| 9 JUL 2004 at 8:03pm |
Lucien21Guild 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.
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| 9 JUL 2004 at 8:13pm |
KsandraSchattenjger


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.
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| 9 JUL 2004 at 8:21pm |
Jenny100Guild 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.
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| 9 JUL 2004 at 8:27pm |
Lucien21Guild 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.
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| 9 JUL 2004 at 8:35pm |
KsandraSchattenjger


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.
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| 9 JUL 2004 at 9:26pm |
IviniaGuild 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.
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| 9 JUL 2004 at 9:35pm |
JoGuild 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.
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| 9 JUL 2004 at 9:41pm |
bdeckedSchattenjger


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...
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| 9 JUL 2004 at 9:52pm |
BunnyFuFuSorcerer 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
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| 9 JUL 2004 at 9:54pm |
Ford_PrefectIntergalactic 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.
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| 9 JUL 2004 at 9:56pm |
BunnyFuFuSorcerer 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]
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| 10 JUL 2004 at 12:40am |
jamarchandSchattenjger


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]&&
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| 10 JUL 2004 at 12:45am |
| Deleted User | For 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.
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| 10 JUL 2004 at 1:10am |
AndromusGuild 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.
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| 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.
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| 10 JUL 2004 at 3:54am |
AndromusGuild 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?
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| 10 JUL 2004 at 5:53am |
JoGuild 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.
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| 10 JUL 2004 at 7:28am |
Goddess of All Things MagicalSchattenjger


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]
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| 10 JUL 2004 at 8:23am |
AnneGuild 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.......
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| 10 JUL 2004 at 8:46am |
Lucien21Guild 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.
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| 10 JUL 2004 at 9:01am |
AnneGuild Master


Posts : 4800 Joined: 8 MAR 2003
Status : Online | [smiley=bowdown.gif]Lucien,thanks for that.You are of course right.
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| 10 JUL 2004 at 9:59am |
KamisoriXSchattenjger


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...
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| 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.
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| 10 JUL 2004 at 3:29pm |
Lucien21Guild 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.
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