Just Adventure News : News: Video Games: The Movie Press Release: Indie Narrative / Strategy Game 7 Grand Steps Will Release June 7 for PC and Mac Gold: The Incredible Adventures of Van Helsing Demo: Jack Haunt: Old Haunting Grounds Alpha Demo Released Game: Might And Delight Presents "Shelter" Early Gameplay Footage Press Release: Legendary Monsters Are Invading Age of Conan Press Release: New Settler and Scientist Path content for WildStar News: Towdie on Kickstarter News: H.P. Lovecraft's Dagon Press Release: Makers of Son of Nor PROVE mind control is genuine
Home - Forum Home
Welcome Guest, please Login or Register!
If this is your first visit, be sure to check out the FAQ by clicking the link above. You may have to register or login before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below.

Topic: Puzzles or story?

    Page 1 of 3 : »

9 JUL 2004 at 7:54pm

Ksandra

Schattenjger
Schattenjger



Posts : 2459
Joined: 2 APR 2003

Status : Online
Just wondering what people's priorities are...

Profile Search


9 JUL 2004 at 8:03pm

Lucien21

Guild Master
Guild Master



Posts : 4876
Joined: 9 JUL 2003
Location: 0

Status : Offline
Has to be both equally important.

Without puzzles you have a non-niteractive book/movie.

Without Story you have the PC equivalent of a rubix cube.
Dear Diary, My teenage angst bullsh*t now has a bodycount.

Profile Search
9 JUL 2004 at 8:13pm

Ksandra

Schattenjger
Schattenjger



Posts : 2459
Joined: 2 APR 2003

Status : Online
Clearly an adventure game has to have both puzzles and story. What I meant was, which factor is more important to you in terms of producing an enjoyable game? For instance, I lean slightly towards the 'puzzle' side - I don't really mind a thin story that much as long as the puzzles are good. For other people, the opposite is true.

Profile Search
9 JUL 2004 at 8:21pm

Jenny100

Guild Master
Guild Master



Posts : 3510
Joined: 12 OCT 2002

Status : Offline
Well I've enjoyed games with a good story and &^%$! puzzles and I've also enjoyed games with good puzzles and a &^%$! story. I've even enjoyed games with both &^%$! puzzles and a &^%$! story, but which had a great gameworld to explore. So how should I answer if I think an enticing gameworld to escape to is the most important?

You can get good stories from books and movies. There are fewer places to get good puzzles, especially those that are contextual with the environment. But the only place I know to be able to explore a fantasy gameworld is in a game. Virtual tours are only made for "real-life" places, as far as I know.

Profile Search
9 JUL 2004 at 8:27pm

Lucien21

Guild Master
Guild Master



Posts : 4876
Joined: 9 JUL 2003
Location: 0

Status : Offline
Still think they are equally important.

A thin story or easy puzzles might make for reasonable enjoyment, but only if the other half is of a higher standard.

i.e thin Story would need VERY good puzzles or easy Puzzle games would need an excellent story.

But even at that I would still see it as slightly unsatisfying.
Dear Diary, My teenage angst bullsh*t now has a bodycount.

Profile Search
9 JUL 2004 at 8:35pm

Ksandra

Schattenjger
Schattenjger



Posts : 2459
Joined: 2 APR 2003

Status : Online
Originally Posted By Jenny100 (9 JUL 2004 8:21pm)
Well I've enjoyed games with a good story and &^%$! puzzles and I've also enjoyed games with good puzzles and a &^%$! story. I've even enjoyed games with both &^%$! puzzles and a &^%$! story, but which had a great gameworld to explore. So how should I answer if I think an enticing gameworld to escape to is the most important?

Of course there are many other factors that people find may find important. The reason I chose puzzles vs. story is that this seems to be the main 'dividing' factor in the adventure community.

Originally Posted By Lucien21 (9 JUL 2004 8:27pm)
Still think they are equally important.

Fair enough.

Profile Search
9 JUL 2004 at 9:26pm

Ivinia

Guild Master
Guild Master



Posts : 4459
Joined: 7 JUN 2003
Location: US

Status : Offline
I agree whole-heartedly with Lucien. If if has easy puzzles, it should have a good story and vice versa.


Profile Search
9 JUL 2004 at 9:35pm

Jo

Guild Master
Guild Master



Posts : 3313
Joined: 3 NOV 2002
Location: AU, Qld.

Status : Offline
This is really a hard one. For me, although both are equally important to the game, the thing that really made me buy adventure games in the first place was the story, wanting to see what happened in the end really - so that's what I chose. However I feel it's a pretty thin line as 7th Guest for instance didn't have a particularly absorbing story, in fact you had to wait until the end to see where it was all leading, but I really enjoyed the puzzles. Probably I should have chosen both in that case but with most games I don't see much point in puzzles without the story.

Profile Search
9 JUL 2004 at 9:41pm

bdecked

Schattenjger
Schattenjger



Posts : 1620
Joined: 14 OCT 2011

Status : Online
My first reaction was "puzzles only, of course!" but then I thought of a game i played recently (i wont' name it) that was ONLY puzzles... and ended up quitting because i got so bored.

i think the key is caring what happens next... whether that's because it's a great puzzle, or whether it's because of a great story, whatever makes me WANT to see what's next, that's what's most important...

Profile Search
9 JUL 2004 at 9:52pm

BunnyFuFu

Sorcerer Apprentice
Sorcerer Apprentice



Posts : 270
Joined: 11 FEB 2003

Status : Online
Well, a good story is the most important for me, but a lame puzzle can really screw up the game. But I would like a game with a great story and mediocre puzzles better then a game with a mediocre story and great puzzles, I think  


I had an example, but that would offend a lot of Myst lovers so I'll leave it out  


Profile Search
9 JUL 2004 at 9:54pm

Ford_Prefect

Intergalactic Janitor
Intergalactic Janitor



Posts : 6
Joined: 9 JUL 2004

Status : Online
I couldn't agree more . An adventure game has to have something because of what the player will be willing to spend a week trying to crack a seemingly unsolvable puzzle and not throw the cd's through the window swearing. When a game has a good story and bad puzzles, most players will still play it because of the story, but when it's vice versa, a lot of them will give up. We all like those extremely difficult, frustrating puzzles because of that fantastic feeling when you finally crack it, but when you're stuck on it you need more than that to motivate you not to give up. You need to be interested in what's coming up next.

Profile Search


9 JUL 2004 at 9:56pm

BunnyFuFu

Sorcerer Apprentice
Sorcerer Apprentice



Posts : 270
Joined: 11 FEB 2003

Status : Online
Originally Posted By Ford_Prefect (9 JUL 2004 9:54pm)
I couldn't agree more . An adventure game has to have something because of what the player will be willing to spend a week trying to crack a seemingly unsolvable puzzle and not throw the cd's through the window swearing. When a game has a good story and bad puzzles, most players will still play it because of the story, but when it's vice versa, a lot of them will give up. We all like those extremely difficult, frustrating puzzles because of that fantastic feeling when you finally crack it, but when you're stuck on it you need more than that to motivate you not to give up. You need to be interested in what's coming up next.


Amen brother!  [smiley=detective.gif]

Profile Search
10 JUL 2004 at 12:40am

jamarchand

Schattenjger
Schattenjger



Posts : 1665
Joined: 10 OCT 2002

Status : Offline
I love HARD and RACIONAL/LOGICAL puzzles.
I love a good STORY DRIVEN.
....But I prefer hard puzzles with illogical stories...over easy puzzles with logical stories.

To me....however, a perfect game must contain hard and logical tasks.

&&&&[move]Actually playing SHIVERS and Rhem 2[/move]&&


Profile Search
10 JUL 2004 at 12:45am
Deleted UserFor me its "puzzles" AND "atmosphere". Whether that atmosphere is a great story, or simply beautiful environment that I want to explore is up to the developer (after all, thats all ZORK had, albeit descriptive environment).

I hate playing games that are their own walkthroughs. I prefer some challenge at least.

10 JUL 2004 at 1:10am

Andromus

Guild Master
Guild Master



Posts : 5538
Joined: 6 NOV 2002

Status : Offline
I'm tempted to say "both". But one hardly ever sees both equally well done in a game. Barring that, the most satisfying games I've played have been puzzle oriented, not story oriented. Puzzles are what make an adventure for me. There's nothing like the feeling of digging into a challenging puzzle and working through it.


 


Profile Search
10 JUL 2004 at 2:49am
Deleted User
Originally Posted By Andromus (10 JUL 2004 1:10am)
I'm tempted to say "both". But one hardly ever sees both equally well done in a game. Barring that, the most satisfying games I've played have been puzzle oriented, not story oriented. Puzzles are what make an adventure for me. There's nothing like the feeling of digging into a challenging puzzle and working through it.

I'm tempted to go a step farther and say that you can't have it both ways. Storytelling is essentially a non-interactive form of entertainment. The most entertaining stories in all media rely on description, character development, and an interesting plot.
In an adventure game, however, you cannot develop characters except through non-interactive dialogues and cutscenes. As you add more depth to the characters, more details to the story, more background information, adventure games become heavier and heavier on dialogue or reading, and lighter on puzzles.
In short, I don't think we can expect profound, fully developed stories from adventure games. We can have a compelling plot, with interesting characters, but once we delve beyond that level you are forced to include a lot of non-interactive sequences.

10 JUL 2004 at 3:54am

Andromus

Guild Master
Guild Master



Posts : 5538
Joined: 6 NOV 2002

Status : Offline
Originally Posted By Fickfack (10 JUL 2004 2:49am)

I'm tempted to go a step farther and say that you can't have it both ways. Storytelling is essentially a non-interactive form of entertainment. The most entertaining stories in all media rely on description, character development, and an interesting plot.
In an adventure game, however, you cannot develop characters except through non-interactive dialogues and cutscenes. As you add more depth to the characters, more details to the story, more background information, adventure games become heavier and heavier on dialogue or reading, and lighter on puzzles.
In short, I don't think we can expect profound, fully developed stories from adventure games. We can have a compelling plot, with interesting characters, but once we delve beyond that level you are forced to include a lot of non-interactive sequences.


I used to blame lazy or poor design for the puzzle/story imbalance, but as I play more and more adventures, I'm starting to grudgingly come around to that viewpoint.

I'd like to believe a really good designer could work around most of the limitations, but the only person I can think of who came anywhere near that was Jane Jensen. And even then most of the Gabriel Knight puzzles rate easy to medium. (That's not to say they were bad puzzles. And she did create that jewel of puzzles, Le Serpent Rouge.)

In short, I'm looking for the challenge of Obsidian combined with the writing of the Gabriel Knight games. No problem, right?  
 




 


Profile Search
10 JUL 2004 at 5:53am

Jo

Guild Master
Guild Master



Posts : 3313
Joined: 3 NOV 2002
Location: AU, Qld.

Status : Offline
In short, I'm looking for the challenge of Obsidian combined with the writing of the Gabriel Knight games. No problem, right?    
Ha! In your dreams, but gee what a game that would be.


Profile Search
10 JUL 2004 at 7:28am

Goddess of All Things Magical

Schattenjger
Schattenjger



Posts : 1565
Joined: 27 MAY 2003

Status : Online
That's a toughie!  BUT.............The story wins out for me!
&&&&Listening to XM Radio Starbucks Cafe Channel 45&&[IMG]http://img227.echo.cx/img227/8458/dancelikenooneiswatching6ld.png[/IMG]

Profile Search
10 JUL 2004 at 8:23am

Anne

Guild Master
Guild Master



Posts : 4800
Joined: 8 MAR 2003

Status : Online
Me too.That`s why I read Patricie Cornwell and Stephen King amongst others.And J.K.Rowlings.and,and.......

Profile Search
10 JUL 2004 at 8:46am

Lucien21

Guild Master
Guild Master



Posts : 4876
Joined: 9 JUL 2003
Location: 0

Status : Offline
Originally Posted By Fickfack (10 JUL 2004 2:49am)

I'm tempted to go a step farther and say that you can't have it both ways. Storytelling is essentially a non-interactive form of entertainment. The most entertaining stories in all media rely on description, character development, and an interesting plot.
In an adventure game, however, you cannot develop characters except through non-interactive dialogues and cutscenes. As you add more depth to the characters, more details to the story, more background information, adventure games become heavier and heavier on dialogue or reading, and lighter on puzzles.
In short, I don't think we can expect profound, fully developed stories from adventure games. We can have a compelling plot, with interesting characters, but once we delve beyond that level you are forced to include a lot of non-interactive sequences.


I think you might be partially correct in that view, but I think it is looking at it in the wrong way.

Stories for adventure games HAVE to be told in a different manner. It's just a different method of story telling and it's unfair to compare it to traditional methods. Even how stories are told in movies and books is completely different (although still non-interactive).

The problem is pacing. In traditional story methods the writer or director controls the pacing of a story and can use this to take out the tedious parts of long journeys or to heighten tension.

Adventures due to the nature of interactivity the pace is determined mostly by the player. Everyone solves games in different ways and at different speeds.

Where I think the problem lies is that story dependant developers like Syberia have tried to control the pace of the story by making the puzzles easy and so not stopping the flow of the game. Whereas games like Schizm 2 you are effectively blocked by large puzzles that take ages to solve so there is no pace/flow at all to the story.

What developers have to do is create a belivable world with all the elements of the story in place and leave it up to the player to uncover it at their own pace. Adding more depth or detail to the story might mean more dialouge, cutscenes or just more descriptive comments about the environment * but doesn't necessarily mean lighter puzzles that's the fault of the developer not the genre.

I think it is a balancing act between non-interactive cut scenes which are necessary to further the story and the interactive nature of the game. A balancing act that few developers at the moment seem to be getting right.

* I alway thought you learned more about characters from their responses and actions to the environment. i.e the comments Guybrush makes about all the items and characters around him defines his character and is also a reason Kate Walker never grew on me. She had nothing to say and her character came across as extremely dull and lifeless.
Dear Diary, My teenage angst bullsh*t now has a bodycount.

Profile Search


10 JUL 2004 at 9:01am

Anne

Guild Master
Guild Master



Posts : 4800
Joined: 8 MAR 2003

Status : Online
[smiley=bowdown.gif]Lucien,thanks for that.You are of course right.

Profile Search
10 JUL 2004 at 9:59am

KamisoriX

Schattenjger
Schattenjger



Posts : 1700
Joined: 15 MAY 2004

Status : Online
both of course. but as i said already for games like Schizm where the story was so horrible i preffer it to be a puzzle only. On the other hand The last Express hardly had any puzzles but was more story driven...what i want to say is...I'm gettin hungrey..gonna eat something.see ya all later

[img]http://www.pigsnpoof.com/pigsrflyn/images/anigif/waynes/Wayne's%20Animated%20GIF%20Collection%20-%20Science%20Fiction-Fantasy-Horror_files/grndude.gif[/img]
[IMG]http://img269.imageshack.us/img269/971/kamisig94ct.gif[/IMG]&&&&If the Earth would be a Sphere, and not a Disc, I wouldn't be so afraid to fall of the Edge...

Profile Search
10 JUL 2004 at 2:38pm
Deleted User
Originally Posted By Lucien21 (10 JUL 2004 8:46am)
The problem is pacing. In traditional story methods the writer or director controls the pacing of a story and can use this to take out the tedious parts of long journeys or to heighten tension.
Adventures due to the nature of interactivity the pace is determined mostly by the player. Everyone solves games in different ways and at different speeds.
Where I think the problem lies is that story dependant developers like Syberia have tried to control the pace of the story by making the puzzles easy and so not stopping the flow of the game. Whereas games like Schizm 2 you are effectively blocked by large puzzles that take ages to solve so there is no pace/flow at all to the story.

Yes, but if you try to strike a happy medium (ie: not to easy, not too hard), someone will still have difficulty with the puzzles. If a puzzle is at all difficult, someone will be held up trying to solve it, and the pacing will be thrown off. If it isn't difficult, it's a lousy puzzle.

What developers have to do is create a belivable world with all the elements of the story in place and leave it up to the player to uncover it at their own pace. Adding more depth or detail to the story might mean more dialouge, cutscenes or just more descriptive comments about the environment * but doesn't necessarily mean lighter puzzles that's the fault of the developer not the genre.

Yes it does, because cutscenes, dialogue and descriptive comments take disk space. Something has to be removed to compensate. GK2 was a highly developed story, but with the amount of cutscenes and dialogue they included, they couldn't put in ANY difficult puzzles. Same thing with GK3; besides the moustache puzzle and Le Serpent Rouge, there aren't really any memorable puzzles in the game.

10 JUL 2004 at 3:29pm

Lucien21

Guild Master
Guild Master



Posts : 4876
Joined: 9 JUL 2003
Location: 0

Status : Offline
Originally Posted By Fickfack (10 JUL 2004 2:38pm)

Yes, but if you try to strike a happy medium (ie: not to easy, not too hard), someone will still have difficulty with the puzzles. If a puzzle is at all difficult, someone will be held up trying to solve it, and the pacing will be thrown off. If it isn't difficult, it's a lousy puzzle.


Well you are never going to please everyone anyway no matter how hard or easy you make the puzzles. Thats why the traditional storytelling methods of controlling pace can't be used. The story has to be told in a different manner. Doesn't mean you can't do decent stories though.

Yes it does, because cutscenes, dialogue and descriptive comments take disk space. Something has to be removed to compensate. GK2 was a highly developed story, but with the amount of cutscenes and dialogue they included, they couldn't put in ANY difficult puzzles. Same thing with GK3; besides the moustache puzzle and Le Serpent Rouge, there aren't really any memorable puzzles in the game.


Disk space isn't really a valid argument. Again that is the fault of economics or the developer not the genre. Saying that because GK2 had alot of cut scenes etc they couldn't put any difficult puzzles doesn't ring true. Yes there probably was financial issues that limited the amount of disk space, but apart from that what's to say they couldn't have made the puzzles harder even if it took another CD's worth of info.

That is a development choice which they made to fit the game on so many CD's. In the same way that they could have told the same story in the style of the first one without all that FMV and fit it on less disks was a development choice.
Dear Diary, My teenage angst bullsh*t now has a bodycount.

Profile Search

    Page 1 of 3 : »

Jump to:
0 Members Subscribed To This Topic