of heart-pounding excitement from an action-adventure, and not for lack of playing them.

Please note that the above does not in any way contradict what Syberian, Square Jaw, and the other members of the "Bring on the Action" pep squad are saying. Anyone care to join my fledgling "Bring on Better Writing" posse?

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3 FEB 2005 at 4:16pm
Deleted UserI'm not entirely sure what you mean... games are an interactive medium. Surely good writing is only part of what a game can provide? I can get good writing in books... good writing in movies... why do I want to play a game purely for good writing? Am I not playing it for the interactive element too? Effecting the story, changing the gameworld, making progress from A to B by doing X and Y.

As for your rather sardonic referral as us being a "bring on the action" pep-squad, perhaps you're better off reading and thinking on what we're saying than taking it on face value. I believe the newer style adventures can succeed as long as the action is seamlessly integrated into the play - and would suceed far more than any adventure with "action sequences" which grind the game to a halt.

Changing gameplay in the middle of the game = bad.

The player knowing what is required from them in the beginning = good.

Insofar as the term "action" is used it can mean any number of things, from being able to do cutscenes yourself to physically moving scenery and studying objects without the need for a written description or voiceover. There seems to be some sort of confusion where action simply means violence. I'd like to think on what else it could possibly be used for - doing actions rather than commiting them.

3 FEB 2005 at 5:04pm

Crapstorm

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Originally Posted By SquarejawHero (3 FEB 2005 4:16pm)
Surely good writing is only part of what a game can provide? I can get good writing in books... good writing in movies... why do I want to play a game purely for good writing?

Purely? Did I really say (or imply) purely?

The answer to the first question is yes, good writing is one "part" of a good adventure game. A necessary part, in fact, but not sufficient.

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3 FEB 2005 at 6:35pm
Deleted UserCrapstorm, thinking on what you're saying, I think a good thing to branch off on is how we define gameplay in the adventure genre too. It's certainly not through the feel of the controls, nor how a game "feels" through the sense of interaction in other genres.

In fact, it's the one genre where there's less required of the player in terms of what is required. It could be argued that essentially, all adventure games consist of the same gameplay, made different by what is required of you, but those requirements are flexible and don't centre on one single thing.

That's where arcade sequences come in. The problem, the major problem for me and what seems to be what AG developers are working through, is that intrinsically most adventure game suffer from bad games design. Requirements change as you play. The main complaint from most AG'ers insofar as arcade or action elements go isn't necessarily their inclusion, but their implementation and general design on up through programming.

Would people be so vehement against them if they were more responsive and better designed to flow with the requirements of the game?

3 FEB 2005 at 6:44pm

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Of course good writing with original story ideas, compelling plots, interesting characters and engaging dialog is important in all types of AGs, be they humorous, romantic, dramatic or scary. But so is the overall artistic design and the gameplay. Sound can be used to great advantage too.

But with the recent advancement of technology, we have seen some very cool new opportunities arise in all those areas as well as in physics models and AI. These things can all be used by game designers in an almost infinite number of combinations to achieve whatever they envision.

Most PC adventures games use very little of that new technology to their best advantage though and I would love to see some truly innovative efforts that do. Given today's super 3D engines with the latest physics and scaling surround sound, a title like Omikron or Anachronox would be astonishing. Not just for the stunning graphics and high quality sound but because they included such a wonderful balance of gameplay styles all in one big, beautiful package.

Even beyond those benefits to the player, I could easily see remakes of those two games in particular using much more refined physics and AI along with full lip synching and even smoother controls to add lots more fun to the mix. Omikron's action sequences would be much, much better and the close-up dialog scenes in Anachronox would be even more drop dead funny. Even the cut scenes would be vastly improved, plus the levels of detail and interactivity in those fascinating game worlds would increase proportionately.

But at the core of both games was a fresh, original concept and solid writing - supported by great design, ambitious execution, high production values and most of all, a sense of fun.

So if we really want to talk about what it takes to achieve greatness in game making creativity these days, we need to address all the above areas and look for games that utilize every major new advancement to yield the best possible overall product. That includes good writing along with many other important things.

Cheers,  Terry  




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3 FEB 2005 at 8:28pm

Syberian

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Good writing can also provide a "gripping edge-of-your-seat emotional punch" to an adventure game.


Indeed! And believe me, I'm sick of all the sorry writing in so many adventures these days.

But writing usually (and ideally) functions differently in games than in tradtional linear storytelling media like books or film. The writing in games isn't so much about linear exposition through cutscenes and the like, but about contextualization for the player. It should provide a backdrop in which the player can act and shape or "live out" the story himself.

Half-Life did this famously by never showing you your character, Gordon Freeman, or having him utter a line of dialogue or showing you a single non-interactive cutscene. Yet the emotional impact and sense of being part of a dramatic, memorable story was huge. The game used smoothly integrated means to tell a story and heighten emotion: level and art design, audio, brief scripted events, bits of dialogue once in a while. No tedious narrations or cutscenes or other non-interactive elements that would go against the grain of the medium.

If you just interject a static cutscene (i.e., something the player just watches and can't interact with) now and then, you break the illusion of control and, likely, emotional immersion. One second the player feels the exhilaration of steering the ship themselves, so to speak, and suddenly they're forced to take their hands off the wheel. Where's the fun in being deprived of something you were just enjoying? One second, the player is making decisions, acting and reacting, and suddenly he's forced to sit back and watch a cutscene or read a journal entry (the old adventure game storytelling cop-out).

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3 FEB 2005 at 8:44pm
Deleted UserThe argument on the other side is that some people can't handle or bear action scenes.

Personally, I think that's entirely dependent of how the game handles it and what that action involves. My girlfriend gets motion sickness and has terrible reaction times, plus she runs from the screen when shot at, but there are certain games she finds interesting and will play to the end. Stuff like KOTOR, as an example.

The problem here is that action isn't defined as much as adventure. The general concensus seems to be killing and violence, or that the addition of action will perversely affect the story so characters are lifted out of their, well, characters. Those things and their avoidance (there are non-violent action games!) are entirely up to the developer and what story they want to tell, not part and parcel of what the term action implies.



3 FEB 2005 at 8:52pm

Syberian

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When talking about games, I don't think action is at all synonymous with violence. There's action in MS Flight Sim and Tony Hawk's Pro Skater and The Sims, for example.

But if the story and setting call for violence, that's fine with me. I'm an adult. Ideally, though, the violence will be just one way for the player to deal with problems and will carry both practical and narrative consequences. (See Deus Ex, for example, where characters react differently depending on whether you blast or peacefully make your way out.)

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3 FEB 2005 at 8:55pm

Jenny100

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Originally Posted By Syberian (3 FEB 2005 1:17pm)

Further, action can add a gripping edge-of-your-seat emotional punch to a game, whereas if you play a game where you know there will be no action (or no chance for death or permanent failure), the tension and stakes are reduced. There you know you can just dawdle about, can't fail, can't mess up. That can make it feel, from an emotional and storytelling perspective, like it doesn't matter whether you complete the task at hand or save the day (when, it turns out, it doesn't really need to be saved).


I find the opposite to be true. If I know my character can be killed at any moment, I automatically distance myself from the situation and cease to be immersed.

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4 FEB 2005 at 12:14am
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Originally Posted By Jenny100 (3 FEB 2005 8:55pm)
I find the opposite to be true. If I know my character can be killed at any moment, I automatically distance myself from the situation and cease to be immersed.

I agree. I don't feel that the tension of action gaming is the same as suspense of adventure gaming (for me), and I personally have never been immersed in an action game.

Not talking about hybrids (which I know little about), I feel that it's another case of apples and oranges (action and adventure).

Basically, I can't see how the intrigue and mystery of a good AG would ever occur with the tension of keeping yourself alive, so I don't see myself drawn to hybrids.

On the other hand, I could be (and often am) entirely wrong.

Eh?

Speck "wondering if he'll ever play that copy of Silent Hill 2 that he picked up cheeep a few months back".

4 FEB 2005 at 12:47am

nytimesguy

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Originally Posted By SquarejawHero (3 FEB 2005 8:44pm)

The problem here is that action isn't defined as much as adventure. The general concensus seems to be killing and violence, or that the addition of action will perversely affect the story so characters are lifted out of their, well, characters. Those things and their avoidance (there are non-violent action games!) are entirely up to the developer and what story they want to tell, not part and parcel of what the term action implies.


I don't think in general it's the violence people are objecting to; it's the eye-hand coordination requirement.  That's why I'm doubtful about your claim that adventure gamers would like action if it was done right.  It requires a certain skill set that some gamers simply don't have and don't want to develop.    Yes, you can make a game with incredibly easy action sequences, but if there's no real challenge in the action then the action is boring (as in Project Eden) and if there is genuine challenge then that is going to keep out people with sharp minds and slow reflexes.  

Charles - Game Theorist

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