07-17-2005, 11:11 PM | #381 |
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Although i agree with what the article is arguing, i personally enjoy adventure games JUST because of the story. Don't want to kill monsters, don't want to level up, don't even want to have an internet connection to play adventures.
All i care about is the cool story that is told, and that we get to be the lucky ones to play out the main character OF the story. Then you also get with that: a) good or bad dialogue b) usually good backdrops c) puzzle solving and of course d) watching your character run/walk/jog across each end of the screen through locale, to locale, to locale because you forgot to do something ...... Yea |
07-18-2005, 12:57 AM | #382 | ||||
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07-18-2005, 04:35 AM | #383 |
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concise definition of an adventure game
Strip out all the cutscenes. Then write a narrative of what the player does. If the resulting narrative is worthy of being called a story, the game is an adventure game. QED.
I think it all comes down to what someone else said: in an adventure game, by playing, you are writing the story. In other games (generally), you have to play for a while before the story will advance via cutscene. Your 'goal' in playing a game does not determine whether the game is an adventure game (it may, however, reveal whether you are an adventure gamer). |
07-18-2005, 05:09 AM | #384 |
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I'd argue that in AG's the story is written for you, and you merely attempt to unravel it. They're not sandbox games - there's no real movement other than what the developers intended.
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07-18-2005, 05:35 AM | #385 | |
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Besides, using this reasoning, wouldn't Half-Life 2 be more of an adventure game than just about every game we actually do consider adventures? I mean, in Half-Life 2 you never once leave the perspective of Gordon Freeman, the plot is unraveled via your actions and observations, and you never, ever lose control of him until the game ends. Contrast this with adventure games, where you are rarely capable of moving once engaged in a conversation, many solved puzzles are rewarded with pretty FMV sequences, and player characters who will just say "I can't do that" if a puzzle solution doesn't work. Frankly, I think adventure games are closer to being told a story, rather than being involved in one, than any other genre. There's just too many degrees of seperation. In Sam & Max, for example, I don't do anything to get the ring from inside the ball of twine beyond giving Sam the order to do so. I don't reach inside the cat for the orders, I just tell Max to. Once I give the order, a scripted event of it being acted out occurs, which doesn't leave much room for me to do my own thing. It doesn't matter if there's another, possibly more logical way to do something... if that's not the intended solution, it ain't gonna happen. If playing most other genres is like being a character in a movie, then adventure gaming is like yelling at the TV screen, with the added bonus that the characters might just listen to you (even if only to reply with "I can't do that"). |
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07-18-2005, 06:14 AM | #386 | |
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07-18-2005, 07:57 AM | #387 |
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You obviously detest adventure games. Why come to this site?
In any case, I never claimed adventure games allow freedom to change the story. They do not (usually). Typically, there is one story, and your actions within the game are the realization of that story. Read the Gabriel Knight novelizations if you care to see what I mean. |
07-18-2005, 09:17 AM | #388 | |
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Yeah, well. The next time I'm going to stumble upon an article like this , I'm going to puke all over this board. Be afraid, people, be very afraid.
That there are a whole lot of mature gamers who prefer a cerebral challenge, and shy away from games that require fast reflexes, or consist of little more than mindless shooting. Nothing entirely wrong with that claim, but think about your distorted and limited definition of a cerebral challenge for a while. And while we're at it, stop thinking in binary categories like: Adventure and action. Us and them. Mindless and intelligent. You're better off this way. Quote:
Amongst some other things, the saving grace of the Myst series is its outstanding production design and art direction. IMHO. It's a puzzle game (as in logic puzzle). There is nothing wrong with puzzle games, mind you. But it's a slightly different kind of thing compared to what was going on at Sierra and Lucas Arts. Uh, what am I trying to tell you here? You already know about this.
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07-18-2005, 12:06 PM | #389 | |||
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07-18-2005, 12:35 PM | #390 | |
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In fact, we had a conversation about that article when it came out, and a lot of people here didn't even agree with it. |
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07-18-2005, 12:38 PM | #391 |
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Adventure games are based on a linear narrative and framework, which works by advancement through logic-based obstacles. The best adventure games disguise the puzzles and mix them up into sections where you progress through them - sic. Riven, Monkey Island - based on the narrative. Typically the narrative in these games is of a high quality, even if the story's are simple, and implementation and integration are very carefully thought through to sustain immersion.
The worst adventure games, imho, use the puzzles as straight, barely-disguised blockages where you can't do much outside of having to solve them straight-out to progress. Or when the narrative is a framework for a poorly integrated game... and when the puzzles complement a poor narrative. I've said it before - Adventures have very tight requirements which need to be done right in all areas to truly succeed as a game. They're very simple.
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07-18-2005, 01:27 PM | #392 |
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that article is truly terrible, lets draw a line.
adventure games need not be linear nor developer driven - warren spector is a big fan of sandbox rpgs, and i see no reason why adventures could not follow i a similar vein. indeed, the very nature of a sandbox would be inclusive of both rpg and adventure choices as well as action and stealth etc, if it be a true sandbox. adventure will likely not survive on its own - but rather as a complement and contrast to other forms, but within the same game.
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07-18-2005, 01:40 PM | #393 | ||
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Yeah, what our hero said. Except that he mentions that stupid word "puzzle" once again. Semantics? Sure, but still.
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There's no "real" player involvement in *how* the story unfolds in HL2, while in Deus:Ex or Kotor, there is. Granted, games aren't there yet. However, the illusion that the player is really in the thick of it is in many ways pretty advanced. It's not about non-linearity, and not even about depth of a script, but how the plot's transported over the medium video game. And this includes player involvement, in whatever form. Quote:
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07-18-2005, 01:43 PM | #394 | |
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07-18-2005, 01:50 PM | #395 | |
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07-18-2005, 01:58 PM | #396 |
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As far as narrative issues are concerned: Morrowind is indeed a weak example of sandbox design when it comes to a strong central narrative. I'm currently replaying Shock 2, a game, that was nominated for adventure game, action game and RPG of the year all at once in 1999. Pff. Much, much better.
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07-18-2005, 02:09 PM | #397 | |
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I wonder if we study enough games, we can map out a correlation between the strength of the central narrative and open-endedness in games. Now, who's the AG expert at liner regression? |
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07-18-2005, 02:09 PM | #398 | |
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Besides, that Morrowind did a weak job of it is just that and only that. I've played Deus Ex, Knights Of The Old Republic, etc., and I never got lost or confused as to what to do next. As long as the game keeps you informed of what your goals are and where to go you'll be fine. Simply translate that to an adventure game. Bethesda, btw, learned from their mistakes in Morrowind (precisely your complaint about it) and are incorporating solutions in the next Elder Scrolls game, Oblivion, that will prevent players like you from getting lost or losing sight of what you can do next. Happy?
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07-18-2005, 02:11 PM | #399 | |
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(You are absolutely right on the openness vs strong narrative issue)
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07-18-2005, 02:18 PM | #400 | |
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Once again.... depending on the concept of a game..... It'll be interesting to see what 80days will be like. Morrowind (and its predecessors) is more of a fantasy world simulator, the story is merely a gimmick. That's how I feel about it anyway. Oh, and gilly, in one section near the end of Shock2 I had to rely on a cheat myself. It's a hard game at times, a lot of people complained about the constant respawning of enemies. I couldn't do without the respawning. You never feel safe on that creepy ship and that's the whole purpose behind it.
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