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Atten: Adventure Games Makers - Food for thought #116295
10/19/04 06:43 PM
10/19/04 06:43 PM
Joined: Jun 2004
Posts: 8
chaska mn
K
krona9 Offline OP
Junior Boomer
krona9  Offline OP
Junior Boomer
K

Joined: Jun 2004
Posts: 8
chaska mn
First of all, thanks for all the adventure....but I have a couple of items to you to note as development is under way for future adventures.
1) Always have sub-titles option.....this is because there are those that don't always pick up the dialogue, story....key points because of lack of subtitles. 2) Speaking of Broken Sword 3....a great adventure or is it perhaps an action thriller....I have difficulty with reflexes but not using my brain....If the need for action is necessary for the adventure, then perhaps one could create actions scenes timers - - for example for a great action/adventurer, maybe 5 seconds should be enough but maybe there are those who would perhaps need 20 seconds. Inotherwords, we dont want to get 'stuck' on the reflexes but rather the brain....thanks. I hope that perhaps if enough of us 'vent our adventure concerns', then adventure can indeed be adventure.....thanks for listening...

Re: Atten: Adventure Games Makers - Food for thought #116296
10/20/04 03:30 AM
10/20/04 03:30 AM
Joined: Feb 2000
Posts: 26,918
Stony Brook, New York, USA
Becky Offline
The Medieval Lady
Becky  Offline
The Medieval Lady
Sonic Boomer

Joined: Feb 2000
Posts: 26,918
Stony Brook, New York, USA
krona -- thanks for expressing your concerns. And yes, there are lots of people reading the boards who take note of them!

Re: Atten: Adventure Games Makers - Food for thought #116297
10/20/04 03:45 AM
10/20/04 03:45 AM
Joined: Feb 2004
Posts: 202
South Korea
Magicscroll Offline
Settled Boomer
Magicscroll  Offline
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South Korea
EcoQuest 1 actually has a slider puzzle with a button that solves the puzzle for you. That can be made in various (people could get stuck and complain) situations. Action parts miraculously solved from a touch of a button by choice! Now that would be a welcome function.


I am not an adventurer by choice but by fate.

-Vincent van Gogh
Re: Atten: Adventure Games Makers - Food for thought #116298
10/20/04 08:29 AM
10/20/04 08:29 AM
Joined: Sep 2004
Posts: 79
West Texas
DuckandCover Offline
Shy Boomer
DuckandCover  Offline
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Joined: Sep 2004
Posts: 79
West Texas
I realize that this probably took some work on the part of the designers, but I always admired the function at the beginning of Indiana Jones and the Fate of Atlantis where the player could essentially pick the kind of experience he or she wanted to have: either action oriented or more centered on puzzles and intellectual challenge. For adventures that have some action aspects, this might be a viable design option that would please players of differing tastes.

Re: Atten: Adventure Games Makers - Food for thought #116299
10/20/04 09:26 AM
10/20/04 09:26 AM
Joined: Feb 2000
Posts: 26,918
Stony Brook, New York, USA
Becky Offline
The Medieval Lady
Becky  Offline
The Medieval Lady
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Posts: 26,918
Stony Brook, New York, USA
I liked that feature in Fate of Atlantis too. But it was, in some ways, like designing three different games for the price of just one. How many developers can afford to do that?

Re: Atten: Adventure Games Makers - Food for thought #116300
10/20/04 02:39 PM
10/20/04 02:39 PM
Joined: Sep 2002
Posts: 541
Yorkshire
Diamond Offline
Settled Boomer
Diamond  Offline
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Joined: Sep 2002
Posts: 541
Yorkshire
Quote:
Originally posted by Becky:
I liked that feature in Fate of Atlantis too. But it was, in some ways, like designing three different games for the price of just one. How many developers can afford to do that?
That is the heart of the problem. We struggle to get the funding for one game... frown

Re: Atten: Adventure Games Makers - Food for thought #116301
10/20/04 04:25 PM
10/20/04 04:25 PM
Joined: Oct 2004
Posts: 3,037
the Netherlands
Bernard Offline
Addicted Boomer
Bernard  Offline
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Joined: Oct 2004
Posts: 3,037
the Netherlands
There are so many action-oriennted games now a days.
Some of them I really enjoy, but when I'm playing an adventure game I just want to use my mind instead of my reflexes.

Bernard

Re: Atten: Adventure Games Makers - Food for thought #116302
10/20/04 05:50 PM
10/20/04 05:50 PM
Joined: May 2004
Posts: 527
CBSection31 Offline
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CBSection31  Offline
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Posts: 527
Yes, I've already planned for my second game, Shady Brook, to have subtitles. smile


Indie Developer
Re: Atten: Adventure Games Makers - Food for thought #116303
10/20/04 06:19 PM
10/20/04 06:19 PM
Joined: Sep 2004
Posts: 13,800
West Yorkshire/U.K.
Tyke Offline
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Tyke  Offline
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Posts: 13,800
West Yorkshire/U.K.
I don't much like timed sequences in games, as I start to panic as the time runs out and become all fingers and thumbs.

Then if I can't do it I become bored because it interrupts the flow of the game.


Tyke.


If you can't take the heat, don't tickle the dragon.
Re: Atten: Adventure Games Makers - Food for thought #116304
10/20/04 07:20 PM
10/20/04 07:20 PM
Joined: Apr 2004
Posts: 48,905
Alabama
looney4labs Offline
Sonic Boomer
looney4labs  Offline
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Joined: Apr 2004
Posts: 48,905
Alabama
I would like to second Krona's request for subtitles as that makes the game more accessible to those of us with hearing problems and of course, the entire Deaf community.


"Dogs are not our whole life, but they make our lives whole."
-Roger Caras
Re: Atten: Adventure Games Makers - Food for thought #116305
10/21/04 04:39 AM
10/21/04 04:39 AM
Joined: Jan 2002
Posts: 13,453
Texas
nickie Offline
Grand wizard of high mucky muck
nickie  Offline
Grand wizard of high mucky muck
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Posts: 13,453
Texas
Welcome to Gameboomers, krona9 ! Thanks for sharing your thoughts. Magicscroll mentioned the button within Ecoquest 1 that solved a puzzle - I was so happy to see that Tex Murphy had that function!
But a button for action? Interesting thought. I'm really not sure why adventure developers add these action sequences, unless they're trying to appeal to a larger audience. However, they seldom make the game more appealing to action players because the action that one encounters in an adventure game is generally so brief and so simplistic compared to what an action gamer usually plays, that they don't get enjoyment out of it either.


"How could drops of water know themselves to be a river? Yet the river flows on."
- Antoine de Saint-Exupéry
Re: Atten: Adventure Games Makers - Food for thought #116306
10/21/04 02:52 PM
10/21/04 02:52 PM
Joined: Dec 2002
Posts: 4,216
Virginia's wetland dimension
Salar of Myst Offline
Addicted Boomer
Salar of Myst  Offline
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Joined: Dec 2002
Posts: 4,216
Virginia's wetland dimension
welcome to Gameboomers, Krona!

I also find subtitles a very helpful option. I'm always afraid of missing or misunderstanding a clue without it. MJ2 had the option of reading the conversations again after you had them. That worked well too IMO.

Rather trying to design the game two ways..how about making the time element (how long you actually have to complete a timed sequence) a variable? So the bold could choose the 'split second' setting and others could have more time or even no official time limit? Some puzzles allow this now, like Boggle.

Susan wave

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