The Death of Adventure Games
oldmanmurray.com
oldmanmurray.com
Kevin: This shot reminds me: You'll see games with forklifts and crates, but you won't see one goddamn pallet. You know what a pallet is right? Yeah, you worked at the warehouse, you know. But all these whiny bitches who go to college on their parents' money and then design games have never been inside a real fucking warehouse and have no fucking clue that in order to move a fucking crate, you need to have a goddamn pallet.
Sadly, there are only two forms of cover level designers seem to be able to work into games now: crates, and in a true sign of giving up, completely unmotivated chest-high walls, which apparently on the battlefields of the past, present, and future are just sort of treated like a basic decoration tool, like an "arch" or "window". ("Hey, hon, I cleared a space in the backyard, what should we do with it?" "Ever since I was a child, I dreamed of having a white picket fence, a dog, and a small maze of chesthigh walls in the backyard. Grab a shovel.") Now we're back to a TTC of approximately "whenever the first firefight" occurs, so, yeah, few seconds tops.
Ironically I think crates went out faster IRL than in game. I haven't seen crates in forever, barrels yes but not a true crate. Most things now are placed on a pallet and shrink wrapped like crazy. They'll stack a couple of these on top of each other and they remain intact.
The strange thing in games is that crates manage to get themselves into places where it just doesn't make sense. Like in Kingpin, they managed to get down an alley way with a small area for the buildings back doors. It was like some hobo was wheeling crates around the city with a dolly cart.
My problem with most shooters is that the crates are placed randomly. At least in Half-Life the crates were more often than not in a storage room/area/rack than piled in the middle of a room or in an obscure corridor.
Fallout 3 resolved the box problem too, in that most items were actually found on shelves. Something I hadn't seen since the days of isometric RPG's where tables actually found their heyday.
The highlight for me though was their guest book. Rather than write their own, they and their entire readership would go and crash someone else's, with a new one each week. Here's a wayback link: http://replay.waybackmachine.org/19991010010423/http://www.o...
Unfortunately it doesn't seem to have archived any of the actual postings, but they were as deranged as they sound :)
(I'm really not familiar with recent games)
http://www.rockpapershotgun.com/2011/03/02/old-man-murray-de...
I have no dog in the fight, Wikipedia arguments are dizzyingly pedantic, but I found the conversation interesting.
- Monkey Island 1 & 2 Special Edition (remastered graphics)
- Broken Sword special edition
- Hector: Badge of Carnage: EXCELLENT original game (if somewhat short)
- Flight of the Amazon Queen
- Beneath the Steel Sky
- Gobliins
I'm sure I'm missing something... There's also some games that are available on the iPad only, and I think the trend is there: adventure games are coming back.
http://launchingpadgames.com/games/scarlett/
(Disclosure: I'm one of the developers.)
Having to jump through hoops like forging a mustache onto someone's passport before applying a fake mustache yourself in order to impersonate said person is the reason sites like gamefaqs.com exist.
Another stunning realization is that after deciphering that web of absurdity someone took the time to write it down in a guide instead of just shutting the program down, ejecting the disc, dousing it in gasoline, and lighting it on fire.
What shits ME about modern adventure games is when they decide that interactive objects need to be shiny.
Would be amazing.
The NintendoDS has several successful titles: Trace Memory, Hotel Dusk, and others. A new Professor Layton title topped sales for the 3DS, recently released in Japan.
The genre is probably as popular now as ever.
Depth in graphic adventures may be tough, but it's doable.
Compare Bioshock to System Shock 2 though; Bioshock is extremely simplified in order to still be playable on point-n-grunt console platforms.
I can see adventures working well in the casual gaming space, but I think that the mass appeal side probably needs to be there too.
I wouldn't know about Gabriel Knight III because I didn't bother to play it, or other Sierra games, after getting burnt by their earlier CD-ROM era games.
I really enjoyed an interactive text-based fiction game recently. But that palled - I realized I could be coding and being productive. >..
As commercially available products, they're definitely not dead. Studios keep churning out point-and-click adventure games, just check out www.jayisgames.com, the Nintendo DS, and the smart phone app stores.
However, innovation within the genre is on life support and in critical condition, but it has been like that since long before that article was published.
They still largely depend on puzzles with only a single correct solution, even if you have items in plain view on the screen that in reality would solve the problem (this is the "dream logic" mentioned in the linked article). They also rely on pixel hunting. Nothing has really changed.
The guy can write.
Episode 1 is free right now: http://www.telltalegames.com/bttfoffer
In general, I think LucasArts was probably the best at this in the 90's.
Game Designers: How about making the useable objects more noticeable (like a glimmer or something). Also having the puzzles make sense goes a long way.