Advancing technically in our genre.
#377214
08/18/08 04:03 AM
08/18/08 04:03 AM
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Joined: Jun 2007
Posts: 799 Tel Aviv, Israel.
Tomer
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OP
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Posts: 799
Tel Aviv, Israel.
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Hello people out there. Some conflicts in my life regarding the direction I want to take, in my studies, have led me lately to give a lot of serious thinking of the medium we call "computer games", and especially adventure games. It's amazing how everyone who isn't into serious digging into the niche of adventure, is positive that adventure games have gone of this world - that's in the bad case. In the good case, they would reffer to Tomb Raider as a nowadays adventure game, not knowing that some actual, story-based, inverntory-based, logic-based games, with heavy production and requirements, are still getting released. The market nowadays, in every aspect, is desperate for originality, creativity, constantly drawing out new ideas and constantly thinking how to further develop concepts and ideas we have gotten used to - the rate of which is growing rappidly. It is not a brilliant diagnosis of me to mark that the adventure genre has been left, technologically, much behind other genres in the adventure gaming market. Comparing a game 10 years old to a contemporary game will hardely reveal any differences, but perhaps a change in graphics. Yet, to seriously survive in the modern market, to succeed in getting budgets, contracts and deals with game companies, and to get to a large audience - something needs to be done. I would never sattle for something less than a real adventure - a game that is surrounds itself on the plot and story, and on the intellect of the player, simply stands on a much higher level than any other way of gaming (which I still could enjoy, but I just cannot compare). I'm a strong believer in the medium of computer games as a form of conveying ideas and beauty - much like books and movies. But how do we (or they - "the makers") keep the genre alive, for real? Breathing, developing, surviving decates to come? Most people here are afraid of keyboard (I am *not* critisizing of course). Have you seen any games that seemed to have some real advancement in them? While the market is ever-growing, adventures seem to stand in place. One of my dreams is to be able to be a part of the force that will push the genre forwards - not on the account of the older audience that I know are a big part of the general audience, and not on the account of women, who begin more and more to "allow" themselves to be intersted in this genre. But giving the genre air again - so it can transform and grow and be brilliant, not mediocre. I haven't played a *really really good game* since GK3 (and it had it's flaws), and it's almost been 10 years since! I have played at least 30 games since. I refuse to believe that this cannot change. If you happen to want a really really good book, you don't have to try to hard to get it. The choice is infinite - there are millions of books out there, consisting so many different ideas and concepts - you are sure to find one you like, every time you plunge yourself in there. The audience exists, and many people are thirsty for good works of art. They are unaware of the genre. I try my best to expand it in my circle of friends, but I usually fail, since what to me seems as an exciting potential, to them seems primitive or dead. Ideas. Thoughts. Don't sell yourselves of course, but in general, I'd be interested to know how people respond to this issue. Do some disagree with the fact that the genre stands still? Are some afraid of advancment, seeing that this word somehow always seems to associate with "keyboard"? Let the discussion begin! (hopefully, if someone bothered to read )
Last edited by Tomer; 08/18/08 04:05 AM.
There's definitely definitely definitely no logic to human behaviour.
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Re: Advancing technically in our genre.
[Re: LindaMarion]
#377247
08/18/08 06:47 AM
08/18/08 06:47 AM
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Joined: Jan 2001
Posts: 2,046 Ontario, Canada
colpet
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Advancing technicallly for adventures usually means changing the controls the player uses in the environment. Many times that means using the keyboard, often introducing action /stealth or puzzles that require dexterity. I'm one of the type of gamers that like my fundementals of Adventures to stay the same, and that means controlling my way through the game in as easy and non distracting a manner as possible. You can't beat a mouse for that. There are many other aspects of adventures that could be technically enhanced - better CGI characters, or finding a way to do FMV again. Expansive environments to explore, with diurnal and seasonal change. Engaging stories, different from the run of the mill mystery/horror/supernatural topics that are familiar. Lastly, I don't actually think the genre is stagnating. I think that Adventures are not popular because many people who would like them don't know they exist (people who use a computer minimally, or not at all, but love to read). Part of the effort should be to get this potential market engaged, not trying to move Adventures into hybrid games in hopes of attracting the mainstream market. The latter always seems to be the hope of the 'technically enhanced' game.
Last edited by colpet; 08/18/08 06:49 AM.
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Re: Advancing technically in our genre.
[Re: colpet]
#377252
08/18/08 06:55 AM
08/18/08 06:55 AM
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Joined: Jan 2004
Posts: 83,830 In the Naughty Corner
BrownEyedTigre
The Sassy Admin and PR Liaison
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The Sassy Admin and PR Liaison
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Posts: 83,830
In the Naughty Corner
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Adventure games are not dead.
They are also not broke, so no need to fix them.
If someone requires them to be "changed" in order to hold their interest, perhaps adventure games are not their cup of tea and they should dabble in the hordes of action/adventure or other genres that are out there.
Ana
Don't feed the Trolls
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Re: Advancing technically in our genre.
[Re: LindaMarion]
#377276
08/18/08 07:52 AM
08/18/08 07:52 AM
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Joined: Nov 2007
Posts: 218 Denver
kiraalt
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Denver
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they are not dead but they are ailing when i used to went into any of our local computer shops 10 years ago i see shelves and shelves full of dozens of adventres. ive stopped visiting now.2/3 are console games and the PC rest not one single adventure I agree with that statement. For me it is not so much the technology but availability. Very rare to just walk into a store and find an adventure or casual game even on the shelf anymore!! If it weren't for this board, I wouldn't know anything about what was available or coming out at all. I think the one positive sign is there do seem to be a lot of really good games coming out/in development - so obviously there is enough of an interest in them out there. The adventure genre must just not appeal to most of the big name publishers and retailers target demographic the way "darker side" and console games do? Those other genres always seem to have the lions share of publicity and shelf space.
"If the players are all gone ... is the Game Over?"
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Re: Advancing technically in our genre.
[Re: LindaMarion]
#377451
08/18/08 11:39 AM
08/18/08 11:39 AM
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Joined: Jun 1999
Posts: 1,053 Singapore
Benedict
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Good RPGs will incorporate some adventure game elements by having more than one possible solution to quests and having a diverse range of characters for the player to interact with. Take for an example, Jade Empire. However, once a while the opposite happens when something like Harry Potter and the Order of the Phoenix or Dreamfall comes along which are adventure games that actually incoporate RPG elements!
I would consider Harry Potter and the Order of the Phoenix to be very worthwhile playing, despite its flaws, if just to experience how different it is. In my opinion Dreamfall having incorporated combat elements but not expanding further on them makes very risky design decision. It risks alientating adventure gamers which do not like action but the game expands its appeal to include action gamers and non-gamers who like movie elements in games.
Last edited by Benedict; 08/18/08 11:41 AM.
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Re: Advancing technically in our genre.
[Re: Benedict]
#377657
08/18/08 06:20 PM
08/18/08 06:20 PM
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Joined: Oct 2000
Posts: 40,644 southeast USA
Jenny100
GB Reviewer Glitches Moderator
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GB Reviewer Glitches Moderator
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southeast USA
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I don't think advancing technically is important. I think what is most important is advancing reliability and availability. New gamers need to be able to find the games, and they also want some reassurance that the game will work -- or if it doesn't, that they can choose something else and won't have thrown their money away. Otherwise their first game may be their last.
I don't think action gamers are the best market to try to target. Action gamers already know about games and what sort of games they like.
Instead, I think casual game outlets are the best hope of expanding the audience for adventure games. Games like Dream Chronicles may be very easy for current adventure gamers, but they could be a first step towards adventure games for casual gamers. There are already a few adventure games being sold by casual game companies like Big Fish -- for example Blackwell Legacy, Time Stand Still, and a few Nancy Drew games. Nancy Drew: Phantom of Venice is currently #16 at Big Fish while Time Stand Still is #13, so I think the audience is there.
Adventure games aren't a replacement for Casual games, but the same people might enjoy both types (more likely than with people who play action games) and Casual games already have a good distribution mechanism. Some casual game portals will even give you your money back if a game doesn't work on your system -- or at least give you credit on another game of your choice -- which is something you don't get at Gamestop or Best Buy.
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Re: Advancing technically in our genre.
[Re: BrownEyedTigre]
#379805
08/23/08 01:02 PM
08/23/08 01:02 PM
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Joined: Mar 2007
Posts: 81 Wales
noelbruton
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In the beginning there was the adventure game. But it was text only and you needed big imagination. So they moved to the PC, but back then, that platform was the price of a car. Then along came Doom and suddenly there was a different kind of player, young, aggressive. Need a cheaper platform to reach this young player - let's invent the console. The console took off - it was a new market. They shipped the consoles with platform games, for SuperMario was better technology than PacMan.
Adventure games didn't die, they just got usurped by new, more lucrative genres. Then came market forces. Are you going to make an adventure game - or would you prefer to sell millions of copies of a Doom derivative or an in-the-box platform game? Hmm, that's a hard one. So the big names departed the adventure platform in search of the big money they needed to survive and the publishers went with them.
So everything went quiet in the adventure genre for a couple of years. Meanwhile Messrs Boakes and Jensen and Sokal realised the potential of a niche with no serious competition and then a little while later, others (ahem) thought 'that's a good idea'. But the little guys haven't the staff for the big productions, so the look and feel of the Adventure game doesn't progress as fast as in the more excitement-driven genres.
Ultimately, the reason the Adventure genre is quiet and esoteric compared with the console-style games is because until now, the big publishers have not had the incentive to market the genre, so few people know of it, so it doesn't make so much money, so it doesn't attract the big publishers etc. But that doesn't matter any more, because now there's Lighthouse and Tri Synergy and GotGame and others. New producers, publishers with bottle and expertise. Our genre is about to get better known. You never know - maybe soon, somebody will offer Messrs Boakes and Jensen and Sokal a mil or two to port to the Wii. Meanwhile, our technology is getting more accessible. Cubase is less than 400 quid, Blender and Wintermute are donationware, there are dozens of books on game story design.
I'm encouraged by this genre. Never underestimate the indies in any industry. Indies eventually become the mainstream. Without them, we wouldn't have Oasis, chicken tikka masala, Google, Impressionist paintings or Pilates. The indies are coming.
Cheers
Noel
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Re: Advancing technically in our genre.
[Re: noelbruton]
#379875
08/23/08 03:38 PM
08/23/08 03:38 PM
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Joined: Jan 2007
Posts: 1,525
oldmariner
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Advancing Technology is a oft repeated refrain in the criticism of Adventure games. The complaint usually is Adventures have not kept up with the times, they stagnate, lag behind and so on. So how do we employ technology to make Adventures better, graphics? I submit Adventures have employed better graphics. Compare GK1 to TLJ and then TLJ to Dreamfall. Better graphics become obvious, so perhaps ramping up graphics more will make them look better, but it seems that's not really an issue.
So then we examine tech advances to discover the keyboard replacing the mouse. What is the result? It becomes confusing to gamers who have spent years with the mouse. The answer of course is over time you will get used to it. But used to what? W-A-S-D and the arrow keys seem to be the favorite of these "innovators" When you compare the use of these keys to the mouse unless one has great dexterity the mouse actually has the capability to complete these tasks more quickly than the keyboard. Is that true?
I will borrow from MaGtRo excellent walkthrough of Broken Sword 3 posted on Gameboomers to illustrate the point, just so I did not miss anything. "movement controls: run is left shift, next object is page up, previous object is page down, creep is left Ctrl key, pause is ESC, inventory is spacebar. Toggle or press the spacebar again to close inventory.The action map positions are: up is W, down is S, left is A and right is D. These keys are used together with the action console at bottom right of the screen. Additional action is a combination of the action with the arrows for direction of the action needed. To combine items in inventory use the left action (2 boxes with an arrow) panel after selecting the items to combine."
On your mouse RUN is generally double click. Movement is click on a spot on the screen, your character moves to that spot. Please explain to me how the above description moves your character to another section of the screen faster than a click of the mouse does it? Please explain how the convoluted use of keyboard described above is quicker and more efficient to mix inventory items than the old fashion way of dragging a desired object over another in inventory with your mouse? I propose the introduction of keyboard controls created a more convoluted operation that slowed game play and was wrapped up in a blanket of "advancement". I see no keyboard action that can't be done with a mouse more efficiently. Please spare me this tech "advance"
Another industry sweetheart is 3D graphics and the ability to freely explore. Yes 3D graphics are nice to look at, however, there appears to be many people who suffer motion sickness. Gladly I for one do not share that malady. It is not the 3D graphics that is the problem here. It is the free floating camera that spins you around in every direction creating confusion regarding your point of view. Left is no longer left and right is no longer right. We won't get into up and down. I will offer the abomination that is Broken Sword 3 as the poster child for evil changing camera angles. Remember trying to run to that elevator? As you fervently pound on the keys to run? You can't stop pushing the key or you are caught. So you keep pounding that key and suddenly the horrible camera angle changes and you are running toward your doom instead of away from it. There is no excuse for that when a simple fixed camera would have avoided an unnecessary annoying sequence of game control operation. Or better yet mouse controls.
What can you do? The industry insist on 3D. Ever hear of fixed camera angles, use of a mouse? Try that with 3D you might have something. Though many games have had excellent results with 2D and painted backgrounds. Yes 3D is a technical advance but until they get it right spare me.
So what technical changes should be or can be done? What about the gamble taken by Culpa Innata? Those advances with facial expressions, eye movements and lip movement during speech were stunning. A simple minor advance relatively speaking was more impressive and added more meaningful enhancements than 3D and keyboards ever had. What Adventure games need is more of that. Yes I heard whining about bad graphics, I did not notice bad graphics in that game sorry.
The naysayers forget what an Adventure game is. To remind them, they are about, story, character and puzzles. True I don't care all that much about puzzles but many do. However, both branches of Adventure, puzzle centered like Myst, story centered like TLJ are all built around story, character and puzzles. You need to focus on those items adding "advances" only when they truly advance the genre. Keyboard and spinning camera angles are not the advances we need. It will be interesting what Frogwares changes in their re-release of the Awakened, did they finally get it?
A trend that I have noticed of late is almost comical. All of the innovation and technological additions made to jazz up the shooters to disguise the latest entry of Shooter version 22, so nobody notices it is the same game as Shooter 21, seems to have fallen short. What do I mean? It seems many of these promoters are hyping that Shooter 22 has a more in depth story. Not to be out done the producers of Mayhem 98 are touting they have a more detailed story. What add a story? So true alas they seem to be adopting something the failing Adventure genre has known for years. You need a story and characters to carry the burden of glitz.
I disagree there have been no really good games since GK3. There have been many too many to cite here. To illustrate a few examples, TLJ, Syberia, Broken Sword 1 more recently Culpa Innata. I could go on but there are many with story that is as in depth as GK 3. Dreamfall's story was amazing it's failure was in trying faux technological advances that diminished the power the story had. Read the multitude of complaints that plague Dreamfall. It is not the story beyond its incomplete ending that was the problem with Dreamfall. The incomplete ending was designed to set up a sequel. I agree with the complaints over that decision. It was in my opinion a poor choice but it was not a product of bad writing. The complaints were, keyboard, stealth, fighting, free floating camera and of course too few puzzles. The story was as amazing and gripping as any before it.
My solution continue to tell in depth stories with strong character development while incorporating puzzles that make sense. Then follow Culpa Innata's lead by employing technological advances that truly are meaningful. Spare us the failed glitz that passes for advancement while succeeding in making game play more difficult.
Last edited by oldmariner; 08/23/08 03:52 PM.
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Re: Advancing technically in our genre.
[Re: LindaMarion]
#380038
08/23/08 09:32 PM
08/23/08 09:32 PM
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Joined: Sep 2003
Posts: 4,940 Lincoln, NE
GuybrushThreepwood
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What are you talking about? The requirements for adventure games keep going up. And frankly I think its absurd. Nothing wrong with hand drawn 2D images.
Currently Playing: Adventure Game: Broken Age Darkside: Star Wars: The Old Republic
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Re: Advancing technically in our genre.
[Re: GuybrushThreepwood]
#380074
08/23/08 10:47 PM
08/23/08 10:47 PM
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Joined: Nov 2000
Posts: 34,864 United Kingdom
Mad
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Sonic Boomer
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United Kingdom
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Hi oldmariner I agree with absolutely everything you said Cheers. Mad
Time : The Most Precious Commodity
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