Re: Myths of the World Series
[Re: Mad]
#1038881
10/31/15 11:09 AM
10/31/15 11:09 AM
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Joined: Jul 2005
Posts: 906 deep south
8dognight
Settled Boomer
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Settled Boomer
Joined: Jul 2005
Posts: 906
deep south
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I think the obsession with locked away--either in an actual locked cache or via modest pixel hunt--screwdrivers, gas cans, crowbars, rulers, shovels, pruning shears, and just the right cutting tool reflects three things. First, it's gender based, just as trying to build HOPA worlds and characters skewed by action/shooter games is gender based. The constant repetition of tasks like using a magnet or fishing line with hook misses an opportunity to connect with the target audience, becomes tedious, and fails to build dramatic tension. While I was trying to research this idea, I discovered that in terms of plot and character Lisa Brunette covered the subject admirably at a GDC presentation a few years ago. The whole talk is archived and free to watch.
Second, production time constraints in terms of programming make repetition attractive. I sympathize. So why not simply change the objects? "What did I do with that statue of Zoroaster?" or "Where is the saddle for grandfather's favorite Orlov stallion?" take a story in a more interesting direction (for me) than 500 stories in which I have to ask myself where is a screwdriver or car key. Not starting the generator or car or motorboat or even mind meld machine in a deserted sanitarium until I find the gas can which is inside the locked garage whose keys fell into the a drain secured by screws reduces story momentum to zero. In addition, this practice often includes incoherent story telling, such as locking up said screwdriver in an elaborate garden folly cache.
Third, there is reluctance to risk straying from what is incorrectly perceived as part of the formula for success with the target audience. This encourages stagnation in terms of scene to scene tasks, an unfortunate failing because casual games have grown and changed in the last decade in almost every other aspect. (Currently my other two gripes are overblown melodramatic music and lack of puzzle level choice. By the latter, I mean levels of difficulty in much the same way that the book publishing industry offers level selection and delineates the choice in the table of contents of puzzle book.)
One characteristic of HOPAs that has won me over to the format probably comes straight from action/shooter influences. As a rule HOPA gameplay moves faster than gameplay in most standard point and click adventures. Something else to do is always coming up. The shift to more to do increases the developer's responsibility to tell a coherent, intriguing story in terms of task to task construction. Fast pacing results in a cumulative effect that is negative if as a player I can only anticipate yet another screwdriver or crowbar or other quotidian object locked up for no discernible reason on the other side of town.
I enjoy the occasional appearance of traditional tropes like the screwdriver which is why I like the twist in Stolen Spring. The twist increases my tolerance of later traditionally constructed tasks. My objection is to the endless repetition of these.
(Edited to include a hypothetical question inside a game that is not straight out of mythology. I had never heard of Orlovs until a moment ago when I googled slavic horse breeds. I mention this to show how quick and easy it is to pose different questions.)
Last edited by 8dognight; 11/02/15 10:43 AM.
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Re: Myths of the World Series
[Re: 8dognight]
#1038885
10/31/15 11:25 AM
10/31/15 11:25 AM
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Joined: Jul 2000
Posts: 48,408 near Yosemite
Marian
Global Moderator
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Global Moderator
Sonic Boomer
Joined: Jul 2000
Posts: 48,408
near Yosemite
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Interesting observations. I played a game earlier this year (I need to start writing titles down) where I'm pretty sure that when presented with a mini-game/puzzle, I was presented with the option of casual or hard. And, as I stated before, I also played a game where I was given the option to turn awards/achievements notifications off. These implementations were great. The music used in these games can be a selling point for me and the developers who get it right are to be commended. Certain games have stayed in my mind largely due to the music that was used. This is meandering away from the topic thread. I would be interested to know for those who have played this series, which would be the favorite.
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Re: Myths of the World Series
[Re: Mad]
#1039160
11/02/15 10:26 AM
11/02/15 10:26 AM
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Joined: Jul 2005
Posts: 906 deep south
8dognight
Settled Boomer
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Settled Boomer
Joined: Jul 2005
Posts: 906
deep south
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Mad, I think my favorite is Of Fiends and Fairies. I almost didn't try the demo on it. I have an unpleasant memory from four or five years ago of a different game with a fairy helper that wouldn't shut up or stop fluttering to hot spots.
But I downloaded the Fiends and Fairies demo based on reviews and because I like the Celtic mythos. Then the lovely introductory music beckoned me inside, so I thought okay, I'll put a toe in.
To my surprise, I settled happily into this version of monomyth, enough to play again a month later, making Fiends and Fairies the second game I have played through twice since the recurrence of my game obsession, general game neediness, and drive to understand what works and doesn't work in terms of HOPA construction along with what elements make me forgiving of typical HOPA failings in one game but not another. Fiends and Fairies and Nutcracker are the only two I have replayed in their entirety.
Last edited by 8dognight; 11/02/15 10:55 AM.
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Re: Myths of the World Series
[Re: 8dognight]
#1039173
11/02/15 11:43 AM
11/02/15 11:43 AM
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Joined: Nov 2000
Posts: 34,378 United Kingdom
Mad
OP
Sonic Boomer
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OP
Sonic Boomer
Joined: Nov 2000
Posts: 34,378
United Kingdom
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Hi 8dognight I replay lots of my games - especially Adventure games "proper". But both my Casual and RPG collections also get the treatment !! [Truth be told I just have WAY TOO MANY games for my own good ]
Time : The Most Precious Commodity
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