Re: Atten: Adventure Games Makers - Food for thought
#116297
10/20/04 03:45 AM
10/20/04 03:45 AM
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Joined: Feb 2004
Posts: 202 South Korea
Magicscroll
Settled Boomer
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Settled Boomer
Joined: Feb 2004
Posts: 202
South Korea
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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
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Re: Atten: Adventure Games Makers - Food for thought
#116303
10/20/04 06:19 PM
10/20/04 06:19 PM
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Joined: Sep 2004
Posts: 13,800 West Yorkshire/U.K.
Tyke
Adept Boomer
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Adept Boomer
Joined: Sep 2004
Posts: 13,800
West Yorkshire/U.K.
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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.
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Re: Atten: Adventure Games Makers - Food for thought
#116304
10/20/04 07:20 PM
10/20/04 07:20 PM
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Joined: Apr 2004
Posts: 48,908 Alabama
looney4labs
Sonic Boomer
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Sonic Boomer
Joined: Apr 2004
Posts: 48,908
Alabama
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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
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Re: Atten: Adventure Games Makers - Food for thought
#116305
10/21/04 04:39 AM
10/21/04 04:39 AM
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Joined: Jan 2002
Posts: 13,453 Texas
nickie
Grand wizard of high mucky muck
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Grand wizard of high mucky muck
Adept Boomer
Joined: Jan 2002
Posts: 13,453
Texas
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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
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Re: Atten: Adventure Games Makers - Food for thought
#116306
10/21/04 02:52 PM
10/21/04 02:52 PM
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Joined: Dec 2002
Posts: 4,216 Virginia's wetland dimension
Salar of Myst
Addicted Boomer
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Addicted Boomer
Joined: Dec 2002
Posts: 4,216
Virginia's wetland dimension
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 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 
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