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| 28 JUN 2007 at 4:29pm | |
Terry PenrodGrand Inquisitor![]() Posts : 6693 Joined: 16 OCT 2004 Location: US, Texas Status : Offline | . Originally Posted By shadow9d9 (28 JUN 2007 4:22pm) I wasn't talking exclusively to you shadow9d9. There are other participants in this discussion and the forum members here have debated numerous related issues in many past threads - including the whole concept of episodic adventures and online distribution systems. When I want to address you personally, I'll either quote your last reply as I have above or use your screen name in a salutation. Cheers, Terry |
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| 28 JUN 2007 at 4:32pm | |
Jenny100Guild Master![]() Posts : 3510 Joined: 12 OCT 2002 Status : Offline | Originally Posted By shadow9d9 (28 JUN 2007 3:32pm) And I've listed cases where having a bigger budget to work with would have improved the game (Still Life, for an obvious example). More money means you can hire more people to program and test the game, and can cut down on development time, leaving more time to test for bugs. If you don't manage your money well, that isn't the fault of having a large budget. Your examples aren't the only ones that count. There are plenty of examples where not having enough money hurt the game. Dreamfall was cut scenes with running and sam and max had pitiful puzzles. 2 real life examples. No other big budget adventures in recent times. Therefore with bugger budgets, it often leads to said results. Point out the assumption there. Often =! every time. Sam&Max had a big budget? That's news to me. It may use a 3D engine, but it didn't have the same budget as Dreamfall. Even Dreamfall's problems may have been from not enough budget -- at least for what they wanted to do. They had enough money to develop the game engine, but apparently not enough to tweak it, or to beta test the "puzzle" and combat aspects. The article that gave this thread its name mentioned that Sam & Max might be coming to the Wii. If it can gain fans there it could help stimulate interest in adventure games on platforms other than the PC. I don't know why you'd object to that since it doesn't affect what you like to play at all. You may find the puzzles in Sam & Max too easy, but when a company is trying to attract gamers who've never played an adventure before, they don't want to snow them under with tough puzzles. And me saying that I prefer to skip dialogue doesn't have any correlation to your judgment that I would enjoy games more if I played them your way. That connection does not exist. I never said that. You need to fill in the blanks with assumptions like: I never said those things. Stop reading stuff into what I said. Sorry, but taking one statement someone on the internet says and then determining that you "pity them" amounts to nothing short of a superiority complex and a misguided belief that you could possibly know enough about the person to judge them. Sorry but it wasn't only one sentence. It's almost everything you've said in this thread, to me and to other posters. You act like yours is the only opinion that matters and that everyone should be satisfied with playing indie games and games from 10 or 20 years ago. Try reading what people actually posted. |
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| 28 JUN 2007 at 6:24pm | |
shadow9d9Sorcerer Apprentice![]() Posts : 295 Joined: 17 JUN 2006 Status : Offline | "And I've listed cases where having a bigger budget to work with would have improved the game (Still Life, for an obvious example). More money means you can hire more people to program and test the game, and can cut down on development time, leaving more time to test for bugs. If you don't manage your money well, that isn't the fault of having a large budget. Your examples aren't the only ones that count. There are plenty of examples where not having enough money hurt the game."" Yah, that's why I used the word "often" instead of "always". "Quote: And me saying that I prefer to skip dialogue doesn't have any correlation to your judgment that I would enjoy games more if I played them your way. That connection does not exist. I never said that. " Yup, your "pity" statement was that. 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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| 28 JUN 2007 at 10:03pm | |
Jenny100Guild Master![]() Posts : 3510 Joined: 12 OCT 2002 Status : Offline | Originally Posted By shadow9d9 (28 JUN 2007 6:23pm)"And me saying that I prefer to skip dialogue doesn't have any correlation to your judgment that I would enjoy games more if I played them your way. That connection does not exist. No it wasn't. Go back and read what I said and pay attention to the context. You've already admitted you don't appreciate good voice acting and aren't in the least bothered by voice acting that could curdle milk. You skip through it all, good or bad. Fine if you want to play that way. Most recent games have bad or mediocre voice acting, so it doesn't make much difference. But in the games where there's good voice acting, as in the LucasArts games that are voiced, you miss out on part of the characterization. You don't think you're missing anything, fine. But other gamers do miss good voice acting. Don't assume that because you enjoy playing by clicking through conversations that everyone wants to play that way. |
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| 28 JUN 2007 at 11:42pm | |
Terry PenrodGrand Inquisitor![]() Posts : 6693 Joined: 16 OCT 2004 Location: US, Texas Status : Offline | . To each his own and after all, these are games played (I hope) for fun. Overall though, I tend to read every word of text, watch every cut-scene and listen to all recorded dialog in a game. Heck, I've even been known to read large manuals before installing a new title. Sometimes those elements are more a chore than a joy though - especially when budget cuts came in those areas. But in general, I like the added dimension of sound on a number of levels - as spoken words, in music and sound effects. It just completes the multimedia experience and when done well, can really bring a game up a whole notch. One example was Grim Fandango. It had the perfect musical score, world-class voice acting, clever writing and better than average sfx to go along with a wonderfully whimsical artistic style, a very entertaining original story and its share of good puzzles. It was funny and endearing too. Unlike many here, I had no problem getting used to the mouseless control scheme, so it had virtually no weaknesses for me - the measure of a real gem IMO. More on topic, Grim Fandango is just the type of super imaginative, fun and funny adventure game that might appeal to a wider audience if it were properly adapted to a new system in full 3D with a simple intuitive controller like the Wii. It might also need a little more action but I'm not fully convinced that is an absolute requirement for success even on a console system. Cheers, Terry |
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| 29 JUN 2007 at 3:18am | |
shadow9d9Sorcerer Apprentice![]() Posts : 295 Joined: 17 JUN 2006 Status : Offline | Originally Posted By Jenny100 (28 JUN 2007 10:03pm)Originally Posted By shadow9d9 (28 JUN 2007 6:23pm)"And me saying that I prefer to skip dialogue doesn't have any correlation to your judgment that I would enjoy games more if I played them your way. That connection does not exist. Yes it was. And "You've already admitted you don't appreciate good voice acting and aren't in the least bothered by voice acting that could curdle milk"... no I didn't. Keep twisting... you are accomplishing a lot. 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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| 29 JUN 2007 at 3:22am | |
shadow9d9Sorcerer Apprentice![]() Posts : 295 Joined: 17 JUN 2006 Status : Offline | Originally Posted By Terry Penrod (28 JUN 2007 11:42pm) Grim Fandango would have been an enjoyable game if they made it point and click instead of the slow and irritating system it used. Lucasarts blew a huge chance to broaden the genre with that game. The control wasn't HARD... it was just slow and irritating(mostly due to the slowness of cycling/using items). It may have scored well, but it didn't sell well-I am sure I was not the only person bothered by the irritatingly molasses like control. I think it was the only Lucasarts game I started but couldn't finish... even after 2 attempts... That is what happens though when you mess around and try to "innovate"... it often(this means not all the time) leads to nothing but aggravation. 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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| 29 JUN 2007 at 12:31pm | |
KarstenSorcerer Apprentice![]() Posts : 347 Joined: 23 SEP 2006 Location: DK Status : Offline | Just to continue a bit out of the ND tangent. I didn't know that they only needed to add more hotspots to the game or that the game's visual style hadn't changed at all. I think the directx 9.0C part may in part be due to issues with Microsoft that only supports ? now ? directx 9.0C for game developers. (the newer ND game needs a 32MB compatible directx9 card?) Anyway, it was just way of showing that the fans want people (or npcs?) moving about in the game, and more hotspots added to the game. If the ND games went full 3D like Dreamfall or even the panned 360 degrees nodal design (if they aren't that already?) then it will warrant the better videocard. I like Dreamfall's free world in which I, and my character, can do anything, look at anything and move freely about. This is where I want to see the adventure game headed next --- into the land of 3D realms technology. (just do something about the horrible controls used in Dreamfall - please  . I don't see this move as saving the adventure game pr. se, but it will help it to survive, I think. The only thing that can save the adventure game is when developers start to listen ---- to the genre's fans... |
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| 29 JUN 2007 at 3:05pm | |
Terry PenrodGrand Inquisitor![]() Posts : 6693 Joined: 16 OCT 2004 Location: US, Texas Status : Offline | . When we discussed Dreamfall prior to its release, I mentioned that most traditional AG developers lacked experience with direct real-time player controls in full 3D environments. So did most RPG makers at first. But there have been countless well-made shooters and 3D action-adventures with silky smooth, intuitive control systems that also cover a huge range of play styles. Smart RPG developers took their cues from that huge body of existing action games. Point being that the lessons learned during the evolution of 3D action games are right there to benefit from for anyone who cares to look or ask. The engines exist, the devtools exist and the expertise is available for hire. Of course, it takes real money to develop and test full 3D commercial titles but that too is a given. So why do certain developers insist on struggling so hard to make the transition from 2D or 2D/3D to full 3D - especially when they have the financial resources to simply hire qualified 3D experts? I think it is mostly stubborness driven by ego and a fear of losing some degree of control over an already complicated process. Add to that the extra financial burden and we get clunky control schemes, poorly executed 3D level designs and weird camera problems - all signs of inexperience. Again, the AG genre is in a transition period and part of the learning curve is very steep. But once that is over and more studios have mastered this newer technology, we should see much better implementations of full 3D. Costs are also dropping fast with last gen 3D engines going for bargain-basement prices. Plus full-featured, pro-level 3D toolsets, powerful workstations and servers with huge hard drives are now quite affordable compared to a decade ago. So too are DVD burners and other tools needed to create full 3D games. There are also many more people today who can work on 3D projects than ever before, which will help make raw labor costs more reasonable. Moreover, the demand for full 3D interactive games is at an all-time high and even the cheapest new systems now include decent video cards, bigger hard drives, more system RAM and DVD units as standard equipment. The path to 3D is much easier, quicker and less costly than before and there are compelling reasons for adopting it. This however will not happen overnight and many indies will continue using 2D or 2D/3D as a stepping stone. But in another ten years, they too will be using 3D like it was second nature. Cheers, Terry |
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| 29 JUN 2007 at 5:37pm | |
Jenny100Guild Master![]() Posts : 3510 Joined: 12 OCT 2002 Status : Offline | Originally Posted By Terry Penrod (29 JUN 2007 3:04pm) If you're talking about Funcom, I think they were trying to create a 3D game engine that had a better way of locating and managing inventory than what had been done before. I haven't seen any other game use that cone thing for searching out inventory. It probably worked better in theory than it did in practice. Funcom wasn't a newbie to 3D games, though I don't know how well the controls work in their non-adventure games. BS3 and BS4 is what I think of when you mention weird camera problems, but Revolution hired another company to do the programming on BS4, and it wasn't much better than BS3 as regards camera angles. Is there another game you're talking about? |
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| 29 JUN 2007 at 6:08pm | |
Terry PenrodGrand Inquisitor![]() Posts : 6693 Joined: 16 OCT 2004 Location: US, Texas Status : Offline | . Originally Posted By Jenny100 (29 JUN 2007 5:36pm) Actually Dreamfall was the most recent example I was thinking about - even though I also mentioned Funcom's previous experience in developing Anarchy Online, a full 3D MMORPG in the older thread referred to above. Fact is that like many early 3D RPGs, it too suffered from what I consider clunky action / combat controls compared to the ultra smooth easiness of many shooters and refined third person action titles. Full 3D action-adventures are hardly new and many of these same problems have long since been worked out by other studios. In the past 5+ years, several big budget 3D RPGs have also refined a variety of additional components like complex inventory management systems, easy in-game hotspot highlighting, flexible game maps with player added notations, a full spectrum of combat styles and much more. That is why I often point to the leading edge RPG developers as a ready source for answers on how almost any gameplay element can be seamlessly integrated into almost any other type of game. RPGs have well-developed characters with branching dialog both written and spoken in complex, multi-plot storylines as well as a variety of puzzles, exploration, stealth, melee combat, ranged combat and more. Morrowind for instance also had a very simple and quick option to switch on the fly from first to third person and back at anytime anywhere in the huge gameworld. In effect, every single aspect of adventure games with and without action elements have already been explored to a good extent in the RPG genre and we all know that the FPS category has yielded a host of solutions for basic 3D gameplay mechanics / controls. For any type of puzzle that doesn't readily fit into a greater 3D environment (say high-res close-ups of complicated mechanical puzzles) it would be simple enough to interject 2D/3D insets just like opening an animated inventory screen but designed specifically around the requirements of that particular puzzle. Opening smaller secondary screens to view, combine and use inventory items is also a standard RPG feature that could be easily adapted to 3D AG puzzle insets. What we have not seen yet is a big budget, full 3D adventure game that properly employs these already well-developed solutions including smooth action controls, seamless camera moves, nicely integrated puzzles and other components. To date they have failed in at least one major area that has already been thoroughly tested in the action and/or RPG genres. In the latter case, virtually all of the basic ingredients for AGs are present. RPGs of course also include many other elements specific to that genre. But eliminate them and what you have are in fact story-driven adventures. Refine and expand the puzzle aspect a bit more (which all good AG creators are already adept at) and there you go - full 3D adventures with great controls that still follow the traditional formula for what makes AGs so good. I just feel that it is unnecessary to reinvent those wheels. If AG designers would simply take their cues directly from the big book of 3D action and RPG game development knowledge, all these little problems would be solved for them. The answers are all there. Then they could fully concentrate their time and energy on the story, characters, dialog and puzzles. Cheers, Terry |
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| 1 JUL 2007 at 6:16pm | |
Egenfeldt75Intergalactic Janitor![]() Posts : 3 Joined: 25 JUN 2007 Status : Online | Wii is nice but not really for adventures |
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| 2 JUL 2007 at 11:50pm | |
Jenny100Guild Master![]() Posts : 3510 Joined: 12 OCT 2002 Status : Offline | How can you tell when you've never played an adventure game on the Wii? |
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| 4 JUL 2007 at 10:27pm | |
jalexSchattenjger![]() ![]() Posts : 2503 Joined: 5 MAR 2003 Status : Offline | Originally Posted By shadow9d9 (29 JUN 2007 3:22am)Originally Posted By Terry Penrod (28 JUN 2007 11:42pm) I felt this way about Grim Fandango too but many really enjoyed it. |
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