Why Adventure Games Suck (1989)
131 points
1 month ago
| 25 comments
| grumpygamer.com
| HN
diffuse_l
1 month ago
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He wrote this piece in 1989, and then went on and designed Monkey Island 2, which did things like having solutions to puzzels depend on other puzzels in differnet islands in the most annoying way possible, on purpose.

So you have that...

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layer8
1 month ago
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That’s really ironic. I liked the idea of the LucasArts adventures very much, but they generally turned out to be too “puzzly” for me, in that you got stuck if you didn’t “get” what the puzzle wanted from you, you missed some object you needed to pick up, or you didn’t mindlessly try out every object-verb-item combination or every dialog path. And very often, things I wanted to try that seemed sensible weren’t possible.
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lo_zamoyski
1 month ago
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> they generally turned out to be too “puzzly” for me

Loom, I think, was like that sometimes, but Monkey Island wasn't too bad. Sierra's King's Quest series, however, was notorious in this respect, where the thing to do was something arbitrary you could not reason to in a million years.

That's the kind of thing that sucks in adventure games. In real life, I can be creative to a very large degree because reality has content, specifically, to the degree that I grasp that reality. A ball of clay is a ball of clay, and because I understand what clay is, I know what I can do with it. But in a game, a ball of clay is just a symbol. There is no ball of clay. It is a nominal entity, an image or word plus some code that simulates maybe some aspects of it in very constrained ways (in adventure games, this is truly very narrow, as in, if user clicks these two things with this action, then show picture and display text, the end). And this might be okay if the author has arranged things sensibly, but sometimes you end up with truly bizarre ideas. You wonder how these things passed QA.

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jamie_ca
1 month ago
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The worst was King's Quest V, which you could play for 3-4 hours and soft lock yourself by deciding to go east into the mountains before you had done _everything_ possible in town and west in the desert. It didn't warn you you couldn't return, and if you didn't have an extra save it was back to the beginning.
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Ekaros
1 month ago
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Soft lock failure states are incredibly bad design... Instant deaths well, those can be acceptable with decent save system. But even Sierra in some cases managed to nearly entirely avoid soft lock failures... So leaving them in is well only bad work.
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selimthegrim
1 month ago
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The Colonel’s Bequest infamously had such a bug that prevented you getting 100% of the bonus points _even after following the official FAQ_.
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NBJack
1 month ago
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King's Quest felt particularly bizarre in some of the puzzles as well. I fondly recall the meager progress I managed in the 6th iteration, getting up that cliff, figuring out how to use the hero's ring as a bargaining chip, and I think I got to the minotaur part on the cover too. I got stuck too much to care, and put it aside.

Then I got the full color walk through book.

As I followed the guide, it was mind boggling not only how little progress I had made, but just how many different ways and paths to different endings I had missed! You didn't necessarily soft lock yourself as easily as others, but you could very easily screw yourself out of other options surprisingly quick.

Then I played The Dig. By comparison, The Dig felt like an accessible masterpiece. I didn't feel like I was straining for the right hidden pixel either across environments. The story wasn't unforgiving. There were only two real endings, and relatively easy to backtrack to.

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ferfumarma
1 month ago
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> in the most annoying way possible, on purpose

Can you elaborate? You are making a really strong statement of intent.

I tried to search ("monkey island 2 design criticism") for what you might mean, but I don't see any obvious description.

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zug_zug
1 month ago
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I'm not GP, but I've played a few adventure games and was very excited to try Monkey Island because of its sense of humor and style. But it felt basically unplayable to me (basically it felt like the only strategy was brute force), here's the puzzle that made me give up:

Give the jawbreaker to Blondebeard to loosen his gold tooth, then give him the pack of gum. When he blows the bubble with the tooth in it, pop it with the pin and the tooth will drop out. Get the gold tooth, then exit the shop. (To get the gold tooth on Mega-monkey, chew the pack of gum to get the chewed gum. Inhale from the helium balloon, use the gold tooth in the chewed gum and then chew the tooth in gum. It will float out the window of the shop and land in the mudpuddle outside. Use the pie pan in the mudpuddle to get the tooth).

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NeoTar
1 month ago
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That’s not Monkey Island 2 (Monkey Island 2: LeChuck's Revenge), it’s Monkey Island 3 (The Curse of Monkey Island), which Ron Gilbert was not involved with (I believe).
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dsego
1 month ago
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That was the toughest puzzle in Monkey Island 3 for me, I remember being stuck on it as a kid for a long time, weeks maybe, until we read the solution somewhere, either a website or a game magazine. And it was the one puzzle keeping us from progressing to the next CD I believe. My father, not understanding english, was one to try every item with everything, brute forcing his way around, even he couldn't crack it. I think on easy mode this puzzle doesn't require all the steps. The other tough one was the dueling banjos, I think I had to write down the sequences on a piece of paper. It's still my favorite game ever, left such a big impact on me, from the intro music, humorous cut scenes, drawing style, the sense of wonder and excitement, everything was just perfect.
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G3rn0ti
1 month ago
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I remember that puzzle from Monkey Island 3. I mean, yes, the game is tricky but think about all the hints the game is giving you: „gold tooth“, „jaw breaker“ and I think in the dialog tree with Blondebeard you could compliment him about the gold tooth … and the mud puddle where you dig for gold using a pan like like gold diggers did in the clichés about the gold rush. So I mean it could be worse.

You get the hang for these kinds of puzzles once you played a couple of them.

On the other hand what I hate most in adventure games are random logic puzzles to open a door or find out where you need to go next. This is usually a cheap way to slow the game down. Lucas Arts was guilty of this kind of thing after Ron Gilbert left in „The Dig“, too, which still was a great game nevertheless.

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amiga386
1 month ago
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The fun part is that puzzle you're describing is only in the optional Mega-Monkey mode where you chose to get more difficult puzzles at the start of the game. In normal mode, you can walk out the door with the gold tooth as soon as you get it.
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tripa
1 month ago
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You're describing a puzzle from the Curse of Monkey Island, aka Monkey Island 3. Ron Gilbert had no involvement there.
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Gravityloss
1 month ago
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In my experience Monkey Island 1 was still relatively reasonable with the puzzles but 2 was ridiculous.
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santoshalper
1 month ago
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Designing a good adventure game is much easier said than done. I would eventually love to see him write that annotated version.
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freetanga
1 month ago
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I think the genre has gotten smaller, but higher quality. Games are more a work of love than a marketing hype.

Thimbleweed Park, Kathy Rain, whispers of a machine, Disco Elyseum, Unusual Findings, Sexy Brutale, Darside Detective, blacksad, obra-dimm, takes two, Orwell, unheard, shadows of a doubt, 12 minutes…

I actually enjoy these slow-burn games a lot

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Gormo
1 month ago
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Don't forget Wadjet Eye's entire catalog, including the Blackwell series and especially Primordia, Resonance, and Technobabylon.
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toasteros
1 month ago
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Resonance will always be quite funny to me. You start the game as a dorky blond named Ed who unravels a government conspiracy with worldwide ramifications.

Only a few weeks after the game's release date was announced, we heard a dorky blond named Ed speak from a hotel room in Hong Kong.

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cmiller1
1 month ago
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To be entirely fair, the guy who wrote this article CREATED Thimbleweed Park.
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freetanga
1 month ago
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I know. And while I have lots of respect for him, I felt the ending was a bit meh
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sersi
1 month ago
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Was disappointed also by the ending of Monkey Island 2 and Return to Monkey Island. Ron Gilbert seems to love going meta and breaking the fourth wall to the point where I'd almost be shocked if he released a game that didn't do that.
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fsckboy
1 month ago
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sounds like you need a game where the protagonist is clearly trying to break the 4th wall, but can't. It's a puzzle you need to figure out.
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BeetleB
1 month ago
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Meh is an understatement. The ending was terrible.

Gameplay was great to that point though.

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thaumasiotes
1 month ago
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That's exactly how I felt about Escape from Monkey Island. The gameplay was great (although the 3D graphics were awful...), but the ending completely ruined it.
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soneca
1 month ago
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Just so it doesn’t seem that unanimous, I feel always obligated to say that I enjoyed Thimbleweed Park’s ending as well as Return to Monkey Island’s ending. RtMI ending actually grows in me each time I think or read about it. I consider now to be one of the best endings I ever saw in a game (I do not play that many games though)
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HellDunkel
1 month ago
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The ending was uninspiring at best unlike the rest which is very enjoyable.
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ykonstant
1 month ago
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I do agree the quality has increased significantly; we view old adventure games through quite a bit of rose-tint and tend to ignore significant warts. To add to your great selection, I think the whole Blackwell series is a modern adventure game masterpiece.
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quitit
1 month ago
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Adding these titles into the mix:

- Hugo's House of Horrors

- Maniac Mansion

- The Goonies II

- The Cave

- Machinarium / Botanicula / Samorost (put together because they're, at their core, the same idea.)

- Love you to bits.

And I think these also give that adventure story feel (find objects & solve puzzles to progress a story), even if they don't transport the player to far-away locations

- The Room series

- There is no game

- The Rusty Lake series

- The Stanley Parable

- Tangle Tower

- Chuchel

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sersi
1 month ago
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Hugo's House of Horrors -> That game commits pretty much every sin in the list.

Machinarium / Botanicula / Samorost / Chuchel are all great fun (and can be played with relatively young kids even)

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quitit
1 month ago
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I give HHH a pass, it is still fun and predates Monkey Island 1 and the list itself.

MI2 also break's Ron's own rules ... extensively, including a bunch of things he didn't list that should also be rules, like "don't use a deus ex machina as an ending device" (which he did again in Return to Monkey Island, he's absolutely butchered that IP.)

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parpfish
1 month ago
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I’m looking forward to see it how modern language models can improve these games.

One peeve I’ve always had is that in a game like disco elysium, I don’t feel like I (the player) am solving a mystery because dialogue trees are always leading you to the answer. Instead I’m just watching the guy on the screen solve it. Dialogue with an explicit tree would be rad

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uniq7
1 month ago
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Games like Return of the Obra Dinn or The Case of the Golden Idol may give you exactly that feeling.
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pfdietz
1 month ago
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> blacksad

Is that based on the comic?

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freetanga
1 month ago
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I think so, never heard of the comic
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pfdietz
1 month ago
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sersi
1 month ago
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Yes it's based on the comic and absolutely worth playing if you like me love the comic.
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nox101
1 month ago
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I see this is a 2004 post of a 1989 article.

Still, I'm not sure what the definition of "Adventure Game" is. To me, it's usually a game with graphics at the top (not required but most common), and 4 or so lines of text at the bottom. Some times you walk a character around. Other times you just type "exit door", "open drawer", "take key" (or pick from a menu)

Those games might have been dead in some form (King Quest, Monkey Island, etc...) but the basic form has been alive and kicking (a) in the form of Japanese story games and (b) as indie games on places like itch.io. It's covered with "story adventure games"

Of course most of those games would benefit from this list of rules.

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amiga386
1 month ago
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It's boom and bust. When adventure games became graphical, they became massively popular, one of the top-selling genres of games. But since 2000 they were in decline, almost to the point of death. Gamers wanted 3D shoot-em-ups or simulators or other genres, more than they wanted the old point'n'click adventures they'd been playing for the past decade.

https://en.wikipedia.org/wiki/Adventure_game#Decline_(2000%E...

They haven't really come back, in that form, except as appeals to afficionados. Deponia (2012-2016), Syberia (2002-), Dreamfall (1999-2017) did quite well, but I don't know how many people who hadn't played an adventure game before would willingly pick them up. Then there are nostalgia-bait games which Ron Gilbert is especially guilty of, e.g. Thimble Park, The Cave, Return to Monkey Island. You could also add the remake of Riven to that list.

If by Japanese story games you mean visual novels... they're not really the same genre, even if technically they have you moving around the place collecting things to solve puzzles. I'd also argue that anything David Cage has done (Farhenheit, Heavy Rain, etc.) are not adventure games, he chases after "interactive movies" as mentioned in the article.

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YurgenJurgensen
1 month ago
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I have a firm belief that the original point-and-click adventure boom was an accident. A lot of previously popular but now niche genres follow a pattern: They applied some constraint to their interaction that lead to (relatively) high-fidelity graphics and/or storytelling on weak hardware and with small budgets. Once technology advanced to the point where said graphical fidelity could be achieved without those constraints, all but a few hardcore players left for other genres. Fighting games (where the machine could spend its entire resource budget on two characters and a largely static stage), rail shooters (where the fixed camera and scripted encounters allowed the designers to very easily know how many entities would be onscreen in any given frame, even to the point of being almost entirely pre-rendered), racing games (cars are easy to model, fixed tracks give the designers full control of entity visibility, sprite scaling allowed for 3D-ish effects before 3D acceleration existed), flight simulators and space games (the sky/space is easy to render, planes and spaceships are also easy to model compared to humans). None of these genres are as popular as they once were, probably due to the fact that even a go-anywhere open world game with hundreds of living entities on screen can run on modest hardware these days, so there’s no benefit from a graphical perspective of applying those restrictions.

The adventure game and the visual novel once occupied this position. By being a series of (potentially entirely pre-rendered) stills that could only be interacted with in a few predefined ways, you could make impressive-looking scenes even on 16-bit hardware. It would be a very long time before anything as impressive as Myst could be made to run in real time on consumer-grade hardware. I suspect a lot of people only bought these games because they looked pretty, and once that edge was gone, they realised that maybe they didn’t really like the genre in the first place.

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sersi
1 month ago
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I think that there's another factor to consider. The market for computer game was both much smaller in the 80s and early 90s but also tended to be much more educated. So, games that are essentially puzzles with stories would have much more appeal to that group of people.
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Ekaros
1 month ago
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I think also culture was much more ready to put "mindful" and engaged deep thought time on content. As lot of games due still end up burning lot of time, but I feel they often are more mindless or more in the moment gaming. Kinda tetris like deepflow. Our attention spans have shortened a lot and there is lot more distractions available.
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cubefox
1 month ago
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That sounds plausible. Or at least it was part of it, because at least Myst would never have sold anywhere near as many units if it didn't look so impressive (in 1993).

Though there is also the simple fact that pure puzzle games can't compete with puzzle+action games (e.g. Zelda), even if the puzzles are somewhat reduced.

You can see a similar thing in movies: Highly successful Pixar movies are typically comedy+action, because mixing in action beats pure comedy in terms of entertainment.

The trend towards action is also present in other genres: Turn -based strategy games got mostly replaced with real-time strategy games, and turn-based RPGs got replaced with action RPGs where fighting is done in real time.

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Deukhoofd
1 month ago
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Telltale Games was big for a decade with their adventure games, in which Gilbert was somewhat involved as well. The Walking Dead from 2012 was one of the best selling video games of all times.
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amiga386
1 month ago
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I grant you, Telltale did make a good number of adventure games in the classic style, e.g. Sam & Max, and then also applied them to licenses like Wallace & Gromit and Back to the Future... but I feel The Walking Dead was a different type of game. More a narrative and character led game, like a visual novel, rather than a puzzle game of any kind... and as that was so successful, they stopped making the point'n'click puzzle-type adventure games.

Would you consider them to be the same genre, an evolution, or a different genre (that perhaps Telltale spawned?)

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BeetleB
1 month ago
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For me they are part of the same genre, but a different subgenre. They are more like choose your own adventure stories.

But still very satisfying!

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Retric
1 month ago
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The original Monkey Island was a smash hit for its time and sold significantly less than 1 million copies.

So, while adventure games didn’t take off like 3D shoot-em-ups that doesn’t mean they actually declined even if they aren’t posting 200+ million GTA 5 numbers. Monkey Island 2 special edition sold 459k units on steam that’s far better than the original Money Island 2’s 25k on launch.

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pandemic_region
1 month ago
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In all fairness, it was easier to get the cracked warez version back then then to find a shop that had these games. At least in my country. So maybe sales numbers don't tell everything in this case.
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cubefox
1 month ago
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A few years ago, adventure games had a revival on smartphones, especially with The Room series and the Cube Escape / Rusty Lake games. They were greatly helped by the fact that A) adventure games have no action and B) most action games do not work well with touchscreens.
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pdfernhout
1 month ago
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While not specifically designed for smartphones, StoryHarp (which I wrote in 1998 in Delphi and then ported to the web in 2018 using TypeScript, Mithril, and Tachyons) can run in a browser on a phone. StoryHarp makes it easier to write simple rule-based text adventures where players click on available options from a list rather than by typing in text (more like Choose Your Own Adventure books). You can try it out here: https://storyharp.com/v3.0/
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rererereferred
1 month ago
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Not sure about visual novels, but the Japanese Zero Escape and Ace Attorney series are great. Maybe they meant those.
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amiga386
1 month ago
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The Ace Attorney series are visual novel games; I'd call them a crossover of genres.

They have the presentation of a visual novel (first person perspective, characters look straight out at you, most of game is paging through dialogue), but they also have gameplay elements of traditional adventure games (looking around multiple locations for clues, try every item in the inventory to see what response you get, etc.) - I think in Japan they'd call that an adventure game for being overly interactive, but in the West we'd still call it a visual novel.

I haven't tried the Zero Escape series, but after a quick look at one on Youtube, it does look like that same mix of visual novel with adventure game / puzzle elements?

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sersi
1 month ago
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Adventure games that have elements of visual novels have existed for a long time in Japan even though they were often not translated and sold outside of Japan. Examples of this are the The Portopia Serial Murder Case (from Yuji Horii who wrote the scenario for Chrono Trigger), the Jake Hunter games, etc...
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gs17
1 month ago
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I'd add Danganronpa to the list for people able to stomach a much more "anime" take on the subgenre.
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anal_reactor
1 month ago
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I loved it so much!
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BeetleB
1 month ago
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The genre has been doing well ever since The Walking Dead games came out.

I recommend people play Life is Strange.

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SJC_Hacker
1 month ago
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The Telltale version? Telltale actually went out of business a few years ago.

Even so, those aren't akin to the classic adventure games like Maniac Mansion, Secret of Monkey Island, etc. They are more like "Choose your own adventure" novels - but a major criticism is you always end up in the same place at the end so your choices are largely irrelevant.

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BeetleB
1 month ago
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Telltale went out of business, but the genre is doing fine. Others continue to make games.

> They are more like "Choose your own adventure" novels - but a major criticism is you always end up in the same place at the end so your choices are largely irrelevant.

They are like Choose Your Own Adventure novels, but I think it's unfair to say you end up with the same ending. I know games where, based on your decisions, people may die in the middle of the game. Whether they're alive or not does lead to a different story.

Even in The Walking Dead series, there's a game with a very different ending depending on who you choose to get killed.

The games are much easier than the old adventure games of the 90's. For me, though, that's a blessing. I simply cannot devote as much time to solving those types of games, and I appreciate they've made adventure games for someone like myself.

The point is that if you liked adventure games, you'll likely enjoy these games as well.

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derbOac
1 month ago
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I think "adventure game" has broadened a bit in meaning maybe. To me it means a game where the outcomes don't depend on response speed or dexterity in a game task and where those game tasks are diagetic content within a narrative. So basically puzzles only, where the puzzles are a natural intrinsic part of a story.

Everything else is UI. You can have traditional adventure games, first-person adventure games, third-person adventure games that are not really traditional, and so forth.

Just my opinion though. Traditionally "adventure game" meant a sort of text-driven story game without combat or dexterity-based tasks, and it often still does. But I see the term get applied more broadly than that.

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a1o
1 month ago
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I really recommend playing games from Wadjet Eye, like Gemini Rue, Blackwell, Unavowed, they are all point and clicky adventure games. I think that adventure games aren't dead, they are just a niche.
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Gormo
1 month ago
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Primordia is fantastic in terms of art and story.

Resonance has some unique mechanics that are actually effective at restoring some of the reactivity and world-building flavor that was lost when adventure games moved from parser to point-and-click interfaces (while still using a solely point-and-click interface). It's also a really good game on top of that.

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tmtvl
1 month ago
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I really (really, really,...) love Technobabylon, it's my favourite Wadjet Eye-style game. Shardlight was also pretty good.
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two_handfuls
1 month ago
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I remember pkayung the adventure game “Milkmaid of the Milky Way” and loving the style. It’s indie, and the text just rhymes all the time. http://machineboy.com/milkmaid/
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wavemode
1 month ago
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I think "story-driven game with no combat or dexterity" covers it decently well (story-driven in the sense that, the story is the primary, usually sole, focus - making "progress" in the game is equivalent to finding out what happens next).

Though some people tend to consider visual novels as being distinct from adventure games, with a stipulation that a visual novel has no "overworld" (i.e. you don't walk around on a map - neither graphically nor textually - you just move from one "scene" to the next. You move forward in time rather than N/S/E/W in space.)

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m463
1 month ago
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I think there are still "classic" adventure games around like Deponia, but they run into those problems.

I think the way around this is to make things less trickier, but at some point you get a story-based game/visual novel or maybe a "walking simulators" like firewatch.

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soneca
1 month ago
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The linked post about who killed adventure games is pretty good too:

https://www.oldmanmurray.com/features/79.html

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pteraspidomorph
1 month ago
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I appreciate the dig at Sierra games and their reliance on missable items. But he wrote that puzzles should make sense, and went on to give us the rubber chicken with a pulley in the middle!
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oneeyedpigeon
1 month ago
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I think that chicken was a satirical dig along the very same lines. IIRC, it clearly described the pulley and the resulting puzzle - using a pulley on a wire - isn't exactly cryptic.
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robinsonb5
1 month ago
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As opposed to, say, the "monkey" wrench in MI2?
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davidgay
1 month ago
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That one's particularly terrible for non-Americans, as I (a native English speaker) had never heard the term. I forget how we figured that one out...
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Almondsetat
1 month ago
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Ludonarrative dissonance is, I think, my biggest turn off in gaming. Problem is, the vast majority of games have it because they try to be like movies with a set story and cutscenes and dialogue. So yes, to me Adventure games suck and utterly destroy my suspension of disbelief without fail
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parpfish
1 month ago
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once you learn that term, you see it everywhere in games.

Two that always bug me:

- game narrative introduces urgency (“we have to hurry up and catch X before it’s too late!”), but time doesn’t matter at all. And in fact you’re encouraged to grind away on sidequest and collect items before continuing that urgent main story

- early game has a city surrounded by weak monsters and some local needs you to hunt down a few that have been bothering them. two towns over there’s another town of normal people surrounded by monsters 100x stronger but they don’t care or need your help.

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crooked-v
1 month ago
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The urgency thing immediately makes me think of Cyberpunk 2077. The initial quest line sets it up that you must fix TERRIBLE_NARRATIVE_PROBLEM or you will die in a couple of weeks, but in fact passage of time doesn't matter at all and if you just follow the main quest line with the urgency the narrative demands of you, you'll miss 90% of the game's content and probably have a really terrible time because you'll be underpowered compared to all the end boss stuff.
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Ekaros
1 month ago
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Now I started to think about economy and value of money... I detest the simple currency system and especially using gold as any unit of currency. While having it laughably cheap...

But in context dissonance the price scaling is just weird when you start to think about, just how rich comparatively the people in later areas are? Why isn't there any people who retired? Just bring that pile of gold even from middle game area to starter area and well you have enough money for rest of your live...

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bigstrat2003
1 month ago
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I personally think ludonarrative dissonance is by far the biggest nothingburger in gaming. I have zero problem suspending disbelief when game mechanics don't line up with story (the old "why didn't they use a Phoenix down on Aeris" thing). It's fine, the two are separate and it's no big deal. I find it far more damaging to my enjoyment of the game when the designers/writers bend over backwards to eliminate this dissonance, because it is almost always awkward and just takes me out of enjoying the game.
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Almondsetat
1 month ago
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So you have no problem when you do horrible things in a game without remorse but then in cutscenes your protagonist has a heart of gold?
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antifa
1 month ago
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My biggest problem with FF7 is that sephiroth never pays rent and Mr Cloud never has to use the bathroom.
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Almondsetat
1 month ago
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Irrelevant and snarky analogy
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sqeaky
1 month ago
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I'm not familiar with that word, Ludonarrative, but yeah constant interruptions to suspension of disbelief are a huge pain in the ass. And the Wikipedia page on it goes into deep and nuanced examples when we have just basic failures.

I'm not just talking point and click adventure games, I mean any game that breaks its own rules just gets on my nerves. If it's a Sci-Fi setting you tell me there's FTL, fine but then when I can't use that in a context where it it follows the other game rules to do a thing I want to do, that just ruins it for me. How many open World RPGs are there with just invisible walls in a place that looks totally passable? When in cutscenes or story elements the characters can just walk through that area or have no problem turning on the FTL.

I know it's a lot of effort, but attention to detail hearing about the end result is the only real fix this kind of shit.

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giantrobot
1 month ago
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> Ludonarrative

This is describing the rules of a game as related to the narrative of the game.

A ludonarrative dissonance would be the narrative of the game being "we need to hurry and rescue the thing!" but then the rules/mechanics of the game having no punishment for not actually hurrying and rescuing the thing or maybe no support for even understanding the time taken by the player.

Similarly the mechanics of the game can clash with the narrative. The narrative says the player character is a strong hero but then with the game mechanics they're killed by a rat in the forest.

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sgbeal
1 month ago
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Noting that it's dated 2004 and starts with:

> I wrote this back in 1989...

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lifeisstillgood
1 month ago
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It was a retrospective publication - after he “retired” the first time.

The guy was making workd wide popular games while I was still at school, And write this as part of a mission to ground his next game design and shared it internally. Plus this was pre www! Then he republished it years later

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jncfhnb
1 month ago
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Interesting parallels to games today.

> It is bad design to put puzzles and situations into a game that require a player to die in order to learn what not to do next time.

I feel like this is not good advice anymore. Nowadays dying is more common in games and less intrusive. In some games it’s even canonical that the character is dying. It’s become less intrusive and thus more ok. Even for puzzles I think this is bad advice. Puzzles probably engage the player more when they’re solved right or solved wrong; vs when they’re either solved right or in limbo of not being solved yet. It encourages feedback on your solving path.

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AuryGlenz
1 month ago
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Nobody wants to replay the portion that they’ve figured out again and again to get to the part they haven’t. It took game developers a long time to figure that one out, for some reason. Heck, they still sometimes put a checkpoint too far back, but that probably comes down to testing.

I’d say Super Meat Boy was probably a big turning point as far as that goes.

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jprete
1 month ago
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The modern version would be "don't severely penalize players for failures they can't prevent". I think in 1989 having to start over was considered less of a punishment, because games tended to clock in at low-single-digit hours with perfect play (assuming the game could even be finished).
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dang
1 month ago
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Related:

Why Adventure Games Suck (1989) - https://news.ycombinator.com/item?id=32936015 - Sept 2022 (57 comments)

Why Adventure Games Suck (1989) - https://news.ycombinator.com/item?id=22625578 - March 2020 (104 comments)

Why Adventure Games Suck (1989) - https://news.ycombinator.com/item?id=15569221 - Oct 2017 (1 comment)

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tempodox
1 month ago
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> Real time is bad drama

That paragraph recounts the reasons why RTS games never work for me. When I'm gaming, I want to do things in my own time, not be on someone else's clock.

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nkrisc
1 month ago
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Without a time limit, every game just becomes an optimization game. Like playing a board game with a player who will spend two hours thinking each of their turns through to make sure it’s the optimal play.

If you like doing that on your own, go for it. But for me it just becomes boring and not fun. Not fun because if I choose to spend a reasonable amount of time I know I’m leaving good things on the table, and boring if I play every turn optimally. With a time limit, the game becomes about prioritization and making the most of a limited resource (time).

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oasisaimlessly
1 month ago
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So... a constrained optimization game.
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nkrisc
1 month ago
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Yes, any game with a goal can be described that way. I still think there’s still a meaningful difference in terms of gameplay.
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anal_reactor
1 month ago
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Not really, you're just optimizing for some metric that includes time instead of some other resource
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nkrisc
1 month ago
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And from a gameplay perspective that’s meaningful.
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antifa
1 month ago
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I like civ5, but think it's a bad multiplayer game for this reason.
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nottorp
1 month ago
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I read that as "time limits are bad drama", not how the game is presented.

It can be badly done in a turn based game too, see XCom 2.

If you don't like RTS games you don't like RTS games, but this is more about, say, a RTS where you also have a fixed time limit for missions.

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lifeisstillgood
1 month ago
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I understand it as the game can adjust the time behaviour of NPCs to improve the players experience. If you are a spy who needs to meet your contact at the cafe at 1pm then getting delayed by an interesting side quest and arriving at 1:20, in the real world you screwed up and your mission is done. If you do that in a game then it’s boring and you probably won’t realise and wait hours at a cafe. Instead the NPC can simply arrive 20 minutes late. There were games then that had the real world clock approach and would be hard to play - I think for monkey island he actually built a scheduler to avoid this
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thaumasiotes
1 month ago
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> I think for monkey island he actually built a scheduler to avoid this

That wouldn't make any sense, since nothing in Monkey Island moves.

(Exceptions: During Act I, the cook periodically leaves the SCUMM Bar kitchen to visit the tables. Also during Act I, you can trigger the shopkeeper to walk to the Sword Master's house; he will return when triggered by your actions in the shop. Movement can happen between Acts. On Monkey Island, you have to lead a monkey from its location to somewhere else. Herman Toothrot will show up in the cannibal village at some point after you're already required to have picked up the banana picker; his being there is not relevant to anything. Otherwise, nothing ever moves.)

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nottorp
1 month ago
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I've played both monkey islands multiple times and I don't remember any time limit. Everything went at the speed of plot.
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crb
1 month ago
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As opposed to Maniac Mansion, where you could die if you drained the pool and waited too long to refill it.

(Among many other ways, which you can find here: https://www.maniacmansionfan.50webs.com/waystolose.html)

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pimlottc
1 month ago
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The server you linked seems to be down, here's an archived version:

https://web.archive.org/web/20240529033339/https://www.mania...

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nottorp
1 month ago
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... and then Gilbert saw the light, wrote this article and the rest is history.
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_flux
1 month ago
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I recall you need to do the mug'o'grog-puzzle fast.
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oneeyedpigeon
1 month ago
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I think the criticism is of less self-contained time limits that involve multiple puzzles/locations. You can retry the mug'o'grog puzzle if you're not quick enough, I think.
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nottorp
1 month ago
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You sort of do, but you can always get a new mug if i remember well.
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thaumasiotes
1 month ago
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Yes, the SCUMM Bar restocks with mugs if you destroy yours.

It's still a bizarrely high-pressure moment built into a game that otherwise has no such mechanics. I always hated coming to it.

It would have been at least as easy to tie the disintegration of the mugs to scene transitions, which would have eliminated the time pressure at no cost to the game.

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dudinax
1 month ago
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If you stay under water for ten minutes you'll drown in MI 1. It's one of the few ways you can die.
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NeoTar
1 month ago
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Even then it’s a faux death isn’t it? Doesn’t Elaine tell you that you could not have died there since the story is told in flashback, so you don’t lose any progress?
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einherjae
1 month ago
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MI 1 isn’t flashbacks, that would be MI2
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Andrew_nenakhov
1 month ago
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> It can be badly done in a turn based game too, see XCom 2.

I disagree. I hated turn limits in XCom1 (we're talking about remakes, not original 1993 game, right?), because they weren't really justified by the game world, but in XCom2 when you are the scrappy resistance on quick hit and run missions it really helps build up tension.

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nottorp
1 month ago
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> we're talking about remakes,

Yes.

> not original 1993 game, right?

The original 1993 game has a great example of how to put time pressure on the player without an explicit time pressure: terror missions. Diddle around and you get an army of chrysalids on your butt.

> you are the scrappy resistance on quick hit and run missions it really helps build up tension.

They had a demo day. I played the first mission, or maybe made it to the second. Ran out of turns because I explored an empty corner on the way to the objective. Uninstalled.

And yes, i finished the first xcom remake multiple times. Hated every bomb disarm mission with a passion.

If you ask me, they kinda painted themselves into a corner with the aliens on fixed patrol routes that you could just wait around until the position was perfect. You couldn't do that in the original xcom. But instead of fixing that, they added ... turn limits. It's just bad game design.

Possibly too much world of warcraft. I've seen this trend in games starting a few years after wow was out. People thinking that if Blizzard does it into a MMO, it's okay to do it in a single player game too.

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Andrew_nenakhov
1 month ago
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I disagree on this. I played through the remake once and never tried it again. But XCom2 was great and i liked it far, far better than the first part. Btw in most timed missions you don't lose on the spot when the timer runs out, you just face more and more reinforcements, which is completely justified by the setting.
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nottorp
1 month ago
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Not in the first or second mission. Way to welcome new players, especially ones who are already suspicious since they read the reviews…
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nkrisc
1 month ago
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How does WoW relate to turn limits?
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nottorp
1 month ago
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To fixed patrol routes. A younger designer who played too many MMOs can think that's the only way to place enemies in a game: either standing in one place or patrolling a fixed route.

That may work in a rpg, but look where it got the tactics game in xcom 2.

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nkrisc
1 month ago
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I’m still not seeing the connection to WoW. Games did that long before WoW ever existed.
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bicolao
1 month ago
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With XCOM 2 if you miss a tile in the last turn, you lose the mission. It's not a great execution even if it does apply time pressure. Long War or other mods handle this much better by bringing in reinforcement, so you can't stay for long, but you won't lose just because you miscount the tiles.
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quitit
1 month ago
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I love Ron Gilbert's games, he's vastly experienced, and his association alone is sufficient to get me to buy any new adventure title; but I cannot understand why he thought it would be ok to use Deus ex machina¹ for the ending of Monkey Island 2 and the relatively recent Return to Monkey Island.

Both of these endings are ruinous to the world he so carefully and beautifully imagined. I just can't grasp what message he was trying to send by trashing his own IP that way. I would honestly like to know. Is it like Notch with Minecraft? Were Monkey Island fans endlessly harassing him? The purpose of Return to Monkey Island seemed to be to address that awkward ending, and (spoiler alert) he doubled down.

¹ https://en.wikipedia.org/wiki/Deus_ex_machina

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mancerayder
1 month ago
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Has anyone tried Lucy Dreaming? It's first of all a British version of games like Monkey Island (which inspired it) including dry British wit

Secondly the puzzles are hard but very very reasonable, as in I never felt they were unfair. I think they did that as a lesson from the classics, where sometimes Brute Force was the only way objects and environment needed to interact to unlock more of the game.

An enormous amount of thought was put into it, and I hope more games come out like it. I'm truly tired of FPS, grinding 'work simulator ' type games, and multiplayer games which predominate on Steam.

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insane_dreamer
1 month ago
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> at the beginning the player should have a clear vision as to what he or she is trying to accomplish. Nothing is more frustrating than wandering around wondering what you should be doing and if what you have been doing is going to get you anywhere.

I disagree. Discovering what it is you're supposed to do is one of the most exciting parts of such games. Myst is the classic example of this. It's like those movies, like the Bourne Identity, where the character wakes up and doesn't know who they are or what they are supposed to do, and has to figure it out as they go along.

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scotty79
1 month ago
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Out of modern takes I really liked the game "The Captain" that's like a chain of old point and click adventures strung together with sort of rougelite like mechanics.
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nebulous1
1 month ago
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Looks good. Gemini Rue is good if you're looking for something adventure gamey. Return of the Obra Dinn is good if you're looking for something related but different.
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BeetleB
1 month ago
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I prefer to call them interactive narratives as opposed to interactive movies.

Aside: What Remains of Edith Finch is perhaps the most powerful narrative game ever. Not an adventure game per se. But extremely powerful storytelling.

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ykonstant
1 month ago
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I love it too; I also love the secret layouts of the house.
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o11c
1 month ago
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Full title is much less click-baity:

Why Adventure Games Suck And What We Can Do About It (1989)

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Andrew_nenakhov
1 month ago
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> Real time is bad drama

Not necessarily. The ending sequence with the plane on a motorway in "Full Throttle" had me on the edge of my seat when I played it for the first time, and on replays, too.

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twoodfin
1 month ago
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Not an adventure game, but it’s amusing the degree to which Infocom & Douglas Adams flaunted rules like this to the extreme of high art for The Hitchhiker’s Guide to the Galaxy.
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oneeyedpigeon
1 month ago
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I wondered if at least some of Gilbert's criticism was aimed at HHGttG. I'm sure there's at least one case of "pick it up early on or you'll later find out you've wasted most of the game" and one of his 'bad puzzle' descriptions sounded like it could have been a nod to the infamous Babel fish puzzle.

HHGttG was incredibly well written and creative, but I think it was probably a bit 'mid' as an adventure game.

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egypturnash
1 month ago
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Infocom made (almost) nothing but adventure games. From 1980-1989 they made no less than thirty-nine text adventures. And a database. Which lead directly to their downfall.

They never made a point-and-click adventure game, but they were the kings of the adventure game when you could make a pretty compelling argument that the images the home computers of the time could produce were much cruder than what words could evoke in the mind of the player.

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djur
1 month ago
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Infocom games were adventure games, just text adventures. The tricks in Hitchhiker's are fun but not really great for playability. The Interactive Fiction community has spent the last few decades trying to figure out ways to get that same kind of surprise and lateral thinking into a game without making it feel unfair. Most of those games are for people far more advanced in their puzzle thinking than I.

("flouted" not "flaunted")

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zokier
1 month ago
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It's interesting how this was republished just at the cusp of the rise of indie games. And indie games certainly have been exploring lot of the ideas mentioned.
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asimpletune
1 month ago
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Does anyone else think Guysbrush Threepwood is based off of Burt Lancaster?
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wslh
1 month ago
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Curious about how LLMs for generating graphics can revive adventure games and have a second thought about this article.

Generating images in Adventure Games was a bottleneck since they were mainly static and fixed within a small set. Now you can generate original images based on the adventure situation.

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Gormo
1 month ago
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Adventure games have already been revived -- this article is from 20 years ago, and there was a sustained resurgence in the genre that began only a few years later.

LLMs are terrible for this sort of thing.

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Ekaros
1 month ago
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I almost question did they ever went away if you were a genre consumer. Not getting the big reviews in mainstream gaming media, but still looking list of titles there is decent games for most of the years if not nearly all.
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andrewstuart
1 month ago
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Off topic but I find gendered writing really jarring and every time I read “she” instead of “he” I get jerked out of the flow of understanding.

I get why the authors do it …. they don’t want to be sexist, so they flip he to she.

It’s much easier to read the gender neutral “they” rather than “she”.

For me anyway.

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SoftTalker
1 month ago
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If you went to school before about 1990 (?) you would get marked down in any writing assignment for using "they" in a singular sense. I did and I still notice it when reading. Sometimes the context allows only a singular interpretation but often it doesn't and it causes a mental stumble trying to figure out what the author means.

We learned that "he" is neutral unless the subject is already known to be male. I agree that using "she" in a neutral sense is somewhat distracting.

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vundercind
1 month ago
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Graduated early 2000s. Gender neutral “he” was taught as correct throughout primary and secondary school, neither “they” nor “she” was permitted. “She” didn’t become common in writing-in-the-wild until after 2010. You’d see it in academic writing occasionally before then, or explicitly feminist pieces maybe.

“They” was more common but came off as very informal or low-register (to those taught the other way, at least).

It did take me a long time to stop going “wait, who? I missed who we’re talking about” and start searching backwards in the text when encountering gender-neutral “she”. Did indeed make things hard to read for years.

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illusive4080
1 month ago
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Classically ‘he’ was used to be more universal. It was always understood to include women as well. But that language is frowned upon. When I read ‘they’ I think plural people not singular like ‘he.’
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pessimizer
1 month ago
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I think there's always been a good case for "they" rather than "he" in those contexts, e.g. "the player" being referred to as "they."

When speaking about "the player," you're not just speaking about one player, but anywhere from tens to tens of millions of players. That's a "they." And as they're all acting individually and independently within tens to tens of millions of individual game sessions, it makes sense to treat that "they" singularly.

So from that perspective, it's not really a desexed reference, but a reference to a multitude of people. But even if you're talking about the person hearing a Catholic confession, and it would always be safe to refer to each instantiated member of the class as "he," "they" still makes sense. They are a bunch of priests.

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oneeyedpigeon
1 month ago
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> When I read ‘they’ I think plural people not singular like ‘he.’

I'm sure you're aware that it's usually obvious in context, like many ambiguous uses of language. For example,

> Every time the player has to restore a saved game, or pound [their] head on the desk in frustration

Changing "his" to "their" doesn't make the phrase any more difficult to read, imo. Maybe it's just something you'll pick up with practice.

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susam
1 month ago
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The article is from 1989 and this used to be one of the common writing styles back then. Of course, times have changed now and (at least to my ears) "they" sounds more natural than "she" in the current century.
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andrewstuart
1 month ago
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>> The article is from 1989 and this used to be one of the common writing styles back then

I’m from the past and that’s not my recollection.

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TillE
1 month ago
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Tabletop RPG books c. 1989 were doing all kinds of stuff with generic pronouns. I believe Vampire (1991) primarily but not exclusively used "she". Other games would use "she" for the GM and "he" for players, stuff like that.
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relaxing
1 month ago
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You probably blocked it out in an act of small-minded cognitive dissonance.
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djur
1 month ago
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Singular "they" was more controversial at the time and was considered ungrammatical by some. "She" is unquestionably grammatical and yet it seems to be persistently shocking for people to read. (I would prefer "they" today, but this is from the '80s.)
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antifa
1 month ago
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I liked Hugo's house of horrors 1, 2, and 3 back in the day, but probably wouldn't play a modern version of it in this day and age. LLMs would be an interesting technology for the genre however.
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rightbyte
1 month ago
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Like, how can he be so pessimistic when Grim Fandango was released some years ago?

The game design advices seems fine though.

[edit, some years ago compared to 2002]

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nottorp
1 month ago
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"I wrote this back in 1989 while I was designing Monkey Island."

The first Monkey Island. Of course the design advice seems fine, since he (and the old LucasArts) applied it in several acclaimed titles that make all the "best computer games ever" lists after the article was written :)

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nebulous1
1 month ago
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I think the adventure game portion of Lucas Arts was in the process of dying at that point. They didn't release another adventure game after Escape from Monkey Island in 2000. They would have already cancelled a Full Throttle sequel. They had a couple of attempts after this but they were both also cancelled within a couple of years.

Grim Fandango was very good, but honestly the genre got worse after it, not better. Overall the introduction of 3d to the adventure genre had a pretty shaky start. Although there were a couple of exceptions, the genre in general backpedalled for a while.

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rightbyte
1 month ago
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Ye in retroperspective he was right.

It was at first some years ago with the 'indie' studios publishing on Steam I've played nice adventure games again. 'We Were Here'. Quite good but not very polished.

I think the early 3d mix of 2d backgrounds and 3d characters was allright. Like Grim Fandango or Resident Evil. But ye many of the early pure 3d games didn't work out at all.

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soapdog
1 month ago
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Grim Fandango was released in 1998, it is literally 26 years old… also at that time Adventure Games were being eaten by RTS, JRPG, and soon after shooters. It was easy to feel low when looking at the scene.
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asimovfan
1 month ago
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I agree with this and don't worry friends! I am going to make the best adventure game ever soon! Have the plot ready already.
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thaumasiotes
1 month ago
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> Have the plot ready already.

The article stresses that the game shouldn't be thought of as a movie, but... having played some high-budget adventure games and some low-budget adventure games, it's clear that the quality of the game is basically just the quality of the plot. Good writing and bad art and software make for a good adventure game. Bad writing and good art and software make for a terrible adventure game.

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YurgenJurgensen
1 month ago
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As long as the puzzles are at least acceptable in quality. No amount of writing could save, say, puzzles of the quality of Colony Ship for Sale, Cheap.
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luqtas
1 month ago
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you could make it with any violent elements ^-^
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