View Poll Results: The Gabriel Knight 3 -interface... | |||
...was good. | 39 | 55.71% | |
...was OK. | 11 | 15.71% | |
...wasn't good. | 7 | 10.00% | |
...took some getting used to. | 9 | 12.86% | |
...I don't have an opinion of it. | 0 | 0% | |
...I haven't played Gabriel Knight 3. | 2 | 2.86% | |
...-Other- | 2 | 2.86% | |
Voters: 70. You may not vote on this poll |
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02-06-2005, 09:03 AM | #1 |
Doctor Watson
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The Gabriel Knight 3 -interface
Just trying to gather some pseudo-statistical data.
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02-06-2005, 09:38 AM | #2 |
Magic Wand Waver
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Deadworm? Could you add an option? It took getting used to - it wasn't an intuitive type of interface. I know for me that after a while, I got it to work, but it certainly wasn't my favorite kind of interface.
FGM
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02-06-2005, 09:55 AM | #3 |
Epinionated.
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As above. Thought it was merely OK... suprised at the result so far. Plus it had more of a tendency to further the players view more than usual, in the sense that I felt like a ghost directing the action rather than part of it.
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02-06-2005, 09:55 AM | #4 |
Hopeful skeptic
Join Date: Sep 2003
Location: Toronto
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I thought it was wretched. I got used to it, but it was still terrible.
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02-06-2005, 10:02 AM | #5 |
Shai-Hulud to you
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I thought it was an aboslute delight to play with. I still can't understand why more games don't use this free-roaming camera, third-person system. I jsut adored it.
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02-06-2005, 10:06 AM | #6 | |
Doctor Watson
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Quote:
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02-06-2005, 10:13 AM | #7 | |
Doctor Watson
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Quote:
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02-06-2005, 10:24 AM | #8 |
Easily amused
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I liked it because , for the most part, I could play it from a 1st person perspective. I didn't use the camera angles very much, other than to do some of the puzzles.
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02-06-2005, 10:28 AM | #9 | |
headless
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02-06-2005, 10:46 AM | #10 |
Senior Member
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I liked the game but not the interface.
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02-06-2005, 10:51 AM | #11 | |
Rattenmonster
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Quote:
I had a real hard time with the GK3 interface, but I did get used to it after awhile, so I guess I'll vote for that. emily |
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02-06-2005, 12:15 PM | #12 | |
Doctor Watson
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02-06-2005, 12:21 PM | #13 | ||
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It was pretty easy to get used to, but I've played as much shooters as adventure games. Though for me, I found it perfect, I still voted "OK" because I can see how counter-intuitive it must've been at first for other people (and therefor alone not the ideal solution). I still admire GK3 for its boldness in switching to 3D and trying to tackle the control issue - which it handled pretty good. Even for people unaccustomed to anything 3D, after the learning curve, it's pretty easy. I made a reply about this in the "Cold Hotspot" thread but realised it was pretty off-topic there and more suited here;
Quote:
Direct-control: possible in first-person, third-person chasecam, and in 'traditional mode', with default camera angles when you enter a new 'area' or room (although you can move it around). Combine this with configurable keys, and everyone wins. Items and people are manipulated/interacted with by "pointing" your camera/character roughly at them, much like Grim Fandango or EFMI, with keys to cycle 'targets', which, as you can guess, also works excellent in first-person. Point & Click: possible with 'traditional mode', preset camera angles are triggered as you move through the world using your mouse, clicking somewhere to move your character there in third person and clicking objects/npcs to interact with them, it'd be handy to give objects a subtle but clearly visible glow as your cursor moves over them (or have the cursor change, ofcourse). IMHO this is win-win for everybody, from FPS players to die-hard traditionalists, right? I mean, some people are used to moving your character with the mouse button like realMyst or Sentinel: DIT, while others would prefer the WASD control scheme, so IMO, configurable keys are a must. Furthermore, traditionalists could use the P&C option, so who could complain? Well, OK, the developer who'd have to come up with this, present it in a clear manner, and shave off all rough edges of all control scheme options, to make each as perfect as it would've been had they chosen to use just that single interface. BTW, I don't think there has been one single 3D game that has seriously tackled this - for example Vampire: Bloodlines gave the player the option between first- and third-person views, but the latter felt clumsy during combat (which ofcourse there'd be none or little of in an adventure game). I can't think of many games that give the player this option though, so there's a real chance for an adventure game to be the first to create a nearly seamless gameworld, explored in the manner the player chooses. It'd be cleaner than HL2, goddamnit Quote:
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02-06-2005, 12:23 PM | #14 | |
Rattenmonster
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Quote:
-emily |
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02-06-2005, 12:27 PM | #15 |
Senior Member
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I think there should have been added yet another option to this poll, namely that the Gabriel Knight III interface is more than simply good, it is the greatest example of how an interface should be done for third-person games. After Gabriel Knight III came out and this example of interface design became avaliable to developers, any game designer who subsequently inflicted arrow-controlled character movement on the player should be taken out and burned at the stake.
For me there was no fussing around, no learning curve and except for an occasional tap on the Esc. key to hurry Gabe or Grace along, it is entirely Mouse-controlled. All I had to do was put the disk in the drive and jump in and play. Antoinetta |
02-06-2005, 12:42 PM | #16 | |
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02-06-2005, 12:50 PM | #17 |
Elegantly copy+pasted
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Well, I gave up on GK3 after half an hour because I hated the interface (and the graphics). And I've played a fair number of first-person shooters, as well as third-person action games (Tomb Raider, Max Payne, Metal Gear Solid). It just felt twice as complicated because I had to control a camera as well as a character. However, when I think about it analytically, I believe they were going the right way. I want to take that basic idea and develop it into something I would be comfortable using.
I think there are some fundamental differences between p+c and direct control, which would make it impossible to design a game that plays well using both methods. The primary one is exploration. In a p+c game, exploring your environment is as quick as moving the mouse cursor to a point on the screen. In a direct-control game, you actually have to move your character over there, or position the camera correctly, before you can attempt an action. That means the pace of the game is completely different, and the game levels should be designed differently. We shouldn't assume that there's a mouse available. If we're making a 3D game with a direct control option, we're going to want to put it on consoles, because that's the biggest market. Our non-direct control interface would have to work with a joypad. To put it simply, what I'm proposing is a true 3D (not fixed-position camera) version of point-and-click, without using a mouse.
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02-06-2005, 12:51 PM | #18 |
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I think that, as a P&C, it's the best ever to appear in an adventure game - available actions only. As for the camera roaming, I thought it was great. Plus, if you didnt like it, there were fixed angles.
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02-06-2005, 01:25 PM | #19 |
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"without using a mouse." Posted by Snarky
No Mouse, no Play. Antoinetta |
02-06-2005, 01:34 PM | #20 | |
Hopeful skeptic
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