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Topic: Scratches an A!?  Yeah right!

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All Forums : [Adventure Games Forum] : Adventure Game Discussion > Scratches an A!?  Yeah right!
18 JUL 2006 at 6:46am

BazzaLB

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Originally Posted By shadow9d9 (17 JUL 2006 5:07pm)
Originally Posted By Lady Kestrel (17 JUL 2006 4:45pm)
Shadow9d9,
You can put your spoilers in a spoiler box, like this:
Spoiler AlertHidden message here.
Just click the question mark above the reply box and type between the words.  To view it, just highlight the text.


Ah, never knew how to do that.  Thanks.


I didn't know at first either.. I worked it out for myself though based on logic.. Maybe thats why some people think finding the sander was a complete pixel hunting nightmare and others didn't.  Like me for instance!


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18 JUL 2006 at 1:58pm

shadow9d9

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Originally Posted By Bazza (18 JUL 2006 6:46am)
Originally Posted By shadow9d9 (17 JUL 2006 5:07pm)
Originally Posted By Lady Kestrel (17 JUL 2006 4:45pm)
Shadow9d9,
You can put your spoilers in a spoiler box, like this:
Spoiler AlertHidden message here.
Just click the question mark above the reply box and type between the words.  To view it, just highlight the text.


Ah, never knew how to do that.  Thanks.


I didn't know at first either.. I worked it out for myself though based on logic.. Maybe thats why some people think finding the sander was a complete pixel hunting nightmare and others didn't.  Like me for instance!



Someone sure thinks a little too much of themselves...

Considering I had no reason to bother looking, as saying "minor spoilers ahead" is plenty enough warning... I never did.

If you think pixel hunting makes you logical, I feel sorry for you...but if you need that feeling of being special, you could brag to your friends(or lack thereof) about finding the sander!  I am sure they will be super impressed!
Disclaimer:&&&&Please do not take my opinions personally.  I have strong opinions that may differ harshly with other popular opinions.  I also have a rather direct way of expressing them.  Keep this in mind when reading and do not get upset!

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18 JUL 2006 at 7:22pm

SirDave

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Before I make any further comments, I want to make it perfectly clear that I have always had a lot of respect for the Scratches game- there were so many things that were done right. I'm just hoping that with future games some of the rough edges are smoothed over.

That said, the main broad problem I had with Scratches was the logic issue. The way I look at it, a game needs to keep the trust of the player. That is, that the player needs to have reasonable assurance that the logic of the common man/woman will be at play so that for instance, in the case of Scratches, searching of the house initially and the results of it are largely what a reasonable person doing certain things would expect. Things started off so nicely for me in the game and then, bang-bang-bang, I was hit by illogical results or lack thereof for my efforts such that I didn't feel that reasonable logic was at play, at least for me. Perhaps, it's partly my problem; I don't know for sure, but it seems that others felt the same way.

So, when I was led to believe that I should go to town for the candles only to find that the car was dead and then was told I should search the house (for the third time in my case) for them only to find they were never there to begin with and then I was told I couldn't go to bed until I found the source of the scratching, but when I did find it was downstairs, presumably in the basement, but for some inexplicable reason I couldn't now go down there, but could go back to bed, I got real frustrated, enough to give the challenge up indefinitely.

The future ain't what it used to be!


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18 JUL 2006 at 8:39pm

shadow9d9

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Originally Posted By SirDave (18 JUL 2006 7:22pm)
Before I make any further comments, I want to make it perfectly clear that I have always had a lot of respect for the Scratches game- there were so many things that were done right. I'm just hoping that with future games some of the rough edges are smoothed over.

That said, the main broad problem I had with Scratches was the logic issue. The way I look at it, a game needs to keep the trust of the player. That is, that the player needs to have reasonable assurance that the logic of the common man/woman will be at play so that for instance, in the case of Scratches, searching of the house initially and the results of it are largely what a reasonable person doing certain things would expect. Things started off so nicely for me in the game and then, bang-bang-bang, I was hit by illogical results or lack thereof for my efforts such that I didn't feel that reasonable logic was at play, at least for me. Perhaps, it's partly my problem; I don't know for sure, but it seems that others felt the same way.

So, when I was led to believe that I should go to town for the candles only to find that the car was dead and then was told I should search the house (for the third time in my case) for them only to find they were never there to begin with and then I was told I couldn't go to bed until I found the source of the scratching, but when I did find it was downstairs, presumably in the basement, but for some inexplicable reason I couldn't now go down there, but could go back to bed, I got real frustrated, enough to give the challenge up indefinitely.



Exactly.. well said... I wouldn't have a problem with the game being given an A, but NONE of the pro adventure websites pointed out these potential flaws... that is my problem here.. people have should have forewarning that the game expects you to play without much direction given.. some people don't mind that.. some people, will get frustrated at this minimalist approach.
Disclaimer:&&&&Please do not take my opinions personally.  I have strong opinions that may differ harshly with other popular opinions.  I also have a rather direct way of expressing them.  Keep this in mind when reading and do not get upset!

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18 JUL 2006 at 8:41pm

nytimesguy

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Originally Posted By Bazza (18 JUL 2006 6:46am)
Originally Posted By shadow9d9 (17 JUL 2006 5:07pm)
Originally Posted By Lady Kestrel (17 JUL 2006 4:45pm)
Shadow9d9,
You can put your spoilers in a spoiler box, like this:
Spoiler AlertHidden message here.
Just click the question mark above the reply box and type between the words.  To view it, just highlight the text.


Ah, never knew how to do that.  Thanks.


I didn't know at first either.. I worked it out for myself though based on logic.. Maybe thats why some people think finding the sander was a complete pixel hunting nightmare and others didn't.  Like me for instance!


Did you base it on logic, or on observation and experimentation, which is different.  Logic would be if you looked at the list of icons and said to yourself, logically the proper icon to indicate spoilers would be that question mark.  On the other hand, if you moused over each icon to see what they did, that was just observation and experimentation.  The latter is what is required in pixel hunting, which does not require much in the way of logic, for the most part (unless you pixel hunt in a specific area because logically you know something must be right there)..
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18 JUL 2006 at 10:03pm

Susan

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I guess I'm not seeing it.  I tried to see it and have read this thread over and over and over and over and delayed commenting until I had something to comment, but I'm still not seeing it.  I even thought this game was more logical than ones I had played in the past.  I only really got stuck on day 3 and many times found I had done something ahead of, or in a different order than, what the Nucleosys team "thought" players would do.  Playing the Nancy Drew games and making much use of Nancy's telephone I guess played into this game, as I got used to calling up Jerry a 2nd or 3rd time to make sure everything had been said.  You can click on all items in inventory with the magnifying glass to get a description of them, which provides an idea of what does what and can be used in other areas.

The flaws that were supposedly ommitted from reviews didn't appear as flaws to me when I was playing the game, so to me I see why they were ommitted, because to some people they didn't exist.  

I miss my Bubba: 1986 - 2006.


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18 JUL 2006 at 10:27pm

shadow9d9

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Originally Posted By Susan (18 JUL 2006 10:03pm)
I guess I'm not seeing it.  I tried to see it and have read this thread over and over and over and over and delayed commenting until I had something to comment, but I'm still not seeing it.  I even thought this game was more logical than ones I had played in the past.  I only really got stuck on day 3 and many times found I had done something ahead of, or in a different order than, what the Nucleosys team "thought" players would do.  Playing the Nancy Drew games and making much use of Nancy's telephone I guess played into this game, as I got used to calling up Jerry a 2nd or 3rd time to make sure everything had been said.  You can click on all items in inventory with the magnifying glass to get a description of them, which provides an idea of what does what and can be used in other areas.


The flaws that were supposedly ommitted from reviews didn't appear as flaws to me when I was playing the game, so to me I see why they were ommitted, because to some people they didn't exist.  



Well, anyone could review a game and claim the flaws never existed because they are so experienced, it didn't bother the... but if someone is reviewing on a site for other gamers to read and base their buying decisions upon, it would be prudent to point out these issues-such as the Runaway review here...

If the Scratches creators ignore the lack of direction/feedback, they will be down quite a few customers by next game... Not every potential buyer of the game will have as much experience as you in adventure games.. they, like us, will be turned off by such gameplay...

When review sites like this ignore mentioning these issues, they risk turning off potential newcomers to the genre... it only takes one bad game to sour people sometimes... example:  After being introduced to her first 1st person game-Riven, she was and remains completely turned off to all 1st person adventures... though she very much likes 3rd person adventures... you do the whole genre a disfavor just because you personally are experienced enough not to be bothered by a lack of feedback/etcetc...
Disclaimer:&&&&Please do not take my opinions personally.  I have strong opinions that may differ harshly with other popular opinions.  I also have a rather direct way of expressing them.  Keep this in mind when reading and do not get upset!

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18 JUL 2006 at 11:06pm

BazzaLB

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Originally Posted By nytimesguy (18 JUL 2006 8:40pm)

Did you base it on logic, or on observation and experimentation, which is different.  Logic would be if you looked at the list of icons and said to yourself, logically the proper icon to indicate spoilers would be that question mark.  On the other hand, if you moused over each icon to see what they did, that was just observation and experimentation.  The latter is what is required in pixel hunting, which does not require much in the way of logic, for the most part (unless you pixel hunt in a specific area because logically you know something must be right there)..


Here's what I did...

most codes on these boards are basic tags.. all tags start and end with the same concept.. [tag]content[/tag]. Most of them are fairly logical. hence, a simple
Spoiler Alertwith spoiler content
seemed "logical" to me. I even came up with the idea of how to show my spoiler tags without them becoming a spoiler by logic and trying a code tag. Others may have pixel hunted.

You see, everyone approaches these things differently. Whats logical to one, may not be logical to another. The pixel hunting example for instance. You come across a conundrum, you figure some possible things that might help.. hmmm.. a sander perhaps... where would I find one of those.. so you go looking... Perhaps other people simply go looking in every room first for all inventory items without knowing what sort of things they are looking for. One would be a pixel hunting nightmare, the other less so.

if working things out for yourself without asking on this board and disagreeing with shadow9d9 means I think a lot of myself, then I guess I'm guilty.  


EDIT3: I really can't decide what to write here, so this is the third edit. I think shadow9d9's response lacked a little maturity, but obviously they felt insulted by my response, which wasn't the intention, so I guess I'll apologise for giving you the impression I was attempting to insult your intelligence. I wasn't, I was simply trying to show that different people see things differently and that logic sometimes plays a part in attempting to find things (as I tried to describe above).

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18 JUL 2006 at 11:51pm

Terry Penrod

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Personal experience, personal abilities and personal tastes momentarilly aside, every good game reviewer should strive to be objective, realistic, accurate, thorough and most of all honest about system requirements, technical bugs, controls / interface / gameplay mechanics, player options, and relative degree of difficulty. Most everything else including length (because it is directly tied to player experience / ability) is subjective.

Measuring the relative degree of difficulty however really is not all that subjective. It is done all the time by educators and testers at every level. So it should not be too hard to apply the same basic principles to interactive games for knowlegable people who understand the various levels of challenge presented in the genres they review and who have a realistic grasp of the average intelligence, aptitude and experience of the people that play those games.

A good reviewer never allows his or her own relative level of INT / APT / XP color their judgement of these things and they are always mindful that personal tastes / preferences vary from person to person. They keep in mind that their reviews will be read by a wide variety of people including novices - who are most in need of honest, accurate guidance, and who the writer can never presume to possess extraordinary skills.

However, with proper wording, even the most complex game concepts and technical issues can be expressed in a way that even the most casual gamer of average intelligence can understand. This does not mean the reviewer must only use simple language but it does require that they explain obscure terms, offer references when indicated and not make too many assumptions about the reader.

Regarding Scratches, I finally bought, installed and started playing it several weeks back. Although I have yet to complete the game due to some recent interruptions, I have not found too many illogical spots or any real deadends. Of course, I had already played the demo, read all the forum comments in detail and have more than a little experience with first person puzzlers. But that only applies to me. It does not address anyone who doesn't fit the same profile and it certainly doesn't cover novices and casual players who lack experience and in some cases, have less aptitude for and/or interest in such things.

In other words, I believe that game reviewers should be thoughtful of potential readers who fall into those categories and not simply focus on personal impressions, personal tastes, personal level of experience, etc. They need to expand their frame of reference to include all portential players and keep them in mind when composing their pieces - no matter what they think a game is "worth" or whether it appeals to them or not.

Cheers,  Terry  



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19 JUL 2006 at 12:21am

BazzaLB

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Originally Posted By Terry Penrod (18 JUL 2006 11:51pm)
. Measuring the relative degree of difficulty however really is not all that subjective. It is done all the time by educators and testers at every level. So it should not be too hard to apply the same basic principles to interactive games for knowlegable people who understand the various levels of challenge presented in the genres they review and who have a realistic grasp of the average intelligence, aptitude and experience of the people that play those games.


So a single reviewer, not blessed with generations of research is supposed to grasp how other individuals think...

I've been on these boards for years and years and years and I still can't understand how some people think or what some people will find illogical or logical or easy or nightmarish or any other variant of difficulty you'd like to name.


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19 JUL 2006 at 12:30am

Ugur

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Shadow, I completely understand how you were frustrated with the game by your experience. But I don't think reviewers would deliberately leave out problems and produce misleading articles.

Consider my experience with Scratches. (It has been a few months, so I am sure this won't be completely accurate). I remember hurrying up and trying to get rid of my character's bags since he complained about that. So I remember finding the bedroom and the phone number very quickly. I think I was specifically looking for a place to drop the bags which I assumed would advance the story so I didn't search every little corner thoroughly. Once I had the phone, I called back the friend as often as possible, it was absolutely certain I wasn't getting any more info out of him. So in my case, the game did guide me to the quest for candles.

Regarding the night where you searched for the source of the noise... I remember eventually finding it and understanding I couldn't go to the basement. Sure, I'll definitely agree that it wasn't clear exactly what you had to do. But what are the options? It's the middle of the night, it's too dark to go into the basement, I have no other source of light. I can barely find my way around the house. The car is broken, I cannot leave. What's left to do? Go back to the room, try to go back to sleep and pray whatever is in the basement doesn't find a way out. It was ultimately the only thing that made sense to me.

As you can see, I did not encounter the problem that gave you so much frustration to the extent you described. Nevertheless, in my own review for this game, I did write the following: "Unfortunately, it may not always be clear where Michael needs to go next. Overlooking a small clue can lead to some unnecessary wondering around the house. Thankfully, this does not seriously take away from the gaming experience and does not lead to unreasonable amounts of backtracking." Note that last sentence, it points out how the problem wasn't severe for me.

I think it would be entirely possible that other reviewers played through the game without having an issue with this at all. That means the only way you can point out the problem is if you go back and think through how others may interact with the game. Terry is making a good point in that regard, but remember that it can be difficult to do sometimes.

After all, you have already solved the puzzles, you know how the game works, and you understand what kind of approach is required. When you have the answers, it is sometimes hard to go back and think through what the experience might be like for others. Sure, Terry, people in education do it all the time. But despite best efforts, you may not always succeed. And I think it's unfair to expect reviewers to be complete experts in human behavior when it comes to interacting with games.

So bottom line of this long post, I think we should try to give reviewers the benefit of the doubt. There is a great chance they may have never encountered what is considered a huge problem to someone else. Or maybe they experienced it at such a diminished level that they didn't deem it important enough to mention in the article. And it is also quite possible that a reviewer might focus on different aspects of the game. Of course, it's ideal to cover every element that might be important to the consumer, but it is all too possible to inadvertently leave things out sometimes. Maybe my perspective is not unbiased as I write game reviews myself, but nevertheless, I find it hard to believe that any self-respecting reviewer would leave out important problems deliberately.

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19 JUL 2006 at 12:59am

SirDave

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Originally Posted By Ugur (19 JUL 2006 12:30am)
Regarding the night where you searched for the source of the noise... I remember eventually finding it and understanding I couldn't go to the basement. Sure, I'll definitely agree that it wasn't clear exactly what you had to do. But what are the options? It's the middle of the night, it's too dark to go into the basement, I have no other source of light. I can barely find my way around the house. The car is broken, I cannot leave. What's left to do? Go back to the room, try to go back to sleep and pray whatever is in the basement doesn't find a way out. It was ultimately the only thing that made sense to me.


Glad you brought this up because, on the contrary, it was a prime example of arbitrary rather than logical directions given the player. You say 'it's too dark to go into the basement, I have no other source of light.' Check again! While looking for the source of noise, if you go upstairs where there is only outside light, it is more than enough to search the rooms where the bricks and other junk is. Now, if you happen to check the basement (before or after you're not able to), note that there are windows along the upper wall to the outside. Why is there enough light to search the rooms, but all of a sudden, it's too dark to go to the basement. You see, I don't mess around when I play these games, I take good notes and check everything. First, to make the 'it's too dark' excuse work, those basement windows shouldn't have been there and second, it made no sense to make a the basement door impassable when it had been passable earlier. That's just arbitrary crazy-making!

And as far as going back to bed goes, sure, it may have been the only alternative and 'ultimately the only thing that made sense to' you, but it didn't make any sense to me that I couldn't go to bed until I found where the noise was coming from, but I couldn't do anything about it when I did find out and then, miraculously, I can go back to bed! Would anybody be able to sleep under those circumstances? It would have been far better to have alowed the player to go to the basement and not immediately find anything and then have Michael notice that 'the noise seemed to have stopped and I now began to think it might have been my imagination'- then I might consider going back to sleep.....logically.



The future ain't what it used to be!


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19 JUL 2006 at 1:18am

Terry Penrod

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Originally Posted By Bazza (19 JUL 2006 12:21am)

Originally Posted By Terry Penrod (18 JUL 2006 11:51pm)
.
Measuring the relative degree of difficulty however really is not all that subjective. It is done all the time by educators and testers at every level. So it should not be too hard to apply the same basic principles to interactive games for knowlegable people who understand the various levels of challenge presented in the genres they review and who have a realistic grasp of the average intelligence, aptitude and experience of the people that play those games.


So a single reviewer, not blessed with generations of research is supposed to grasp how other individuals think...

I've been on these boards for years and years and years and I still can't understand how some people think or what some people will find illogical or logical or easy or nightmarish or any other variant of difficulty you'd like to name.



Of course not Bazza. But there are standard methods for grading the relative difficulty of puzzles, math problems, language comprehension challenges, situational dilemmas, hand/eye coordination tests, color / sound recognition exams, etc. of every kind. School systems, vocational testers, military trainers and others do it every day for test subjects of every type of every age from every background and so can astute game reviewers.

Now, this should been done as a coordinated effort by all the related editors, reviewers, game publishers and other involved parties to assure that as close to a universal standard is applied evenly throughout the industry and the media.  

Not just school systems and trainers, API and UPI have a very detailed set of standards for all sorts of things that serve as guidelines for a whole spectrum of writers, journalists, marketers, PR professionals, etc. Broadcasters also have a set of standards and practices to follow. Hardware makers and designers of all kinds have accepted specs to follow as well as government standards to abide by, etc.

The interactive game industry isn't quite in the same league yet but it is quickly getting there and several related organizations already exist that could be expanded to cover a variety of associated professions - including certain aspects of game rating / reviewing.

It really isn't all that far-fetched to think that this type of standard won't be developed in the future. It cannot however employ any existing template "as is" though, because interactive games are a whole new ball of wax and they require a broader set of expertise to create and rate than passive forms of entertainment.

But many of the elements commonly used in games are closely related (if not identical) to other well established areas where reliable standards do exist. Borrowing from them, adapting as necessary and applying them appropriately is hardly that odd an idea - especially in light of the phenomenal growth in the size, scope and popularity of games on a global scale in the past decade. So why can't we imagine that specific game components (like puzzles, level of complexity and even action elements) could someday be rated using a universal set of standardized tools?

We already have a basic set of hardware and software requirement specs that use common terms and an age / maturity rating system. Professional API and UPI writing standards can also be applied as is. Adding one more common standard wouldn't be all that hard and in fact it would be very helpful for many publishers, editors and reviewers when rating game difficulty and relative playtime estimates.

Expanding that usage to independent web sites and their voluntary writers would then be a snap. Just download the tables, charts, guidelines, etc., apply them as needed and you're done. These of course would need to be updated as often as necessary to cover innovations / new developments but that's just part of the ongoing process and it's already standard practice in every other industry.

Cheers,  Terry  



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19 JUL 2006 at 1:22am

Ugur

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Sir Dave, I don't mean to argue the point that it wasn't exactly clear. I am sure you are right about the light situation, I played the game in February and honestly don't remember it perfectly. I was just trying to explain what I might do in a situation like that. When there are no means to leave and for whatever logical or illogical reason you can't proceed, what can you do? If it were me I too would probably eventually go to my room, try to barricade the door so nobody else can come in, and hope for the best.

I don't mean to dismiss something that is obviously giving you much frustration. Just pointing out that there might be a different way to look at it. And it somehow worked well enough for me not to be that much of a bother.

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19 JUL 2006 at 2:46am

Susan

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Originally Posted By shadow9d9 (18 JUL 2006 10:27pm)
Well, anyone could review a game and claim the flaws never existed because they are so experienced, it didn't bother the... but if someone is reviewing on a site for other gamers to read and base their buying decisions upon, it would be prudent to point out these issues-such as the Runaway review here...

If the Scratches creators ignore the lack of direction/feedback, they will be down quite a few customers by next game... Not every potential buyer of the game will have as much experience as you in adventure games.. they, like us, will be turned off by such gameplay...

When review sites like this ignore mentioning these issues, they risk turning off potential newcomers to the genre... it only takes one bad game to sour people sometimes... example:  After being introduced to her first 1st person game-Riven, she was and remains completely turned off to all 1st person adventures... though she very much likes 3rd person adventures... you do the whole genre a disfavor just because you personally are experienced enough not to be bothered by a lack of feedback/etcetc...

I do not consider myself to be an experienced player ... at all.  
ifferent players have different experiences while playing.  It was most likely the mindset I had while playing this game.  More of an attempt to sit and think about what needed to be done, but I don't always do that, and the next game I play might have me just as frustrated.  Usually I can agree with somebody or get what's being said ... just not this time.  [smiley=shrug.gif]

I miss my Bubba: 1986 - 2006.


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19 JUL 2006 at 2:54am

shadow9d9

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Originally Posted By Bazza (19 JUL 2006 12:21am)
Originally Posted By Terry Penrod (18 JUL 2006 11:51pm)
. Measuring the relative degree of difficulty however really is not all that subjective. It is done all the time by educators and testers at every level. So it should not be too hard to apply the same basic principles to interactive games for knowlegable people who understand the various levels of challenge presented in the genres they review and who have a realistic grasp of the average intelligence, aptitude and experience of the people that play those games.


So a single reviewer, not blessed with generations of research is supposed to grasp how other individuals think...

I've been on these boards for years and years and years and I still can't understand how some people think or what some people will find illogical or logical or easy or nightmarish or any other variant of difficulty you'd like to name.



It isn't just one reviewer.. it is every single reviewer from the pro-adventure websites-adventuregamers, gameboomers, justadventure, etc...  The Runaway example is the best I could find because there are 2 reviews.. one points out the excessive pixel hunting in obscure locations and one doesn't... I believe the one honest enough to point out the excessive pixel hunting to be far more helpful...
Disclaimer:&&&&Please do not take my opinions personally.  I have strong opinions that may differ harshly with other popular opinions.  I also have a rather direct way of expressing them.  Keep this in mind when reading and do not get upset!

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22 JUL 2006 at 1:05am

RyuRanX

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I really enjoyed playing Scratches. It had a nice graphics, sound, story, great atmosphere and some interesting puzzles.

Three days ago I found a game called "5 Days a Stranger". It was developed on 2003 by an adventure fan using the old AGS engine. The game is awesome, and I could see that Scratches was HEAVLY inspired in 5 Days. There's so much things that looks the same that I don't think its only coincidence. Also, it has a great midi soundtrack and I almost cried in the ending... it's damn good !!!

Search for the game and download it (it's freeware, about 1,5 mb - It worth ^^).
Lets talk about it !!!

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22 JUL 2006 at 3:16am

shed22

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I guess I'll toss my two cents in here.  I've written a dozen or so reviews, and have played Scratches at least thrice so far.  I loved the game and would have reviewed as an 'A+' (I didn't review the game because Inferno's review was so brilliant that I didn't think I could improve upon it or even equal it.) In all my reviews, I state my opinion and then attempt to explain why I feel what I feel by using examples and some reasoning.  Most of the problems mentioned above were at least part of the game (Although not to the extremes that some have suggested.) but I didn't care.  I played the game; took notes for a review; played it again; and realized the few and very minor difficulties were simply not important.  The game's story, mood, atmoshere, graphics, playabilty, and the ending were of such quality that any little problems had no effect on the worth or enjoyability of the game. That would have been my opinion.  I probably would not have mentioned the minor glitches at all.

A review is just that; an opinion.  To declare that someone from Southeast Michigan; someone from Texas; and someone from Europe all had some secret, vested, interest in saving Adventure Gaming by writing a positive review for a game from England developed by an gentleman I don't even know is, at best, a bit of a reach.

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22 JUL 2006 at 6:55am

jujigatame

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A review is just that; an opinion.  To declare that someone from Southeast Michigan; someone from Texas; and someone from Europe all had some secret, vested, interest in saving Adventure Gaming by writing a positive review for a game from England developed by an gentleman I don't even know is, at best, a bit of a reach.


Don't be silly, nobody is saying that.  All I'm saying is that sometimes when you're starved for a good game experience, you are more willing to overlook the deficiencies in the product because your desire to enjoy the experience takes over.

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22 JUL 2006 at 2:03pm

shadow9d9

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Originally Posted By shed22 (22 JUL 2006 3:16am)
I guess I'll toss my two cents in here.  I've written a dozen or so reviews, and have played Scratches at least thrice so far.  I loved the game and would have reviewed as an 'A+' (I didn't review the game because Inferno's review was so brilliant that I didn't think I could improve upon it or even equal it.) In all my reviews, I state my opinion and then attempt to explain why I feel what I feel by using examples and some reasoning.  Most of the problems mentioned above were at least part of the game (Although not to the extremes that some have suggested.) but I didn't care.  I played the game; took notes for a review; played it again; and realized the few and very minor difficulties were simply not important.  The game's story, mood, atmoshere, graphics, playabilty, and the ending were of such quality that any little problems had no effect on the worth or enjoyability of the game. That would have been my opinion.  I probably would not have mentioned the minor glitches at all.

A review is just that; an opinion.  To declare that someone from Southeast Michigan; someone from Texas; and someone from Europe all had some secret, vested, interest in saving Adventure Gaming by writing a positive review for a game from England developed by an gentleman I don't even know is, at best, a bit of a reach.



Huh?  When people like a genre and not many games come out for it, they tend to overrate the game out of starvation for it... It is a well known phenomena...  It doesn't matter WHERE they are from... Sometimes I reeeeally have to wonder about some of the people who post on these forums...
Disclaimer:&&&&Please do not take my opinions personally.  I have strong opinions that may differ harshly with other popular opinions.  I also have a rather direct way of expressing them.  Keep this in mind when reading and do not get upset!

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22 JUL 2006 at 2:28pm

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So it's not a conspiracy.  It's just that every positive reviewer of this game just has an irrational mental mindset.

:


You know, if you have a different opinion, that's fair.  But this whole "adventure game sites are biased because they liked a game more than me" is becoming a really really old routine by now.
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22 JUL 2006 at 3:56pm

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One thing to note is that people who specialize in reviewing a specific genre are often extremely good at those games.  I play all sorts of games, and I don't play any of them as well as reviewers.  A reviewer will say, "this FPS was of moderate difficulty and I finished it in 10 hours" and I will die over and over and take 20 hours to finish.  A reviewer will say, "this strategy game lacks the necessary depth and can be easily beaten with a few basic techniques" and I won't be able to win a single battle.  A reviewer will say, "the puzzles in this adventure game are brain-dead simple" and I'll need a walkthrough for the entire thing.

So usually, in my experience, most reviewers have less trouble with games than I do.  So I take everything with a grain of salt.

But even though reviewers breeze through things I can't get by, I have also on occassions had no problem with something that a critic ranted about.  We all have particular skills, particular approaches and particular ways of looking at the world that will work with some challenges and not with others.

In terms of adventure games, some things I think should always be mentioned, like pixel hunting, because one can say objectively if a game has a lot of pixel hunting, even if people disagree about whether that's a bad thing.  Whether puzzles are logical is trickier, because some puzzles that strike me as illogical make perfect sense to other people.  Saying how difficult a game is is utterly impossible.  As for the theory that puzzle difficulty can be quantified, I would say, not if it's a good game.  If it's a bad game full of unoriginal puzzles then yes, you could give it a difficulty rating, but if the game asks you to think outside of the box, well, how do you measure the difficulty of thinking outside of the box?  I don't think acamedicians have "think outside the box" tests.  Even if they did, my box is not your box.

As for all critics seeming to overlook obvious flaws in a game, that's criticism.  I've seen dreadful movies I thought were terribly written and directed that received universally glowing reviews.  It's annoying, but it's just a part of life, like death, taxes and pixel hunting, that you have to learn to deal with.
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22 JUL 2006 at 4:54pm
Deleted User~~ nytimesguy ~~

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22 JUL 2006 at 5:51pm

Terry Penrod

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.

Originally Posted By nytimesguy (22 JUL 2006 3:56pm)

One thing to note is that people who specialize in reviewing a specific genre are often extremely good at those games.  I play all sorts of games, and I don't play any of them as well as reviewers.  A reviewer will say, "this FPS was of moderate difficulty and I finished it in 10 hours" and I will die over and over and take 20 hours to finish.  A reviewer will say, "this strategy game lacks the necessary depth and can be easily beaten with a few basic techniques" and I won't be able to win a single battle.  A reviewer will say, "the puzzles in this adventure game are brain-dead simple" and I'll need a walkthrough for the entire thing.

So usually, in my experience, most reviewers have less trouble with games than I do.  So I take everything with a grain of salt.

But even though reviewers breeze through things I can't get by, I have also on occassions had no problem with something that a critic ranted about.  We all have particular skills, particular approaches and particular ways of looking at the world that will work with some challenges and not with others.

In terms of adventure games, some things I think should always be mentioned, like pixel hunting, because one can say objectively if a game has a lot of pixel hunting, even if people disagree about whether that's a bad thing.  Whether puzzles are logical is trickier, because some puzzles that strike me as illogical make perfect sense to other people.  Saying how difficult a game is is utterly impossible.  As for the theory that puzzle difficulty can be quantified, I would say, not if it's a good game.  If it's a bad game full of unoriginal puzzles then yes, you could give it a difficulty rating, but if the game asks you to think outside of the box, well, how do you measure the difficulty of thinking outside of the box?  I don't think acamedicians have "think outside the box" tests.  Even if they did, my box is not your box.

As for all critics seeming to overlook obvious flaws in a game, that's criticism.  I've seen dreadful movies I thought were terribly written and directed that received universally glowing reviews.  It's annoying, but it's just a part of life, like death, taxes and pixel hunting, that you have to learn to deal with.



I agree with all the above nytimesguy except the part about acamedicians not being able to accurately rate the relative difficlty of puzzles or any other problem-solving challenge. They not only can but they do so every day.

Some of the very best and brightest in the world are specifically working on this exact science at Rice University's Center for Technology in Teaching and Learning (CTTL) as we speak. They have studied every kind of puzzle ever invented and developed a system to test the difficulty for the purpose of designing educational materials for students of all ages. Some of these materials are quite literally interactive adventure games that entail a complete spectrum of puzzles / problem solving challenges and they can fine tune them for any audience with amazing accuracy.

For instance, if they need to tailor a game series to a certain age group of public school children for a standardized, approved curriculum or even just for certain sub-groups with similar levels of intelligence (no matter how high or low), they can do so. They can also mold the content to suit virtually any subject, any course of studies, in any style.

They are of course on the very cutting edge of this whole new medium but they have been at it for a decade already, gotten a variety of games approved in all fifty U.S. states, won the highest awards for innovation in the educational sciences and made a real impact on how teaching is being done.

In the near future, the tools they are currently developing will be integrated into many more gradeshools, colleges, universities, vocational training courses, military testing facilities, ongoing medical educational programs, and elsewhere. Applying those principles to interactive entertainment products is not at all far fetched - especially with big publishers like EA, etc. who can easily afford to invest in a more accurate, reliable, uniform rating system.

Cheers, Terry  




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22 JUL 2006 at 5:57pm
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Originally Posted By nytimesguy (22 JUL 2006 3:56pm)

 As for the theory that puzzle difficulty can be quantified, I would say, not if it's a good game.  If it's a bad game full of unoriginal puzzles then yes, you could give it a difficulty rating, but if the game asks you to think outside of the box, well, how do you measure the difficulty of thinking outside of the box?  I don't think acamedicians have "think outside the box" tests.  Even if they did, my box is not your box.


I'd say that thinking outside the box is more or less by definition more difficult than solving unoriginal puzzles.

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