03-30-2005, 11:07 PM | #161 | |
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Chris "News Editor" Remo Some sort of Writer or Editor or Something, Idle Thumbs "Some comparisons are a little less obvious. I always think of Grim Fandango as Casablanca on acid." - Will Wright |
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03-30-2005, 11:10 PM | #162 | |
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03-30-2005, 11:14 PM | #163 | |
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03-30-2005, 11:21 PM | #164 | |
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"Kian - Soldier, apostle, assasin Kian serves his mistresses without question. His mission is the destruction of those lives deemed unworthy by those he worships. Now he is about to embark on a journey that will turn his world upside down, challenge his faith, and make him question the things he has always held to be self-evident and true..." He will be fighting, that's for sure. Again as long as fighting is not a major gameplay element, but a tool to propel the story forward, I don't see why it's not an adventure game.
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03-30-2005, 11:22 PM | #165 | |
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Challenges that test your reflexes, dexterity, and general arcade skills, are not in the spirit of adventure games, I think most will agree. Adventure games may have them, but if they constitute the bulk of the gameplay it won't be an adventure game any longer. The other difference I see between a puzzle and a challenge is that a puzzle has a Right Solution (or a number of Right Solutions), while a challenge may be solved in innumerable ways, some never considered by the designer of the challenge. I think that difference makes for a very different experience when playing. Traditionally, adventure games have had a lot of puzzles and relatively few other challenges. I'm not yet sure whether that's a defining characteristic of adventure games or not. (And finally, I wanted to point out that "thought" is a nicely vague term for how people solve puzzles/challenges. Whether it's through applying knowledge, recognizing patterns, creative inspiration, punning, comic-book logic, story meta-logic, or any other method, it's all neatly encapsulated by that one word, "thought".)
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03-30-2005, 11:23 PM | #166 | |
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03-30-2005, 11:25 PM | #167 | |
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03-30-2005, 11:25 PM | #168 | |
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03-30-2005, 11:28 PM | #169 | |
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Chris "News Editor" Remo Some sort of Writer or Editor or Something, Idle Thumbs "Some comparisons are a little less obvious. I always think of Grim Fandango as Casablanca on acid." - Will Wright |
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03-30-2005, 11:31 PM | #170 | |
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OK, so your vision might not require scenes of sex with anime girls... but it wouldn't exclude it either.
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03-30-2005, 11:32 PM | #171 | |
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03-30-2005, 11:34 PM | #172 |
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Disclaimer: I've only skimmed some of the posts in this thread, so apologies to anyone who made similar points.
I dunno, Jake. I don't think the definition really holds up to much scrutiny. First of all, you've pretty arbitrarily decided that any puzzle-focused games like Myst aren't adventure games. Seems the only reason you gave was that they didn't fit your definition, which strikes me as a pretty circular argument. Maybe they are and your definition is wrong. Secondly, I think the majority of adventures DO fall into the trap of strapping story onto gameplay conventions and puzzle solving. In fact, there are very few that don't, including those with reasonably good stories (we're talking focus, not quality). That doesn't mean your definition isn't something that SHOULD BE more prevalent, but it does mean it isn't something that's accurate now (nor has it been until now). I also think you underestimate the importance of story in other genres - notably shooters, RPG's, and action/adventures. I realize you didn't say these genres didn't have stories, even important ones. But I think you are selling short their value as an absolutely integral motivation. I don't play shooters to kill monsters any more than I play adventures to solve puzzles. That's merely the gameplay mechanic used (though an enjoyable one, obviously). The story may be pretty wafer thin, but it IS a story, and I look forward to progressing through it. I do NOT play deathmatch and other multiplayer games for that reason. You're right that the nature of a shooter's story is limited by the need for violence, but that's irrelevant to your definition. They're just violent stories. Overall, I still prefer a |
03-30-2005, 11:34 PM | #173 | |
A search for a crazy man!
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Chris "News Editor" Remo Some sort of Writer or Editor or Something, Idle Thumbs "Some comparisons are a little less obvious. I always think of Grim Fandango as Casablanca on acid." - Will Wright |
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03-30-2005, 11:37 PM | #174 | |
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03-30-2005, 11:40 PM | #175 |
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From everything I've read, including interviews with Rags Tornquist, I think it's safe to say that Dreamfall will not include gratuitous amounts of action and violence. Whatever such that would emerge would do just that - emerge - from the story itself because it's necessary.
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03-30-2005, 11:41 PM | #176 |
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No fighting or speculation necessary! The game will suck because there's only one hour of gameplay!
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03-30-2005, 11:42 PM | #177 |
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Aren't you supposed to be in bed by now resting your brain?
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03-30-2005, 11:44 PM | #178 | |
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I think Jake said something about this earlier, but like you, I haven't actually read all the posts. *That's a pretty baseless assumption actually, sorry if that's totally off target. |
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03-30-2005, 11:47 PM | #179 | |
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03-30-2005, 11:51 PM | #180 |
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Right. Just as it's perfectly natural in the story (or in real life for that matter) to decide, on the spot, to shut up about that woman trapped in a gas chamber being shown on the monitor behind the imposter secretary, and figuring out a way around her to find out what happened.
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