Just Adventure News : Press Release: Deus Ex Machina is born again with Christopher Lee News: H.P. Lovecraft's Dagon Press Release: Divines of the East Class Spotlight: Sword Saint Press Release: Green Man Gaming Signs Up Award-Winning Telltale Games Gold: 'Reus' released Press Release: The Swapper Steam Release Date and New Trailer Press Release: Lost Spirits of Kael Game: Magicka - Wizard Wars First-Ever Screenshots Revealed Game: Dutch designers break new ground with audio game Remembering Press Release: Gamebook Fans Unite!
Home - Forum Home
Welcome Guest, please Login or Register!
If this is your first visit, be sure to check out the FAQ by clicking the link above. You may have to register or login before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below.

Topic: Microids to add actions elements in upcoming games

    Page 4 of 5 : « »

All Forums : [Adventure Games Forum] : Adventure Game Discussion > Microids to add actions elements in upcoming games
4 FEB 2005 at 3:31am

GrimCurse

Intergalactic Janitor
Intergalactic Janitor



Posts : 83
Joined: 8 SEP 2004

Status : Online
Interesting comments about action elements from DTP entertainment - Chris Kellner on Adventure Gamers

LM: There has been a great deal of web chatter about innovation and gaming. If you were going to make your ideal adventure game, what would you put in this game?

CK: Atmosphere. The most important thing in a game is atmosphere. So you think, I am looking forward to playing this evening and I am really drawn into this world. You should forget about everything else around the computer. I really like mysteries and great stories that create this feeling.

Also, there are many small mistakes even modern adventure game developers always do again and again. For example pixel hunting or having to cross over a large space time and again, and you can’t even make your character run. Nobody likes time-based puzzles and yet you will find them in adventure games. This just sucks! Nobody wants it. I would really love to have a conference with ALL the adventure game developers around the world and tell them, “Just get rid of these action sequences; get rid of time limit puzzles!” This is something very annoying. You always get very beautiful titles offered by adventure game developers. You think, “Oh, that is very nice!” So you play it and you say, “Okay, this will really work.” So then you are, say… ¾ of the way through, and then you have this very annoying time limit puzzle. You just think, “Oh my god, I hope none of the reviewers will get to this point and find out there is an action and time limit sequence in here.”

LM: Yes, I really hate those moments too. I don’t know why they do that, either.

CK: I don’t know any adventure players who like them, and if any action gamers play an adventure game, they don’t like these sequences, either.


Profile Search


4 FEB 2005 at 4:16am

kitty

Sorcerer Apprentice
Sorcerer Apprentice



Posts : 269
Joined: 27 SEP 2003

Status : Online
Yay for Chris Kellner!

I hate that adventure gamers fight over this issue, but as I usually come down firmly on the "no action" side, I understand why we fight.  There really isn't a good in-between or compromise for those of us who just hate action and put up with it only because we have to.

Profile Search
4 FEB 2005 at 7:24am

honeycomb

Intergalactic Janitor
Intergalactic Janitor



Posts : 31
Joined: 31 DEC 2004

Status : Online
This thread started in the context of the Still Life game. The trailer which is beautifully crafted creates a sense of urgency and danger. To become part of that world and  feel what those characters are experiencing i think you need the adrenaline rush of participating in an action or timed sequence.  How well its handled must be the challenge facing the game designer but I dont think it makes sense to make statements with almost religious fervour that there should not be any action gameplay at all.

Profile Search
4 FEB 2005 at 7:51pm

Jenny100

Guild Master
Guild Master



Posts : 3510
Joined: 12 OCT 2002

Status : Offline
Originally Posted By honeycomb (4 FEB 2005 7:24am)
This thread started in the context of the Still Life game. The trailer which is beautifully crafted creates a sense of urgency and danger. To become part of that world and  feel what those characters are experiencing i think you need the adrenaline rush of participating in an action or timed sequence.  


But that would completely kick me out of the gameworld and the story.
It wouldn't be immersive any more, even if I managed to get through the timed part without being presented with a load screen. With timed sequences, the game becomes a contest instead of a means of being part of a story or gameworld.

Profile Search
4 FEB 2005 at 8:39pm

Syberian

Space Cadet
Space Cadet



Posts : 134
Joined: 22 OCT 2004

Status : Online
With timed sequences, the game becomes a contest instead of a means of being part of a story or gameworld.


For me, those contests--and aren't all games contests in the end?--are both a fun test of my skills and ideally a way of drawing me even further into the game, provided they're relevant to the game world and story. If I'm playing as some kind of Indiana Jones explorer or a cowboy or whatever, by all means, let me vicariously do the sorts of things you expect of such adventurers. Not just walking around and casually solving puzzles, but running, jumping, shooting, or escaping doom by a hair's breadth. Those things just add to the complete experience and provide extra gameplay variety and replayability if designed well.

Profile Search
4 FEB 2005 at 8:41pm
Deleted UserBah, sequences. Integration. Grr. *incoherent mumbling* ... evil game developers! I looked down... *mumble* ... it jumped out onto the porch and looked at me... grrr... *mumblemumble* ... the most extraordinary thing! *mumbles more* ... GRR! And I nearly pee'd myself. Of course, I was very... very... drunk.

[img]http://www.bbc.co.uk/comedy/fastshow/characters/images/rowley_birkin2.jpg[/img]

Click me!  


4 FEB 2005 at 10:09pm

kitty

Sorcerer Apprentice
Sorcerer Apprentice



Posts : 269
Joined: 27 SEP 2003

Status : Online
Originally Posted By honeycomb (4 FEB 2005 7:24am)
The trailer which is beautifully crafted creates a sense of urgency and danger. To become part of that world and  feel what those characters are experiencing i think you need the adrenaline rush of participating in an action or timed sequence.


This is the part that I always disagree with.  I think that any game designer worth his/her salt can create tension and urgency without action elements.  You know when I felt tension?  In GK2 when I went into the cave.  You know when I felt frustrated and angry?  The whole time I was playing action sequences in Broken Sword.  And in GK2, for that matter.   As others have said, I don't want to do things over and over.  I'd rather get stuck trying to figure out a puzzle for a week than stuck trying to figure out exactly what part of the screen to click on before I die.  I understand that for some people, that adds urgency, but for me it does not and it is never necessary in any game design for me.  Not Gabriel Knight, not The Last Express, not any game past or future.

Again, just my opinion, but I know that other people share it.  I know there are lots of people out there who don't mind action, but, hey, you guys are winning.  So enjoy your victory and let the rest of us sulk in peace.  


Profile Search
4 FEB 2005 at 11:23pm

Jenny100

Guild Master
Guild Master



Posts : 3510
Joined: 12 OCT 2002

Status : Offline
Originally Posted By Syberian (4 FEB 2005 8:39pm)


For me, those contests--and aren't all games contests in the end?...



Do you think of stories as contests? Do you think of exploring the game environment as a contest? Do you think of interacting with the characters as a contest?


Profile Search
5 FEB 2005 at 2:58am

honeycomb

Intergalactic Janitor
Intergalactic Janitor



Posts : 31
Joined: 31 DEC 2004

Status : Online
Originally Posted By Jenny100 (4 FEB 2005 7:51pm)


But that would completely kick me out of the gameworld and the story.
It wouldn't be immersive any more, even if I managed to get through the timed part without being presented with a load screen. With timed sequences, the game becomes a contest instead of a means of being part of a story or gameworld.



You make a good point. I think I'm changing my mind.
Any sequence which has to be repeated or is artificial (like sliding boxes ad nauseum in BS3) takes you out of the game world. Even if that's a function of poor design  rather than a problem with the concept I'd agree that unless they're perfectly done its best to leave action sequences out.


Profile Search
5 FEB 2005 at 5:31am

jalex

Schattenjger
Schattenjger



Posts : 2503
Joined: 5 MAR 2003

Status : Offline
Originally Posted By Agustin (2 FEB 2005 12:35pm)

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.


Thanks,  Agustin
For setting us streight on all this. I am with you all the way here and believe exactly the same.



Profile Search
5 FEB 2005 at 8:27am

nytimesguy

Private Detective
Private Detective



Posts : 684
Joined: 14 OCT 2002

Status : Online
Originally Posted By Jenny100 (4 FEB 2005 7:51pm)


But that would completely kick me out of the gameworld and the story.
It wouldn't be immersive any more, even if I managed to get through the timed part without being presented with a load screen. With timed sequences, the game becomes a contest instead of a means of being part of a story or gameworld.


I think what kicks one out of the sense of immersion is anytime you feel a game has poorly integrated elements.  This is why action is so annoying in most adventure games even if you like action games; it feels irrelevant to the game as a whole.  This is also true of a randomly placed slider puzzle or a puzzle with a contrived solution.  Anything that makes you stop and think about what the game designers are doing, throwing in an irrelevant element or awkwardly transitioning from one genre to another, will ruin the sense of being in the game.  

It would actually work the same way if you played an action game for 15 hours of nothing but mindless shooting and suddenly were presented with an intricate puzzle.  You would just stop and say, WTF!?  

The trick is to create a coherent vision, and in adventure games action elements rarely feel like a part of that vision.  
I think Blade Runner actually managed that okay, but it was such a different sort of game that I think it got to make up its own rules.)
Charles - Game Theorist

Profile Search


5 FEB 2005 at 11:27am

Syberian

Space Cadet
Space Cadet



Posts : 134
Joined: 22 OCT 2004

Status : Online
Do you think of stories as contests? Do you think of exploring the game environment as a contest? Do you think of interacting with the characters as a contest?


Of course not. And that's precisely why I wrote "in the end" (i.e., ultimately). Since these are games we're talking about, they all include tests, challenges, puzzles, obstacles for the player to overcome. You have to kill an enemy, solve a puzzle, complete a quest, make the best time at Daytona, master the take-off procedures for a 747, figure out how to mount a combined-arms assault against an entrenched enemy, lead your Sims to fame and fortune, etc.

Of course there can and should be far more to gaming than that. In fact, what I most enjoy about gaming in general is the way it immerses you in interactive worlds and stories. That's where the medium shines most brightly. In many games the contests are arguably just icing on the cake or a means of extending the player's stay in the world. That's also why I and others feel that many Myst clones aren't true adventure games in the best sense, but puzzle games. They mostly ignore the things you list and just focus on contests.

I'd agree that unless they're perfectly done its best to leave action sequences out.


Unless they're perfectly done, it's best to leave any design element out
Lame story? Chuck it? Under-developed characters? Don't even include them. Puzzles just like the ones in twenty other adventures? Back to the drawing board. Do it right or release it as freeware, where the standards are different.

As others have said, I don't want to do things over and over.


But that's precisely what happens when you get stuck on a puzzle. You're forced to keep walking over the same old ground repeatedly, forced to try one futile solution after another until you get it right.

Profile Search
5 FEB 2005 at 12:09pm
Deleted User
Originally Posted By nytimesguy (5 FEB 2005 8:27am)


I think what kicks one out of the sense of immersion is anytime you feel a game has poorly integrated elements.  This is why action is so annoying in most adventure games even if you like action games; it feels irrelevant to the game as a whole.  This is also true of a randomly placed slider puzzle or a puzzle with a contrived solution.  Anything that makes you stop and think about what the game designers are doing, throwing in an irrelevant element or awkwardly transitioning from one genre to another, will ruin the sense of being in the game.  

It would actually work the same way if you played an action game for 15 hours of nothing but mindless shooting and suddenly were presented with an intricate puzzle.  You would just stop and say, WTF!?  

The trick is to create a coherent vision, and in adventure games action elements rarely feel like a part of that vision.  (I think Blade Runner actually managed that okay, but it was such a different sort of game that I think it got to make up its own rules.)


Exactly what I've been saying all along.

But that's precisely what happens when you get stuck on a puzzle. You're forced to keep walking over the same old ground repeatedly, forced to try one futile solution after another until you get it right.


A frozen gameworld is surely as immersion-breaking as any death and quickload. I agree.

Then again, it depends on the game. If it's something like Schizm, you wouldn't expect otherwise. But as the ending of TLJ proved, and the repetitious effects (they are fantastic the first time) of Darkfall, eventually it all wears off.

5 FEB 2005 at 2:02pm

dombrewer

Guild Master
Guild Master



Posts : 3103
Joined: 19 JAN 2003

Status : Offline
This is an interesting read - both sides of the debate have produced some thought provoking arguments, and it's hard not to be divided on the subject.

For myself - I think of adventure gaming and action gaming as separate things. I choose my next games to play according to this distinction, and I usually play an action title and an adventure title at the same time. Rightly or wrongly I choose the action title for the adrenaline rush (having recently completed the FPS classic Unreal, I can safely say action games do produce tension and fear) and the adventure for the intellectual stimulation, usually at a sedentary pace (like Syberia, my current game).

I love good games, regardless of what genre they are, or whether they are a mix of genres, as long as they are done well. For me, action elements in an adventure game won't bother me greatly - other than the single important fact that more hybrid games getting released by the major adventure producing studios will diminish the number of pure adventures coming out, so I can understand the fears of the adventure purists and only assume it's bad news for the traditionalists.

There are more action games out there than you can shake a stick at, but declining pure adventures, and for my own part, I'd quite like to choose my games in the future with clear distinctions more often than not. This may be financially impractical for the major studios, keen as ever to sell as many copies as they can, but as I think Randy said the addition of action elements won't help to sell them one bit.

I can sympathise with SJH and agree that people should wait to see the final result before condemning the entire practice out of hand, but it's hard not to feel for the people who simply don't like action elements. "Change your gaming preferences or suffer" doesn't sound like the developers are listening to the adventure gaming public at all, more the demands of their chief executive.
[img]http://www.justadventure.com/public_html/yabbfiles/Smilies/detective.gif[/img][b]Playing:[/b] &&[img]http://www.justadventure.com/public_html/yabbfiles/Smilies/blahblah.gif[/img][b]Reading:[/b] &&[img]http://www.justadventure.com/public_html/yabbfiles/Smilies/whistle.gif[/img][b]Listening:[/b]  &&[img]http://www.justadventure.com/public_html/yabbfiles/Smilies/indie.gif[/img][b]Watching:[/b]

Profile Search
5 FEB 2005 at 7:26pm

Syberian

Space Cadet
Space Cadet



Posts : 134
Joined: 22 OCT 2004

Status : Online
For myself - I think of adventure gaming and action gaming as separate things.


I don't view games so much as being divided into separate, distinct genres. That sort of systematization eases discussion and retailing, but in reality I think games are more accurately viewed as possessing a continuum of different design elements.

You can easily find "adventures" with combat or platformer elements, "RPG"s with real-time combat and first-person viewpoints, "shooters" with puzzles and stat-building, "RTS games" with detailed worlds and stories, and so on down the line. It's more a question of how predominantly each element figures into the mix, rather than some clear dividing lines.

But  where labels are concerned, I think people actually look most to family resemblances to determine what they call a certain game. If game X has some of the same specific stylistic hallmarks, design cliches, or overall feel as, say, Myst (held up as an archetypal "adventure"
, then people will call that game an adventure.

But if you look just at a checklist of the broader design elements, then you can rightly call a game like Half-Life 2 an "adventure" because it has puzzles, a richly detailed game world, memorable characters, a sense of adventure and drama, exploration, etc. But most people will reflexively call it a shooter because it bears the interface (crosshair, health readout, etc.), the firearm combat, and certain tactical/dramatic situations one expects from a "shooter" (thanks in part to the original Half-Life creating those expectations). Even though HL2 clearly has lots of supposed adventure game elements, it lacks a lot of specific "adventure game" design cliches. Where's the bit with the mysteriously abandoned islands, the bit with the journal to be read, the bit with the newspaper under the door to catch the key, etc.?

Profile Search
5 FEB 2005 at 8:01pm

Terry Penrod

Grand Inquisitor
Grand Inquisitor



Posts : 6693
Joined: 16 OCT 2004
Location: US, Texas

Status : Offline
.

I see and appreciate both sides of this issue. There are many people who cannot perform quick, accurate reflexive operations in order to play most timed action elements in games or anything else. There are also many people who simply dislike that kind of gameplay - whether they possess the skills needed or not.

On the other hand, the world-at-large is full of quick, young people and most of them do enjoy at least some action in their games. All the big publishers know this and they are mostly in the business to make money.

It is the creative game designers who must grapple between the desires of a corporate culture with strong, overriding profit motives, and the personal desire to create artistically pleasing, intelligent and innovative new games. They also must truly believe that their products are both interesting and fun. So their own personal tastes do come into play - along with their artistic sensibilities and fundamental need to earn a living.

All of these factors can set-up a series of conflicts (even in the best of cases). So only the strongest, most dedicated game creatives should even attempt to make classic-style adventures in today's action-oriented game industry. They are always going to be bucking the most powerful market trends and they will never get super rich doing it. They must feel a genuine passion for that specific style of gaming and storytelling - enough to offset the built-in disadvanatges of working in any small niche area.

Regardless, I also believe that we (as a very diverse global community of game fans and the whole media that supports the industry) must have a few, clearly defined, universally accepted terms in order to properly communicate about games on the most basic level. Even moreso in the case of classic-style PC AGs, as they are in fact often misunderstood and misrepresented by the general gaming public and the press.

So rather than argue endlessly about personal preferences for / against action in AGs, we really should first focus on reaching a consensus about the most fundamental terms we use to describe the different aspects of games, that we can then use to express preferences. Until we do so, this kind of disussion will never reach a conclusion because confusion will continue to crop-up and ancillary issues will keep taking attention away from the central topic.

Cheers,  Terry  



Profile Search
5 FEB 2005 at 9:35pm

strategic_test

Intergalactic Janitor
Intergalactic Janitor



Posts : 12
Joined: 26 JUL 2004

Status : Online
Dear adventurers,

Just a quick word to tell you that by Microids,
some of us are dedicated to think about and design the next generation of adventure games. (NG-AG)
We follow-up this subject from the beginning with a lot of interests and thanks everyone.  All opinions are welcome and considered with greatest interest.

For Still Life, we have invited people from several adventure forums to playtest the Beta version in July in our studio.
For NG-AG, we plan to hold focus tests in early phase according what we have designed and what we hear from you all, here and elsewhere.

Because we expect to surprise you positively and provide fun beyond your wishes ... you understand that the NG-AG will not be exactly the "wish-list" you all have described here, but will be definitely based upon ...


Cheers,
Jacques Chatenet,
User Test & Research - Microids, Canada

P.S : sorry for my bad english, it's not my mother tongue


Profile Search
5 FEB 2005 at 11:45pm
Deleted User
Dear adventurers,

Just a quick word to tell you that by Microids,
some of us are dedicated to think about and design the next generation of adventure games. (NG-AG)
We follow-up this subject from the beginning with a lot of interests and thanks everyone.  All opinions are welcome and considered with greatest interest.

For Still Life, we have invited people from several adventure forums to playtest the Beta version in July in our studio.
For NG-AG, we plan to hold focus tests in early phase according what we have designed and what we hear from you all, here and elsewhere.

Because we expect to surprise you positively and provide fun beyond your wishes ... you understand that the NG-AG will not be exactly the "wish-list" you all have described here, but will be definitely based upon ...  

Cheers,
Jacques Chatenet,
User Test & Research - Microids, Canada

P.S : sorry for my bad english, it's not my mother tongue


Jaques,

I highly admire your commitment to your fans if you've followed this thread through and it's various arguments and discussions!  
I think the real key thing here is if action is required either by design or publisher, then implementation through smooth gameplay is where it's at. It's the one thing we can all agree on if action is something you're pursuing in the gameplay.

...not that you should be led by the needs/wants of the AG community and its various members, myself included...  
The previous Microids titles are enough of an indication towards the company's propensity towards creating quality games to get me excited that you're tackling a new angle. If Blizzards World of Warcraft taught anything, a company that cares enough can create any type of game it so wishes.

Although it looks like you may have given us something else to discuss... or either that and I'm being very thick. NG-AG. Hmm... *strokes beard*

Anyhow, I'm sure I speak for all of use when I wish you all the best with the project. Personally, I'm already looking forward to Still Life... something else from you guys on the horizon is more than a bonus enough!

7 FEB 2005 at 3:26pm

strategic_test

Intergalactic Janitor
Intergalactic Janitor



Posts : 12
Joined: 26 JUL 2004

Status : Online
Originally Posted By SquarejawHero (5 FEB 2005 11:44pm)


Although it looks like you may have given us something else to discuss... or either that and I'm being very thick. NG-AG. Hmm... *strokes beard*


Thank you for any support.

I would not to spoil or make any advertisment for Still Life.
But the thread is about upcoming Microids game so, FYI, we experiment with this last title some gameplay features what we consider part of the NG-AG.
We expect it increase your "Game Immersion"... more info in next weeks when I will need playtest them by adventure gamers.

Jacques

Profile Search
7 FEB 2005 at 5:32pm

Terry Penrod

Grand Inquisitor
Grand Inquisitor



Posts : 6693
Joined: 16 OCT 2004
Location: US, Texas

Status : Offline
Originally Posted By SquarejawHero (5 FEB 2005 11:44pm)


Although it looks like you may have given us something else to discuss... or either that and I'm being very thick. NG-AG. Hmm... *strokes beard*



Just an educated guess but...

NG-AG = Next Generation Adventure Game  

Cheers,  Terry  




Profile Search
7 FEB 2005 at 6:36pm

Shany

Guild Master
Guild Master



Posts : 3313
Joined: 19 JUN 2003

Status : Online
Originally Posted By strategic_test (7 FEB 2005 3:26pm)

But the thread is about upcoming Microids game so, FYI, we experiment with this last title some gameplay features what we consider part of the NG-AG.


ok, possible SPOILER here:

are you talking about the robot sequence? I recall hearing about it in an interview. (also you see a bit of it in the trailer). Looks like a different sort of stealth sequence. I... never really liked stealth in my games... but some people like it. It's just that it doesn't really matter what you put in, if it's taken from another genre some people won't like that fact.
However, it can be done nicely and taken to in a more adventurey way, but it's hard to do. Good luck to you. Hope this is not a Game Over sequence.


Profile Search


7 FEB 2005 at 6:53pm

Crapstorm

Journeyman
Journeyman



Posts : 829
Joined: 18 FEB 2004

Status : Online
This puts me in mind of the New Coke advertising campaign back in the 1980s.

Profile Search
7 FEB 2005 at 7:40pm

strategic_test

Intergalactic Janitor
Intergalactic Janitor



Posts : 12
Joined: 26 JUL 2004

Status : Online
Originally Posted By Shany (7 FEB 2005 6:36pm)


ok, possible SPOILER here:

are you talking about the robot sequence?


Sorry,  I don't mean that sequence.
I agree that concerning such challenge, some players will enjoy and others don't.  
We have asked to a "veteran" adv games player (thanks Bonnie !), who typically dislike such sequence, some advice to make it less "painful".
At least, she had fun to see how to succeed it even she admit it will be hard for her.
Hope it will be Ok for most of you
 

In fact, I thought to something more mind challenging and typically adv.game. Official announce is for soon...  JA visitors will be among the first to be informed.

P.S : there is a clue in the Microids website, in News section...

Profile Search
7 FEB 2005 at 7:48pm

strategic_test

Intergalactic Janitor
Intergalactic Janitor



Posts : 12
Joined: 26 JUL 2004

Status : Online
Originally Posted By Crapstorm (7 FEB 2005 6:53pm)
This puts me in mind of the New Coke advertising campaign back in the 1980s.


Thanks Crapstorm.
Great post. I didn't knew this story (I am too young and from Europe to remember that). There are interesting comments about how the mistake in bad communication and interpreting focus/market research can kill a product renewal.
Anyway, it concludes that this event was an "happy accident" for the company



Profile Search
8 FEB 2005 at 1:19am
Deleted User
Originally Posted By strategic_test (7 FEB 2005 7:48pm)
Thanks Crapstorm.

Hi all,

I have nothing to add, really, I just wanted to see that "Thanks Crapstorm" line posted again. High entertainment, that!  ;^)

Speck



All Forums : [Adventure Games Forum] : Adventure Game Discussion > Microids to add actions elements in upcoming games

    Page 4 of 5 : « »

Jump to:
0 Members Subscribed To This Topic