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Topic: Evolution in Adventure Games

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24 OCT 2002 at 12:19pm
Deleted UserOK

Forget nearly everything written above me.

Forget Graphics.

Forget Text input.

We all know that the book is better than the film.
We also know that typing in your commands is very frustrating by the lot of us. Specialy in a foreign language.

My idea for evolution in adventure gaming:
Sit in a very confertable chair.
Put on a headset with a microfone
tab <enter> on your computer
close your eyes......

A lovely, natural voice tells me where I am. Gives me a perfect discription of the surroundings. Also the sound of the surroundings are all around me. I can picture it completly
I say: Examine the desk on the left
Voice over gives me a perfect discription
I say: open the drawer
etc., etc.
I hear a person come in.
The voice over say she's very beautifull, <wich means to me she's like Michelle Pfeifer, but for someone else she's like Rosanne Barr; it just doesn't matter: it's all in your mind>  
I start actualy talking to her. she is answering me directly. Whe're communicating!
I find out everthing I need and want to know.
Afterwards I say: open the door and get out of the room.
Voice over discribes the new surrounding again.
etc. etc.
In other words: I am playing an adventure with my own imagination and fantasy. What more do I want?
Like I said: It's the same with reading a book and see the film afterwards. The book is always better.

Pros:
- All aspects above
- Much cheaper to produce, thus much more adventures in every catagory

Cons:
- You have to have a big imagination.

I think this is the ideal adventure to me.



24 OCT 2002 at 1:03pm

emma

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Posts : 525
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Since I'm a story junkie, first and foremost, I think adventure games could use some serious evolution in story telling. I think that adventures nowadays are great, (heh obviously since I still love playing,) but the stories are somehow always just variations of one too three themes, that has been used years and years. Stretch the limits! I also miss artistery. I feel that 3D still has a lot to wish for, esthetically, of course it's only a matter of time, but I'd prefer a deliberate Artistic choice of technology, rather than how Up to date it is.

I'm also extremely fond of puzzles. I've come to understand, that puzzles in games are not entirely "modern" any more, and I feel sad about that. From what I understand, more and more gamemakers considering turning towards the using of hotspots, basically, to move along the game, rather than risk a gamer getting stuck. Since the puzzles aparently has been TOO hard, so that the genre could be succesfully introduced to potential customers and new gamers, something needs to be done about that. I think it's a mistake to let puzzles play a minor roll in adventures, though. It always struck me as this genres greatest strenght is the ability to challenge the gamer's intellectual capacity. Both with stories and puzzles.

I'm more or less, dead set against action in adventures. I feel other genres, and hybrids between genres, has perfectly good niches for that. If it's a matter of getting customers, why not reach for those who are oblivious that they could have this marvellous, new expensive hobby!
(I'm thinking of those who spend Sunday afternoons with a crossword puzzle, and somehow thinks that computer games are for children.)

Of course, I could go on an on...  :


Oh, and I really liked your input Nellie. I think I should very much enjoy playing a game like that! To just be able to "exist" within a game, sounds very seductive!
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24 OCT 2002 at 9:33pm

Nellie

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Posts : 359
Joined: 12 OCT 2002

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Hehe, thanks emma.  I'm a big puzzle fan too, but my post was too long-winded to fit it in.  It feels weird to type your name without a capital letter, btw.  



I just re-read something I wrote in the Ideal Adventure post, that I thought I should put here:

"I'd like the game to encourage me to 'play, and see what happens', rather than 'play to win', with a number of equally valid endings available.  I want my experience of the game to be different from the experience of the person next to me.  I want to see events in the gameworld that they didn't see, and vice versa, because of the different ways we played the game."

There you go.  I promise I'll shut up now.
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28 OCT 2002 at 3:29pm
Deleted UserI dont have much to say but I'd really like to play adventure games that's not too serious. Put in some humour to it so the game wont be so boring.

I think finding items usually is very hard. Maybe the creators want us to play challenging games . Yes, challenging is good but I think I prefere if there are some clues to what objects we could use .Like in TLJ, the items blink if it's the right objects. In Final Fantasy the objects shines. I think if in that way we could enjoy more of the games(not feeling irritated because we can't find a particular object wich goes with the inventory items) . It still could be a tough puzzle if the creators know how to manipulate the stories

28 OCT 2002 at 5:37pm

dimidimidimi

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I totally agree with you sazka. I also thought TLJ's interface was one of the best ever made for an adventure game and definitely the most user friendly.

I think it was one of the adventures that I totally enjoyed the most because instead of spending most of my time with it on hearing my main character saying 'These two items don't go together, I'd better try something else', the game gave me the opportunity to spend my time listening interesting dialogues and good story development.

I wonder why noone else has ever tried this cursor turning into inventory items that you can scroll with a key (it could be even better if you could do it with the middle mouse button) and the one that works it shows it does by shining itself.

I also thought that the system in GK2 where it showed you in which places you have to do something to proceed was also very helpful.

I hope more adventures will include such mechanisms.
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