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Mostly absent
Last Online: 01-31-2010 07:28 PM
Join Date: Sep 2003
Location: Turku, Finland
Posts: 2,532
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I just had to come out of my hibernation to comment this article. It's like a breath of fresh air for the site after all the reviews/previews being posted lately. Not that there's anything wrong with reviews and previews, but articles like this one is something I think the site has needed for a good while now.
So thanks a million Marek for putting it together. There's definitely a potential here, so I'm really hoping adventure game developers will catch on and take a shot at it. Next up, Top 20 Adventure Games of All-Time - The 2006 Edition, by Evan Dickens! ... asking for too much? Okay... I'll go... |
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#3 |
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Puts the 'e' in Mark
Last Online: Today 03:27 PM
Join Date: Sep 2003
Posts: 3,138
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I guess instinctively I wrote instinctually.
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#4 | |
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Senior Member
Last Online: 06-02-2019 07:15 AM
Join Date: Aug 2005
Location: Santa Barbara, CA
Posts: 3,038
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Quote:
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Currently reading: Dune (F. Herbert) Recently finished: Harry Potter and the Prisoner of Azkaban (J. K. Rowling) [++], La Nuit des Temps (R. Barjavel) [+++] Currently playing: Skyrim Recently finished: MCF: Escape from Ravenhearst [+], The Walking Dead, ep. 1 [+++], Gray Matter [++] |
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#8 |
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Kung Fu Code Poet
Last Online: 04-14-2012 01:18 PM
Join Date: Mar 2006
Location: South Africa
Posts: 701
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I watched the two videos. At first my mind immediately rejected the thing as a gimmick for people who walk into a game arcade and go straight for Whack-a-Mole, but I eventually started to think in terms of how we can make adventure games utilise the thing effectively sans cheese.
Myst-style games could use this well I think. Any type of manipulate-knobs-and-levers activities could make really good use of it. I think of the Mangree puzzle in Myst IV for example. While rotating those frigging sound system knobs with the mouse I was secretly hoping I could use an old Atari Paddle instead. With a Wii controller, I imagine just click-holding to grab the knob, and then rotate as one would in real life. (tangeant: Wii - Is that pronounced like "oui" and in that case do the French youth pronounce the console name as "ouay" ?) Third person games? Not too sure ... Perhaps a good start would just be to port existing adventures to run on the Wii, to give them a wider audience. Then you basically just replace the mouse with the controller. It's not much and people may cuss about it, but at least you'll have a few more people who will know that there are such things as adventure games. Replacing the pointer control with the Wii for the mouse is easy enough, then the basic game experience stays pretty much the same. And you could update all the first-person manipulation puzzles to be more life-like and objects seem more tangeable. But after that how does one capitalise on the thing in a non-gimmicky way I ask ye? And if you make the game too Wii controller dependant, making the game for multiple platforms becomes hackish and contrived.
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http://www.screwylightbulb.com/ |
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#9 |
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In an evening of July...
Last Online: 10-12-2016 02:53 AM
Join Date: Dec 2005
Location: Germany
Posts: 1,215
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Congratulations, you have been dugg. Let's hope you can handle the traffic.
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#15 |
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Puts the 'e' in Mark
Last Online: Today 03:27 PM
Join Date: Sep 2003
Posts: 3,138
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Woohoo! I was hoping someone would fill out their feedback form at the door.
![]() It's good to know you guys like this article. I wanted to do it since about a year ago but I somehow resisted actually writing it. Maybe I'll do the occasional editorial again for AG. |
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#16 | |
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Not like them!
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#17 |
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Not like them!
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You know what, here's an idea. Say holding the A button temporarily moved the camera right behind the character's shoulder, and while it's held you've got pretty direct control over his hand. Maybe a bit disorienting and maybe hard to program, but it could work. No, you know what, it would be really weird because it only supports verbs that are carried out with his hand. You'd need a whole separate system for talking and looking.
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#18 |
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Writer-Designer
Last Online: 12-29-2011 02:26 AM
Join Date: Sep 2003
Posts: 927
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Hi Marek,
Thoroughly enjoyed reading the article and find myself agreeing with you in many places. Having played Another Code and thoroughly enjoyed it, I can see how it only just scratched the surface of potential it offers. Yes, some of the interactions and puzzles were gimmicky and often only used once or twice in the game, but with a well-thought through and developed design much more is possible. The Wii controller has a gimmicky nature to it, too, but there are lots of possibilities that can expand on some of what you suggested and it would be exciting to design and develop for the Wii, particularly as the dev kits are reputed to be pretty cheap in comparison to those of the other consoles. Publishers like DTP and TAC should be looking at ways to bring adventures to the Wii with these unique features. However, one of the biggest stumbling blocks is likely to be resistance to anything that takes the adventure too far away from its traditional roots. Heck, take my own game, Mr. Smoozles Goes Nutso - there's probably more adventure gameplay in it than in Dreamfall, but when the top adventure site (Adventure Gamers, in case you were wondering ) doesn't cover it, how does that sit with what you're saying?I want to try out new ideas and develop them in a fun way. I'd love to be able to develop for the Wii and explore the possibilities it can offer, but I don't think we should see the Wii as some kind of saviour or forget that the core audience for adventure games is still firmly rooted on the PC. The worry I have about developing an adventure for the Wii is that to take advantage of the controller in the fullest sense will make the game completely specific to that platform and to bring it out on any other platform will be a major amount of additional work as the Wii specific stuff is taken out, re-worked and re-implemented. Not the simple scenario it might appear.
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Steve Mr. Smoozles Goes Nutso - Now FREE! Steve Ince, Writer and Designer Steve on Twitter |
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#20 |
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Writer-Designer
Last Online: 12-29-2011 02:26 AM
Join Date: Sep 2003
Posts: 927
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Nope, sorry.
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Steve Mr. Smoozles Goes Nutso - Now FREE! Steve Ince, Writer and Designer Steve on Twitter |
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