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| 22 NOV 2002 at 4:45pm |
GayleSchattenjger


Posts : 2544 Joined: 12 OCT 2002
Status : Online | I think that he has said what makes up a lot of the reasons for the decline in adventure players.
Very good article, and I tend to agree with everything he has said in the article. He did great research and good examples. When you see an article written this well, it does start you thinking about the subject matter more and I seem to identify with his conclusions.
I noticed it was from 1999?
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| 22 NOV 2002 at 4:51pm |
MrLipidPrivate Detective


Posts : 666 Joined: 10 OCT 2002
Status : Offline | Mr. Smith makes some good points. I happen to subscribe to the idea that a game, at its most basic, is a teaching machine. The challenge to the gamer is to learn the lesson(s) and graduate by completing the game.
A teaching machine that provides either no feedback or confusing feedback quickly becomes uninteresting. As a gamer I am paying intense attention and the object of that attention -- a poorly written game -- appears to have no interest in rewarding it. Soon I pay less attention. Eventually the word UNINSTALL looks better than anything else the game might have to offer.
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| 22 NOV 2002 at 6:50pm |
Agustín CordesGuild Master


Posts : 5696 Joined: 23 OCT 2002 Location: AR, Buenos Aires
Status : Offline | Great article. I felt identified with the guy as those are exactly the kind of things I look for in adventure games. And he gave great examples. Lucasarts is (save few exceptions) still hard to beat when it comes to attention of details. Also, generic responses shows a very "lazy" disposition of the programmers as more specific responses would be very easy to implement.
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