07-18-2008, 08:09 AM | #21 | |
Adventure Gamer for Life
Join Date: Jun 2006
Location: Texas
Posts: 34
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I started playing Sierra games when I was 10. There's a certain type of logic that classic adventure games require and I excel at it. I love twisting my brain around to the developer's thought process. It's one of the reasons I love the Runaway games. I thought Runaway was super easy and natural, for someone who knows classic adventure game logic. I had almost NO problem with any of the puzzles. I've never understood people's complaints about the puzzles. Similarly, I had never played the Monkey Island games until recently (being a Sierra girl) and I've found the puzzles natural as well. I think there really is a gap between people who start playing adventures with recent games and those who started with classic games in the way we approach some of these puzzles. That being said, I don't have a problem with stories light on puzzles. I am a huge story person as well, and if it doesn't have a story, I have no interest. What I hate are games where there's story, and then it has some ridiculous Myst-type puzzle, then more story, then safecracking, then story, then tile puzzle, etc. The puzzles should be HOW you tell the story, not just added for difficulty's sake. |
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07-18-2008, 09:30 AM | #22 | |
Senior Member
Join Date: Jun 2007
Location: Oakland, CA
Posts: 418
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07-18-2008, 09:51 AM | #23 | |
Junior Member
Join Date: Nov 2007
Posts: 3
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07-18-2008, 10:41 AM | #24 |
Adventure Gamer for Life
Join Date: Jun 2006
Location: Texas
Posts: 34
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07-18-2008, 04:15 PM | #25 | |
Lovable rogue
Join Date: Oct 2005
Location: Great Britain
Posts: 6,378
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I like to be challenged, and when that challenge comes with the reward of deeper progress into an interesting story, it's even more compelling. The appeal of games for me is that they're interactive, they require significant input. If I wanted to relax and have passive entertainment there's always the television, but with a game I want to exercise my wits.
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07-22-2008, 12:29 PM | #26 | ||
Unreliable Narrator
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Seriously, though, I've actually noticed that the problem of arbitrary-seeming adventure game puzzle designs (as opposed to puzzles that feel like natural solutions to problems) may in fact stem from a lack of a programming background rather than from its presence. Programmers, after all, are trained to think logically, and it might just be personal preference talking here, but my favourite interactive stories haven't been written by writers proper, but by people with a background in both writing and programming. (Examples of note range from the ye olde Gilbert/Grossman/Schafer team from LucasArts to solo interactive fiction writers such as Emily Short and Adam Cadre. Contrasting this with, say, Ragnar Tornquist, who has a background in cinema, I tend to find that while his stories are compelling, the gameplay often hinders rather than adds to it.) Quote:
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Squinky is always right, but only for certain values of "always" and "right". |
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