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Topic: Run or not to run?

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29 DEC 2005 at 6:17pm

roamn

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I wonder if you guys like when the main character in 3rd person adventure games can run? Do you like it? Could you be without it?
We are talking about the situation when you can "quick" leave (enter new) scene by double-left-click, over the scenes you could only walk (middle fast walking, no tortoise walk), no running. So do you like running or, are you the same opinion as me, that running is not  necessary, and it could be even bad? Why? I think that running can make you just "run throught" the game, dont "feel" it, dont focus on it...? At least i feel this sometimes when i run in the adventura games.
What do you think about it ? Do you like the running?
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29 DEC 2005 at 7:30pm

Frank B

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When I start a new game, I usually set the walking pace to a realistic speed (if it is adjustable), but as I get to know the game, and walk through the same screens several times, I speed it up. If I can double click to leave quickly, or use a map, I will gladly do so. Especially when I am stuck, and have to walk around all over the place to try out every thing possible, I like to be able to travel quickly from place to place.
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29 DEC 2005 at 8:04pm

Terry Penrod

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.

It would have driven me nuts if you couldn't double click to get Kate Walker to run through the same screens over and over in Syberia 1 & 2 or to hurry April Ryan along in The Longest Journey.

Once an individual area has been thoroughly explored and all possible actions have been exhausted, why would anyone want to sepnd extra time crawling through a series of what then become pure transition scenes multiple times? Same goes for many, many RPGs where you have to pass through the same areas numerous times on various quests. Especially in the epic titles with huge, spawling game worlds, optional running and quick travel using a world map or other device are necessities IMO.

Cheers,  Terry  



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29 DEC 2005 at 8:18pm

Susan

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Originally Posted By Terry Penrod (29 DEC 2005 8:03pm)
It would have driven me nuts if you couldn't double click to get Kate Walker to run through the same screens over and over in Syberia 1 & 2 or to hurry April Ryan along in The Longest Journey.


Don't get me started [again] on Kate WALKer!  :


If I can't double click an exit to move on to the next screen, then yes, I do like the option to run.  Something like the ability to change the moving speed of your character that we saw in old Sierra games would be a very welcome feature to new games!

Related to what has been mentioned already, new games seem to feature many artistically beautiful screens that only exist so you can walk from one end to the next!  Not every screen needs to have a purpose, mind you, but sometimes there are more of these than screens that feature interactivity.  If I wanted to watch a character walk around for 10 minutes, I could do that myself and get some exercise.  But I'm playing games to avoid exercise - so unless it's some virtual reality thing hooked up to a treadmill where I'm doing the walking ... I say, let's get a move on here!  

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29 DEC 2005 at 8:55pm

Ivinia

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I think all 3rd person games should be set up like this:

left click walks to a spot
double left click runs to a spot
shift & double left click instantly transports you to a spot.


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29 DEC 2005 at 9:08pm

gail

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I love that third option!

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29 DEC 2005 at 11:14pm

Avatar

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run run run!   definitely run.

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29 DEC 2005 at 11:19pm

Andromus

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A do run run run a do run run.......yep, I'm for running. Doesn't seem to ruin the immersion thing for me like other things would, like skipping through dialogue by skimming through subtitles.


 


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30 DEC 2005 at 12:12am

Jenny100

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I definitely want to be able to run.
In boring locations, why stick around any longer than you have to?
I like a lot of scenery, even if there's nothing to do in some screens, because it gives a better feel for the environment. But I can still get a good look at it while I'm running I don't have to closely examine every screen every single time my character has to cross it. And running fast through a screen somehow seems more realistic than teleporting through it.

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30 DEC 2005 at 2:35am

Ivinia

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I dunno about that Jen.  What's the difference between 'teleporting' as you say and having a map that you click on and instantly getting zapped to a new location?  No one says you have to do it.  You can still walk....slowly...thru each screen....for the 100th time...


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30 DEC 2005 at 4:57am
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Originally Posted By Ivinia (29 DEC 2005 8:55pm)
I think all 3rd person games should be set up like this:

left click walks to a spot
double left click runs to a spot
shift & double left click instantly transports you to a spot.


I like it!  [smiley=thanks.gif]



30 DEC 2005 at 6:20am
Deleted UserDon't remind me about Kate and April, trudging along until I realised one could left double-click to get them moving faster.  :
 
oes any game have a use for the right mouse click? [smiley=umbrella_grin.gif]

30 DEC 2005 at 6:28am

Akril

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In games where you have to cover a lot of ground, running is definitely a good option to have. In a more localised environment (like a house or a large room), it isn't as important.

Torin's Passage solved the "endless walking"problem by giving you a shortcut option: right-click and your character would "teleport" to that location. The only time when this option wasn't available was in one of the volcanic mazes near the end, where you could only walk in straight lines so you didn't fall into the lava (which wasn't technically possible, but it still gives good advice to youngsters playing the game: Don't run around molten lava pools).
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30 DEC 2005 at 10:16am

roamn

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ok, so i gues you want totally freedom, the best resolution would be if the game included these options:

Left click-walk
Double left click-run
Double left left click on the  entry to a new scene (or double right click, or something else, that doesn't matter)-"teleport" to a new scene.

Am i right?
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30 DEC 2005 at 12:23pm

Elfstone

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Originally Posted By Ivinia (29 DEC 2005 8:55pm)
I think all 3rd person games should be set up like this:

left click walks to a spot
double left click runs to a spot
shift & double left click instantly transports you to a spot.


Nothing else to say. You hit the nail on the head. And yes, I'm endlessly pissed off by games that won't let you do that.
And if I may add: ALWAYS provide options to skip animations, especially if you have to otherwise watch those a hundred times over (hello, Moment of Silence, I'm talking to YOU!).  

[b]playing[/b]: Destination Treasure Island (done in two sittings, but it's nice), Syberia (ho-hum), Dracula: Last Sanctuary (on hold)&&[b]reading[/b]: even more study papers&&[b]listening to[/b]: [url=http://www.last.fm/user/Brax82/]this and that[/url], plus [url=http://www.musicovery.com/]Musicovery[/url]&&[b]TV favorites[/b]: (currently) Pushing Daisies, Chuck, Journeyman (cancelled! grrr...), Heroes&&
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30 DEC 2005 at 2:52pm

Aya

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Originally Posted By roamn (30 DEC 2005 10:16am)
Left click-walk
Double left click-run
Double left left click on the  entry to a new scene (or double right click, or something else, that doesn't matter)-"teleport" to a new scene.

this is the ideal situation for me... i don't care about teleporting within the same screen, but from one screen to another... when i start a game i prefer doing things slowly, but when i am backtracking or trying to solve a puzzle i want movement to be fast... everyone is talking about april and kate, apparently forgetting/not knowing the horrors of feeble and simon! if you've lived thru that torment you would think april and kate where incarnations of speedy gonzales!
(oh and btw, running alone sometimes is not enough and teleportation is essential - remembering the final puzzle in moment of silence... :
)

also, the ability to skip dialogs and cutscenes is 100% necessary... same goes for the ability to pause dialogs and cutscenes... there's nothing more frustrating that watching a cutscene and being interrupted halfway thru it, and then having to watch it all over again...

and, btw, developers, PLEASE, when you have to talk to some person several times during a game do NOT have him do smth and then wait for him to stop what he is doing every time you want to talk to him........ (discworld noir anyone?)

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30 DEC 2005 at 6:17pm

jalex

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I like to walk slow when I am playing a new area in a game but it's very nice to be able to run through an area when replaying certain areas as well.


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30 DEC 2005 at 6:41pm

Susan

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What's a "double left left click?"

How many times are we clicking that button?!  

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31 DEC 2005 at 12:02am

Andromus

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Originally Posted By Susan, the Saggitarius babe (30 DEC 2005 6:41pm)
What's a "double left left click?"

How many times are we clicking that button?!  


Grumble grumble.....turning my adventure game into a frelling Dance Dance Mix Revolution with the mouse.....


Seriously, double clicking should always let you run to a spot or leave the scene if you've selected an exit. It should be a standard, but seems to be implented spottily.

Originally Posted By Aya (30 DEC 2005 2:52pm)

and, btw, developers, PLEASE, when you have to talk to some person several times during a game do NOT have him do smth and then wait for him to stop what he is doing every time you want to talk to him........ (discworld noir anyone?)


Yes! Thinking of that fisherman/storyteller guy in The Longest Journey.  >



 


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1 JAN 2006 at 5:04pm
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Originally Posted By Andromus (31 DEC 2005 12:02am)

Originally Posted By Aya (30 DEC 2005 2:52pm)

and, btw, developers, PLEASE, when you have to talk to some person several times during a game do NOT have him do smth and then wait for him to stop what he is doing every time you want to talk to him........ (discworld noir anyone?)


Yes! Thinking of that fisherman/storyteller guy in The Longest Journey.  >



Yes!  That is a particular trait of many adventure games that I loathe, and the old fisherman in TLJ is a prime culprit.  Whenever a scripted event is going on screen (for example, a crusty old fisherman who takes about 75 years to take out a friggin' pipe), EVERYTHING has to come to a dead halt until that action is completed.  Not only is that not realistic, but it's incredibly annoying.  Those trips to the pier in TLJ wouldn't have been quite so painful if the guy could've talked while he moved.  Or at least if April could've talked and/or moved while the pipe was being taken out.  The Syberia games had similar issues.  

What really eats my cheese is that it just seems so... avoidable.  Okay, I know basically nothing about programming, but isn't there some way to design an adventure game that allows characters to walk and chew bubblegum at the same time?


1 JAN 2006 at 8:26pm

Jenny100

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Originally Posted By Ivinia (30 DEC 2005 2:35am)
I dunno about that Jen.  What's the difference between 'teleporting' as you say and having a map that you click on and instantly getting zapped to a new location?  


One difference is that you don't usually have a map to click on for each and every screen you have to pass through. I have played some games where there was only one screen per location, and you moved between them with a map. These games had a very discontinuous gameworld IMO, and didn't seem like they were taking place in a fully realized location. A game's setting is as important for me as the characters or anything else.

No one says you have to do it.  You can still walk....slowly...thru each screen....for the 100th time...


But I don't want that either. I'd rather run through the screen - and I don't mean that slowpoke jog Kate Walker insisted on doing. If the character can't get across the screen in less time than it takes me to say, "Come on, dragbutt. Move your meat," they're moving too slow. I like staying in the game environment as much as possible, but I can be as impatient as the next person.

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1 JAN 2006 at 9:02pm

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My suggestions, questions, and "likes":
  • How about this: you can run (either by double-clicking the Left mouse button, or holding down the Shift key, Left-clicking and holding it down, or whatever configuration one prefers), but only after one has exhausted all "trigger spots" in that location. The question: would it make the game seem too linear because one could only run after exhausting triggers and collected needed inventory items?

  • Another scenerio: after performing the tasks necessary to "Go To" a particular location, I love "Map Teleportation", a la Shivers 2, Gabriel Knight 3, Still Life (although the game not so much - and still need to get it out to Wimli. Sorry, Wim. I was in a wreck and couldn't do much of anything but my work), Gilbert Goodmate, some Nancy Drew games, Black Dahlia, and since I've seen the movie Casablanca lately, I relish the old '30's-movie "Travelogue"-style of map - the line of the path taken filled in as one goes along

  • Question: Can anyone remember any games they have played wherein you cannot "Run" until you have exhausted all opportunities to discover and perhaps collect items, trigger hot spots, etc., only by "Walking" first? There must some, but I just can't remember
In short:

I like running, but I walk first to make sure I don't miss anything the first, second, third, or even fourth time (or more) through a particular location.

Does anyone think that if you automatically are allowed to "Run" at any time, that this may give the wrong impression that:

1) There is nothing else to do from Point A to Point B (or C or D or E, et. al.), and may seemingly make the game too linear (i.e., one cannot "Run" until one has exhausted that screen of all details)

2) Too hard (i.e., if one has "Ran" through the game from the onset, they may possibly miss many things they have to go back and retrive or trigger)

3) Or just too easy (as in, "Trying to finish the game as fast as possible"


I like teleporting maps after one has discovered locales through other pathways. To me, there is a certain romantic feel about them, and definitely make the game less tedious.

Developers and artists put a lot of work into locales, and I like to look very closely at every scene. But not over and over and over when I have seen or done all that there is to see, collect, or do.

Please proofread your posts carefully to see if you any words out.


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1 JAN 2006 at 9:31pm

Caroline

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I too like to saunter and take a good look around when I'm first in a new place.  Then I get terribly impatient and fed up if I have to keep walking back and forth to do/get/see things.  Some form of rapid transport is very welcome.

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1 JAN 2006 at 10:38pm

Elfstone

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Originally Posted By Mark (1 JAN 2006 9:01pm)
My suggestions, questions, and "likes":
  • How about this: you can run (either by double-clicking the Left mouse button, or holding down the Shift key, Left-clicking and holding it down, or whatever configuration one prefers), but only after one has exhausted all "trigger spots" in that location. The question: would it make the game seem too linear because one could only run after exhausting triggers and collected needed inventory items?

Yeah, I think the problem with this idea is that you'd know when you have triggered everything. And how should the protagonist know when he/she can run and when not?


  • Another scenerio: after performing the tasks necessary to "Go To" a particular location, I love "Map Teleportation", a la Shivers 2, Gabriel Knight 3, Still Life (although the game not so much - and still need to get it out to Wimli. Sorry, Wim. I was in a wreck and couldn't do much of anything but my work), Gilbert Goodmate, some Nancy Drew games, Black Dahlia, and since I've seen the movie Casablanca lately, I relish the old '30's-movie "Travelogue"-style of map - the line of the path taken filled in as one goes along

  • I like maps, too. In some games it is necessary, because the locations are not linked. But even if they are, those should have map teleportation if the distance between the locations is very long.


    I like running, but I walk first to make sure I don't miss anything the first, second, third, or even fourth time (or more) through a particular location.

    Same here. I walk the first time around, because it feels more realistic to do so. If there's a situation in which running makes sense - even if you are there for the first time - I want to have the option to do that or otherwise I don't feel immersed. Like, a bomb in a building for example. I'd run around even if I have all the time in the world...

    Developers and artists put a lot of work into locales, and I like to look very closely at every scene. But not over and over and over when I have seen or done all that there is to see, collect, or do.

    Exactly. I think one owes it to the designers to look at everything closely, watch the little details, take in the atmosphere and/or the mood of the scenery. But if you walk through the same place for the tenth time you should be able to speed up that process a little bit. I understand that in some games teleportation doesn't make sense and feels out-of-context - although I don't mind that, personally - but at least let me run. I hate to drag the game in every time we talk about these things, but The Moment of Silence...if I couldn't have run in that game I would have become nuts before I finished it...
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