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Earthlion

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About Earthlion

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  1. Something else that does not work: trigger-hunting When you have to do some certain action so that new stuff starts happening. Especially egregious when its a really minor thing that is kind of unrelated to the things that follow. For example in Gabriel Knight 3 (iirc) : At some point you had to do some research on vampires else the story would not countinue, even though nothing in the game pointed you towards this task.
  2. Personally I think that complete creative freedom is not a signpost for failure. There have been many games, which were produced that way that were awesome (Shadow of the Colossus, Super Mario Galaxy or Portal 2 come to mind). While admittedly there were also big failures in that regard (like Duke Nukem Forever or Metroid: Other M). So there is potential for both. Though I'd argue that selective memory simply makes these failures stand out, while the sucesses are simply remembered as being good, disregarding the huge budgets and complete creative freedom that made them possible. But as others have pointed out, Tim is not really in the same position. He is working in a niche genre, that is kind of restrictive in of itself already. And the 3 Mil. dollar budget still pales in comparison to other titles.
  3. - naked mole-rat colony - powerplant powered by muscle strength (keeps population healthy and solves unemployment issues) - room filled with things you see every day but don't really know the name of - inside schroedingers box - meme-factory (filled with people, who shout random things very loudly, hoping some of it will stick)
  4. I don't know why this sense of "infinite possiblities" seemed to have struck so may people. Back then, when I played Maniac Mansion and Zac McCracken, the numerous times I got to hear "I can't do that" from the characters made me realize pretty quickly how restricted I was in my actions. For me, the puzzles , the story and the writing were the really important things and they were for a long time unparalleled in video games. As for Skyrim , I can't say much, never having played it. Though from what I heard, you can do many things, but none of them leave much of an impact. Doesn't sound much like "infinite possibilities" to me. As for things I would like to see the DFA-team learn from other genres? Maybe how stories are implemented these days and how they are interwoven with the gameplay. On a furhter note, I would like to see them learn, in what ways the genre has failed in the past, where other genres were successful. And then excise these flaws one by one.
  5. If I am honest. I kind of agree with the basic sentiments of the OP. Something needs to change within the genre. Its been stagnant ever since MI3 came out. That was nearly 15 years ago and in the meantime, other genres have changed and grown to the point that they match and maybe even surpass the level of storytelling in p&c -adventure games, a mayor sellng point of the genre back in the day. I personally think that this stagnancy caused the genre to fail in the past, and without change it maybe bound to fail again. But Innovation is a tricky thing. It alone does not make a good product. Just look at Nintendos Virtual Boy, it was as innovative as it was uncomfortable und unhealthy to use. When Innovation is brought to the table it has to be done right. (To that end, I am curious to see how the "google glasses" will work out in the future). A truly interactive story might sound good on paper now, but besides the sheer programming effort, there are other pitfalls. For instance, what would become of the story? When given significant amount of freedom, things like pacing, suspense, drama or even the authors vision could get completely lost in the sea of possibilities. A story like that could easily suck. (And I actually like the intellectual challenge that puzzles provide, but that's beside the point.) For now I guess, it is best, when the DF-team plays to their strenghts and simply make a good game. Innovation not required. Better to re-affirm and re-establish the genre first, than to scare them with too much new stuff.
  6. As I aquired a DS lately, I am currently blasting through its adventure game library, with wonderful games like Hotel Dusk, Ghost Trick and of course the Phoenix Wright series.
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