Traditional Adventure Games Are Rubbish
Good story telling doesn't require item hunts.
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Good story telling doesn't require item hunts.
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This is where most games go wrong with stirring emotions in players -- most often either fear or desperation: They try to make things scary or desperate for the character, and they hope that will rub off on you, the player.Yahtzee Croshaw said:Traditional Adventure Games Are Rubbish
Good story telling doesn't require item hunts.
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Most of Tim Schafer's adventure games weren't actually that wacky. Yes, he made Day of the Tentacle (part of it, at least. Dave Grossman was the co-leader for that title), but he also made Full Throttle and Grim Fandango.PureIrony said:Or is that just because every adventure developer wants to be Tim Schaefer?
Grim Fandango had quite a few wacky moments and a constant undertone of humor, though I can't speak for Full Throttle, having not played it.Radioactive Kitten said:Most of Tim Schafer's adventure games weren't actually that wacky. Yes, he made Day of the Tentacle (part of it, at least. Dave Grossman was the co-leader for that title), but he also made Full Throttle and Grim Fandango.
I agree. I played a part of it a long time ago, but at the time I wasn't able to properly respect it. A re-release on the XLBA and PSN would do it a lot of good.chewie8291 said:Eternal Darkness was a wonderful game. I wish they released it again.
This article feels like one of those cases of "writer goes too far with his grand unified theory of what gaming ought to be".Yahtzee said:The point is that the traditional adventure gameplay is rubbish. Oh, sometimes they'd come up with a really clever puzzle like using insults to win sword fights, but these were the exceptions rather than the rule. Most of the time the inventory puzzles only served, as in The Walking Dead, just as a token effort to be able to call itself a game rather than a linear story with an unusual pause function.