03-31-2005, 10:39 AM | #201 | ||
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People can have personal tastes. People can dislike games with violence in them. I don't care if people want or don't want to play certain games. But to say that a game that includes violence CAN'T by definition be an adventure game is misguided and extremely arbitrary. Quote:
There is a difference between gratuitious violence and violence that occurs as part of a story. As I've said before, I don't think ANYTHING should be random or gratuitious in a good adventure... violence included. If it's not necessary, don't stick it in there just to appeal to a wider audience. But if it is, for god's sake, don't leave it out for fear of offending someone. You and whoever else hates violence in games don't have to play those games. Just like I don't have to play Myst clones. *Since my last post, I realized there's not one but TWO puzzles in this game that require Ren to blow something up. EDIT: Three, actually. Oh, and yet another killing puzzle involving a weapon other than a gun. Last edited by fov; 03-31-2005 at 11:03 AM. |
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03-31-2005, 12:32 PM | #202 | |
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03-31-2005, 12:48 PM | #203 | ||
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But of course we know it's more abstract than that. It's just that Myst and subsequent titles that feature similar properties inform us of the boundaries within which these kinds of games have been expected to stay. It's the abstract that I'm trying to pin down, not necessarily the concretes, which I think can often be deceptive qualifiers. Quote:
For me personally, whether or not Dreamfall will fall under the ultimately arbitrary box of 'Adventure' is not the issue. Maybe we shouldn't be obsessed any more with classifications and instead perceive them as more of a dynamic shifting scale of qualifiers.
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03-31-2005, 01:19 PM | #204 |
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WOW!
I can't believe it - I've been away for a few hours to sleep and then go shopping, and another 5 pages have appeared I can imagine this topic being discussed by us all over a few pints in the pub, with everyone's voices getting louder and louder as the argument becomes more heated Its clear that as individuals we all have very different (some of us very wrong ) definitions as to what constitutes an adventure game, so I will say this as my final post on the subject, although I think it has been said a few pages back : in the most basic terms an adventure game involves a main character with some kind of background story - during the game he/she/it has some objective he needs to complete or issue he needs to resolve. Along the way he will meet other characters, have conversations, solve puzzles, overcome obstacles; either by fighting or by intelligence. Eventually he will come to the end of his quest and the game will be over. In short, he has undertaken an adventure - therefore you, in controlling him, have played an adventure You realise I am generalising here, but I just wanted to be awkward and back up my much earlier statement that basically all games are adventures in some form |
03-31-2005, 01:24 PM | #205 | |
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03-31-2005, 01:29 PM | #206 | |
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Well yes - didn't the main character have to overcome obstacles to achieve his goal? Wasn't there a beginning and an end? Didn't he have an adventure whilst fighting all those nasty alien monsters? |
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03-31-2005, 01:35 PM | #207 |
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I think I agree with pretty much all of what you just said. (EDIT: Oops, this was supposed to come immediately after Trep's post.)
I do get the feeling that the adventure game genre, broadly and historically speaking, does coalesce more around the story and world more than a particular gameplay style, and that's been the thing that (generally) seperates it from most other genres. (Genre benders and breakers like Deus Ex and Second Life are another story.) Particulars/concretes like branching dialogue trees and puzzles were just the best available means of expressing important facets of the story and world at a certain point in time, and better methods have been hard to come by, which is why we often feel like certain particulars come first (and in a lot of cases, it undoubtedly has, at least when the developer has had the opportunity to move beyond those particulars). But if we can see that the adventure game genre has broadly been more about story and world first, Dreamfall (and Shenmue) fall into the tradition fairly well, I think. I think there's also something to be said about how the adventure game genre (not talking about the Mystian, puzzle-led genre) emphasizes everyday ways of being, e.g. just walking around, talking, picking stuff up, etc., whereas most other genres form themselves around things we don't normally do much of, like shooting, fighting, jumping, and so on. |
03-31-2005, 01:41 PM | #208 | |
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You also mention the original game as having not much of a story. Maniac Mansion was a about an Evil Purple Meteor that crashed into the front lawn of a weird family, causing the father/husband, a mad scientist, to become brainwashed and to try to take over the world by sucking out the brains of teenagers, individually by use of a machine called the Zomb-B-Matic in his basement laboratory. When Sandy Pantz is kidnapped by Dr. Fred it's up to Sandy's boyfriend Dave Miller and the rest of his college buddies to break into the house, rescue Sandy, free Dr. Fred of his possession, and save the world. And they do this by applying their individual talents and meeting a bunch of strange characters like Nurse Edna, Weird Ed, Purple Tentacle, and Green Tentacle. The kids can get aid from some of these residents in different ways, such as taking advantage of Ed's desire to save his father or Green Tentacle's dream of becoming a rock star. MM's story had a brilliant horror/scifi parody flavor to it that made it really enjoyable and fun. Just because the story doesn't unfold in some gorgeous, cinematic type way like, say, Grim Fandango, it's definitely there, and it is the point of the game. I'll also point outthat, even if it is deemed entirely subjective, it was the story that drew me to MM in the first place. |
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03-31-2005, 01:49 PM | #209 | |
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I never played Maniac Mansion, DOTT or Monkey Island for their stories, I played them for the fun writing, compelling atmospheres, and high interactivity. That's what today's games lack, which they (try to) compensate with deeper/darker stories and better graphics.
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03-31-2005, 01:52 PM | #210 | |
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03-31-2005, 01:57 PM | #211 | |
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Udvarnoky ENJOYED the story, didn't he? Surely that's some kind of testament to DOTT's power to grab the player in some way.
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03-31-2005, 02:00 PM | #212 | |
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Monkey Island or DOTT are teen comedies, and they're (among) my favorites. I tried Cirque De Zale, No Action Jackson, Apprentice... and they suck badly, compared to commercial adventures (even though I do respect the people who make them a lot). They lack ambition, good graphics (and to me, Monkey Island had excellent graphics, it's not about the resolution, it's about the style), compelling dialogs, atmosphere, etc... Trying to diss commercial adventures while praising these is nonsensical.
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03-31-2005, 02:03 PM | #213 | |
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Plus I was referring to Maniac Mansion, not DOTT. EDIT: And whenever did I deny DOTT the power to grab anyone? It grabbed me, badly.
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03-31-2005, 02:03 PM | #214 | |
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03-31-2005, 02:06 PM | #215 | |
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03-31-2005, 02:06 PM | #216 |
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Getting a bit off the path here, I notice MM/DOTT being described as "teen comedies." Is the definition of this supposed to be comedy that features teens or a comedy targeted at teens?
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03-31-2005, 02:06 PM | #217 |
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Usually both.
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03-31-2005, 02:06 PM | #218 |
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Newer games tend to have more complicated storylines than older ones, simply because in old games the technology and disk space limited what could be done. I haven't played Maniac Mansion or DOTT, but I think I understand what Ninth is getting at -- that the stories are more primitive than what you see in some of today's adventures. But even a simple story can be well told (which is, I think, what happened with MM and DOTT) and as we've seen many times, complex stories can be told very badly.
EDIT: What Trep said, about the arc. -emily |
03-31-2005, 02:08 PM | #219 | |
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If I had to pick my favorite between DOTT (I don't like Maniac Mansion that much) and any recent game, I'd pick DOTT for sure. But if I'm asked to pick the better story, then I'd pick Syberia, Black Mirror, Darkfall, NiBiRu, Moment of Silence, or even BS3 over DOTT. But I'm pretty sure we don't have the same definition of "story" anyway, so this is kind of pointless.
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03-31-2005, 02:09 PM | #220 | |
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