Why are We Still Talking about LucasArts' Old Adventure Games?
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LucasArts's adventure games in particular were brilliant examples, and I think their defining characteristic is that they never took themselves too seriously. From a guy called Guybrush Threepwood wanting to become a pirate, to time traveling kids trying to stop a mutated tentacle from taking over the world, the settings just kept getting weirder and funnier.
They had their more serious games too, like Loom which is unique in its tone and gameplay mechanics, and The Fate of Atlantis which, as far as Indiana Jones goes, beats the tripe Lucasfilm was trying to push a couple of years ago.
It always confuses me when people are impressed by low-res graphics having an emotional impact.
I read novels. I played text games. Graphics merely seem like yet another genre to me, not something exceptionally challenging.
I'm not sure what "exceptionally challenging" means exactly, but Lucas Arts was doing something very different from what their contemporaries were doing, and their games still stand as classics twenty years later compared to the much larger budgets and fewer constraints of today.
How they chose the character name is an example of this:
> The origin of the name "Guybrush" comes in part from Deluxe Paint, the tool used by the artists to create the character sprite. Since the character had no name at this point, the file was simply called 'Guy'. When the file was saved, Steve Purcell, the artist responsible for the sprite, added 'brush' to the filename, indicating that it was the Deluxe Paint "brush file" for the "Guy" sprite. The file name was then "guybrush.bbm", so the developers eventually just started referring to this unnamed 'Guy' as "Guybrush".
The Monkey Island series are my favourite video games. Loom is up there too.
And story-wise...I would think that today's games should have better writing. I mean, games are a huge industry now, and so, theoretically, the writing talent should be much better (in the same way that game budgets can now bring in big name actors to do voices).
So maybe the answer doesn't lie just in the quality of the programming or writing, but in the execution and the way things just fit, despite the limitations of the genre. Hand-drawn cartoons are "limited" in their ability to depict reality, yet the Disney classics will still stand the test of time no matter how good CGI gets.
Maybe there's just something innately appealing with how adventure games, designed during the technological limitations in the LucasArts era, clicked in our brain. Limits are often good things, especially when it stretches creator and player alike to imagine things outside the boundaries.
Of course, bigger budgets/production quality don't linearly translate to "better" -- Raiders of the Lost Ark vs. Indiana Jones IV (I can't even remember the title of it) is a good example. And there's always the power of nostalgia to exaggerate how good things really were back then...
None of the decisions you made had any effect for the future or could just flat-out prevent you from finishing the game. Some (Sierra) called that a feature, others (Lucas Arts) a bug.
Maniac Mansion 1 and The Fate of Atlantis are the only two Lucas Arts games that provided a little bit of nonlinearity. Maniac Mansion with its different ways to solve the game based on character selection and Indiana Jones with its selection of one of three quite different paths through the game.
Yet people did. And still do. People read some books over and over again. People watch some movies over and over again. The same music, over and over again. And some people, the same games, over and over again.
There aren't any surprises to it, just a good story, style, music, and humor. Some people like to watch certain movies over and over. I like going back to Rubacava and feeling like an ace detective when I remember Tuesday is Kitty Hat Day.
> Wind Waker
People were mad at Nintendo for going cell-shaded, but the cell-shaded graphics hold up much better to the test of time, than say The Ocarina of Time.Exactly. Well, adolescents, really: People who are insulted by being considered childish because they still think they are and they don't want to be. They're trying to transition into the new role of adulthood and confusing them with their former role of child makes them insecure because they think they're failing.
They're also embarrassed by the less self-conscious actions of older people, who are less self-conscious precisely because nobody is going to mistake a 50-year-old for a child.
It seems work on ResidualVM is coming along, so Grim Fandango may be playable on my laptop - might finally get to finish it.
I still play Full Throttle frequently, maybe as often as once a year. I've played through The Dig around 3 or 4 times too.
Terry Pratchett said something similar about writing - that the best stories turn on limitations.
If an author is told to write a science fiction story, that gives no hint or help on what to do with the request. Tell him to write a story about tigers escaping during the process of Mars terraforming, and now you've got something.
In Magic terms, being directed to design a creature doesn't push the designer in any useful direction. But "Design a small black creature that uses this set's new mechanic", and it will come to be. Much of MTG is conceptualized in such ways, right down to the color pie, where what colors can't do is even more important than what they can.
And who said games should be player multiple times?
One can conceive of one-time games, and adventure games were precisely that.
I think it is a bit of nostalgia. I think those are the games we enjoyed playing, and for many, those were the first games we played. Those are always memorable, just like the first love, or first learning to drive.
However, there also was a certain degree of "limitlessnes" in a sense that you could (and at least i would) try out a lot of different things and sometimes they'd have some sort of funny effect or some unexpected result - for example if you'd open a stump of a tree in Monkey Island (or was it MI 2? Not sure after all those years) you'd be asked to insert disk #38 or something...
And IMHO it's all those little things and details that makes those games stand out in a time where everything is polished to absolute detail (in terms of GFX and CGI) and yet the worlds feel dull and unpolished...
I felt the same way about Sierra adventure games from he 80s.
Fact is, gaming sucks these days because the audience has shifted to the younger equivalent to the millions if people who watch "NCIS: Kansas" on tv. In the 80s and 90s, the gaming market was this demographic slice that allowed for more creative risk in gaming. Now we have Medal of Honor 12 and whatever version Madden is up to, and the whole industry is imploding because they cannot sustain the movie-like budgets.
The desire for these games is evident, between ScummVM, the indie scene (e.g. Gemini Rue) and possible comebacks of industry greats (e.g. Replay Games) there's obviously still a market for well written, beautifully crafted interactive novels of this form.
The industry switch to 3d killed off most of the adventure game makers and those efforts, but thankfully the industry is finally realizing that 2d is now just as valid a media for crafting games as is 3d.
I think it has more to do with the 'gamer' demographic growing larger. In my experience, niche stuff often has more emotion behind it, evident even when it's not your niche and not your emotion. Modern 'indie' games, which are often more focused than 'mainstream' fare, have something of the same feel about them.
I'm calling selective "get off my lawn" bullshit on this one. There are many, many, many brilliant, beautiful, incredibly well written and well executed games being released every year that will have the same effect in 20 years that these games have now. Saying that games today suck because "Now we have Medal of Honor 12 and whatever version Madden is up to" is ridiculously cynical and very selective.
Sure those games are being churned out as easy money making machines. But while you're complaining about them, you're forgetting games like Portal and Portal 2, two of the funniest games released in the past 15 years. Games like Shadow of the Colossus and Read Dead Redemption, both of which are regularly used as arguments for why games are art. Magnificent indie games like Braid and Fez and Limbo.
To say that gaming sucks these days is to ignore all the wonderful things being done and instead take a dried up, cynical view that is out of touch with reality.
- XCOM: Enemy Unknown - turn-based strategy
- Star Citizen - space sim lead by Chros Robert (of the Wing Dommander fame)
- Project Infinity, Torment Tides of Numerena, Wasteland 2: isometric RPG
- Kerbal Space Program - non-combat space sim (it's less of a game and more of an awesome space-nerd sandbox, but I think it should deserve a mention)
Sure, there are some interesting games in development (I'd add the Elite remake and Double Fine's untitled adventure game to the list), but who knows what they will be like. We don't know if they will be "quality".
That lowest common denominator is: Sports; war; first-person shooter; music/singing/party (eg., Guitar Hero) games; fantasy RPGs; and various simplistic puzzle/physics games such as Bejeweled and Angry Birds. There is also a smattering of strategy such as Civilization and Starcraft II, but the golden age of real-time strategy (Command & Conquer, Age of Empires, Rise of Nations, Homeworld) is over; the last semi-classic, Age of Empires III, came out 8 years ago.
I am an adventure game enthusiast. LucasArts, Sierra and so on are some of my favourite games. Believe me when I tell you there is a huge hole in the current games market. During the last decade, my single great game experience has been Machinarium. Before then, the last classical point and click game I really liked was, I think, Silver in 1999.
There have been a few blips. The Syberiad games were decent. The Book of Unwritten Tales, a German game, was quite decent. Not great, just decent. I hear Vampyre Story was OK. I liked Hector from Telltale Games; it had that kind of rowdy, satiric tone that Sierra was famous for. I honestly did not very much like Telltale's other recent point and clicks, such as Back to the Future and Sam & Max and the new Monkey Island episodes. Overall, some OK games, but nothing great.
Games like these -- slow, difficult, fairly literary, full of dialogue, patience-demanding -- just do not sell well enough anymore. It's not that they don't sell, obviously there is a fairly large market for adventure games. Machinarium sold well, I think, but counted in thousands, not millions, of copies. That's not the sort of sales figures the games business is interested in.
Sure, Portal, Braid, Fez and Limbo are fine games. But they are platform puzzles; comparing them to the types of games that LucasArts produced is apples and oranges. Ron Gilbert, an ex-LucasArts genius, recently released The Cave, which disappointingly turned out to be yet another plattform puzzle game, and a fairly boring one at that. And actually, they are few and far apart. There are years between each game that is as good as Braid. A tiny game like Limbo took six years to create.
I'm in my mid thirties now, and it's not nostalgia for me. If it was nostalgia I'd feel that way about all the games I liked back then. I still think that The Secret of Monkey Island, in particular, was/is something pretty special, yet I don't think this about 99% of the games I liked back then.
I don't think it's unusual that games like Day of the Tentacle are still popular today when people still talk about 90s cartoons like Rocko and the Batman, and 80s action movies like Terminator and Die Hard. Media today tries to emulate that nostalgic feeling, but there's this undefinable element that distinguishes the time period. Years from now, people will yearn for early 2000's FPSes and we'll remember how games like HL2 and CoD defined this period.
My girlfriend's never been a gamer, but she's been playing some games recently (specially Minecraft spiked her interest).
I finally convinced her to play some Lucasarts classic adventures some months ago. She loved them. Went through the whole Day of the Tentacle in three days on her own! No walkthroughs. I didn't even help her once. She was obsessed with it! Now she's eager to play more adventure games and looking forward to the new release of ResidualVM (Grim Fandango's engine reimplementation) which she left halfway through because she met a nasty blocker bug.
Lucasarts adventures are and will be all-time classics because they're genuinely good. The plots are engaging, the dialogues are real fun and they're good intellectual challenges.
I play the games regularly, at least once a year (the whole collection!) and I still enjoy them. There's always something left to explore, an action you didn't try, a line you didn't pick... and just like The Simpsons, you can re-experience them several times as you grow older (the funny jokes are not the same when you're 8 then when you're 21).
It didn't take an intricate story or fast-paced action to set the LucasArts games apart from the competition. It was how simple, yet outlandish the plots were. 15 years later, I can still remember using a crowbar to remove a coin from the ground that was stuck there by chewing gum in Day of the Tenacle, or Ben Franklin naming a sandwich after a main character (Hoagie). I remember SCUMM games much in the same way I remember the plots of my favorite books I read as a kid. For me, they were much more like interactive novels or comic books than they were like video games. I remember Full Throttle, Dig, Loom, Monkey Island, and Day of the Tentacle in a very different way than I remember the other video games I played at the same age (Final Fantasy, Link to the Past, Super Mario World).
If you haven't had a chance to play any of these wonderful titles, I would highly recomend you grab the ScummVM and play some of the freeware titles (even if they aren't LucasArts): http://wiki.scummvm.org/index.php/Where_to_get_the_games.
http://www.gamasutra.com/view/feature/189899/why_are_we_stil...
Also, while not being a point-and-click game stricto sensu, you should really have a try at Stacking. It maybe not as brilliantly written as Psychonauts, it has some pacing issue but it's a really charming adventure (with Matryoshka dolls !) from the start to the end !
Edit: Oh, they are a publisher. Gemini Rue was not created by them. Anyway, looks like they have quality stuff. Will be checking out their other games.
While other game companies of the 1980s had to rely on the income from their games to survive, we had the unheard-of luxury of taking our time to get our games right, with years to experiment, try new things, push the envelope, and with no pressure from marketing, focus testing, or even George Lucas. We also had time to develop our company culture, starting where the Lucasfilm culture left off.
So we’d spend months thinking about our games... brainstorming with the other brilliant designers, refining, reworking, revamping, tossing out the parts that didn’t work (or the entire concept) and starting again. One of our edicts was “don’t ship shit” and we wanted to make sure we never did.
Maybe working in a creatively supportive environment like that, one that wasn’t just focused on the bottom line, enabled us to think outside the box, take time to add tons of backstory and detail... tune, tune, and tune again. Until WE felt it was time to ship. Unheard of then and I’m sure even more unusual now (other than with indie games done by people in their spare time).
Perhaps not the first time it's ever been done, but their execution of it was amazing. Lucasarts was literally a game changer.
ACCESS, FUN, CHARACTERS, DESIGN
ACCESS: You fired up the game and could immediately start playing. Most of the games had no or very short intros or cutscenes. Lucasfilm was very strong at telling the story throughout the game. "I'm Guybrush Threepwood and I wanna be a pirate" -> There you go!
Controls were also very easy, I think they were even the first games that you could play through by only using your mouse. That's important, because you could just literally lean back and play.
FUN Maybe it's just me (obviously not) but Gilbert's and Schafer's writing style, that's my idea of fun! Well written, perfectly executed and timed. Often with very few or no words at all. Sometimes Bernard or Guybrush just turned to you and said nothing…all said!
CHARACTERS The teams put a lot of effort in creating unique characters. Why the hell do I know names like Guybrush, Elaine, Stan, Bernard, Hoagie, Laverne, Ben, Bobbin, Manny, Glottis; but I can hardly remember any other adventure game character names. It's because I was emotionally bounded with them. They were mostly struggling with their environment but managed their obstacles often with unorthodox methods.
DESIGN Especially Ron Gilbert and Hal Barwood established adventure game design that is still considered standard today. Brought to fame by Ron's article "Why adventure games suck – And what we can do about it" (http://grumpygamer.com/2152210). This article still inspires me today and I'm throughout checking my designs against it.
Anyway, old point&click games were usually about a story. Now cRPG games are the vessel for that. Exploration is also crucial to both genres, I know of no cRPG game which takes place in the same area, where variety comes from changes, events, new people arriving rather than unlocking new zones. Baldur's Gate 2 and Planescape: Torment are a good example of what I'm talking about - both have big cities, but what you're really doing is getting access to new areas within them.
I still have it somewhere!
I highly, and wholeheartedly recommend checking the rest of extra-credits series, for anyone interested in game design, gamification, and the gaming industry in general:
http://penny-arcade.com/patv/show/extra-credits
And specifically those of you creating experiences: http://penny-arcade.com/patv/episode/gamification
Today's game are total crap. Just kids shooting and killing each other, DRM issues and a corporate veil set out to destroy the experience. Bullshit
Anyway, if you really think today's games are total crap, you haven't played masterpieces like Braid, Fez, Limbo, etc. Stop playing total crap.
> http://www.gamasutra.com/view/feature/189899/why_are_we_stil...
"LucasArts games have always had a special place in my heart; from Loom to Koronis Rift to Ballblazer and the Monkey Island series. [...]"
Still, relating this to storytelling, I continue to believe that the single most terrifying moment in a video game, to this day, occurs in _Rescue at Fractalus_. Everyone I know has literally fallen backwards in their chair at that moment.
But since all the people I allude to are now old fogies, it would be interesting to see the reaction of someone a lot younger who went into the game unaware and played up to that point, a point integral to the gameplay, and to see if they instinctively do the right thing to address it.
Good times, good times...